Programs, methods and electronic devices for games
Patent Information
- Application Number
- JP2023002361
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2020-12-10
- Filing Date
- 2023-01-11
- Publication Date
- 2025-04-09
- Estimated Expiration
- 2041-10-14
AI Technical Summary
Existing games lack sufficient motivation for players to cooperate effectively with allied characters to defeat enemy characters, leading to a decrease in game interest.
A program that arranges friend and enemy characters on a game field, manages correction points for allied characters, and enables special attacks to increase these points when successful, allowing parameter corrections based on these points, with conditions for transitioning enemy characters to a special attack target state and limiting special attacks.
Enhances game interest by enabling effective cooperation with allied characters to defeat enemies, providing strategic depth and immersion through coordinated play.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to programs and the like, and particularly to programs and the like for games executed in an electronic device that receives player input.
Background Art
[0002] Game machines used in game centers and the like, home game machines, portable game machines, and electronic devices capable of executing games such as smartphones have become widespread, and many games executed on such electronic devices have also been released. In this type of game, it is known that a plurality of ally players cooperate with enemy characters to engage in battles and execute combined attacks (Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Some such games can cause significant damage to enemy characters by means of combined attacks, but they have not been able to sufficiently provide an incentive for more effective play to defeat enemy characters in cooperation with ally characters.
[0005] The present invention has been made to solve such problems, and the main object is to provide a program and the like that can enhance the趣味性 of games.
Means for Solving the Problems
[0006] To achieve the above objective, a program as one aspect of the present invention is a program for a game in which a plurality of ally characters and enemy characters are placed on a game field, the plurality of ally characters include a player character operated by player input and a character that cooperates with the player character to fight against an enemy character, a common correction point is managed for all of the plurality of ally characters, and the program causes an electronic device to perform the following steps: determine whether or not an enemy character is in a special attack target state, if the enemy character is in a special attack target state, put ally characters placed within a predetermined range of the enemy character on the game field into a state where a special attack can be executed, execute a special attack by an ally character in the state where a special attack can be executed, determine whether or not the executed special attack was successful, if the special attack was successful, increase a common correction point for all of the plurality of ally characters, decrease the correction point according to the period during which the correction point is not increased, and if the correction point satisfies the correction condition, correct the parameters associated with the plurality of ally characters by a predetermined common ratio for all of the plurality of ally characters.
[0007] The correction conditions may include multiple stages, and the step of correcting the parameters may include a step of correcting the parameters based on the stages of the correction conditions that the correction point has satisfied.
[0008] Enemy characters have special values assigned to them, and when an ally character successfully attacks an enemy character, the following steps are performed: a step to change the special value, and if the special value satisfies the conditions for transitioning to a special attack target state, a step to transition the enemy character to a special attack target state. When the enemy character is in a special attack target state, the number of special attacks that each ally character can perform can be limited to a predetermined number or less.
[0009] The step of changing the special value may include a step of increasing the amount of change in the special value if, after one of the multiple allied characters has successfully attacked an enemy character, another allied character successfully attacks the enemy character within a predetermined period.
[0010] In the aforementioned game, two or more enemy characters are placed on the game field, and the special value is set for each of the enemy characters. In the step of changing the special value, if one of the two or more enemy characters is in a special attack target state, the special value of the other enemy characters may be changed so that even if an attack by an ally character on the other enemy character is successful, the change will not be made so that the special value satisfies the conditions for transitioning to a special attack target state.
[0011] The electronic device may be instructed to perform the following steps while the parameters associated with the plurality of allied characters are being corrected: determining whether an enemy character is in a state where it is a target of the second special attack; if it is determined that an enemy character is in a state where it is a target of the second special attack, putting allied characters positioned within a predetermined range of the enemy character on the game field into a state where the second special attack can be executed; having the allied characters execute the second special attack while they are in a state where the second special attack can be executed; determining whether the executed second special attack has succeeded a predetermined number of times or more; and if it is determined that the second special attack has succeeded a predetermined number of times or more, correcting the parameters associated with the enemy character.
[0012] A method in one aspect of the present invention involves arranging a plurality of ally characters and enemy characters on a game field, wherein the plurality of ally characters include a player character controlled by player input and a character that cooperates with the player character to fight against an enemy character, managing a common correction point for all of the plurality of ally characters, and causing the plurality of ally characters and enemy characters to fight, wherein the electronic device is made to perform the following steps: determine whether or not an enemy character is in a special attack target state, if the enemy character is in a special attack target state, put ally characters placed within a predetermined range of the enemy character on the game field into a state where a special attack can be executed; execute a special attack by an ally character in the state where a special attack can be executed; determine whether or not the executed special attack was successful; if the special attack was successful, increase a common correction point for all of the plurality of ally characters; decrease the correction point according to the period during which the correction point is not increased; and if the correction point satisfies the correction condition, correct the parameters associated with the plurality of ally characters by a predetermined common ratio for all of the plurality of ally characters.
[0013] An electronic device according to one aspect of the present invention is for a game in which a plurality of ally characters and enemy characters are placed on a game field, the plurality of ally characters include a player character operated by player input and a character that cooperates with the player character to fight against an enemy character, and the electronic device manages a common correction point for all of the plurality of ally characters, determines whether or not an enemy character is in a special attack target state, if the enemy character is in a special attack target state, puts ally characters placed within a predetermined range of the enemy character on the game field into a state where a special attack can be executed, executes a special attack by an ally character in the state where a special attack can be executed, determines whether or not the executed special attack was successful, increases the common correction point for all of the plurality of ally characters if the special attack was successful, decreases the correction point according to the period during which the correction point was not increased, and corrects the parameters associated with the plurality of ally characters by a predetermined common ratio for all of the plurality of ally characters when the correction point satisfies the correction condition.
[0014] Another aspect of the present invention is a program for a game in which a plurality of allied characters and enemy characters are placed on a game field, the plurality of allied characters include a player character controlled by player input and a character that cooperates with the player character to fight against the enemy character, a common correction point is managed for all of the plurality of allied characters, and the program causes an electronic device to perform the following steps: determine whether or not the enemy character is in a special attack target state, if the enemy character is in a special attack target state, put allied characters placed within a predetermined range of the enemy character on the game field into a state where a special attack can be executed, execute a special attack by the allied character in the state where a special attack can be executed, determine whether or not the executed special attack has succeeded a predetermined number of times or more, and if it is determined that the special attack has succeeded a predetermined number of times or more, correct the parameter associated with the enemy character. [Effects of the Invention]
[0015] According to the present invention, it is possible to enable effective gameplay in which allied characters cooperate to defeat enemy characters, thereby enhancing the enjoyment of the game. [Brief explanation of the drawing]
[0016] [Figure 1] This is the overall configuration of a system according to one embodiment of the present invention. [Figure 2] This is a hardware configuration diagram of a system relating to one embodiment of the present invention. [Figure 3] This is a functional block diagram of a system relating to one embodiment of the present invention. [Figure 4] This is an example of a game screen related to one embodiment of the present invention. [Figure 5] This flowchart shows the image display process according to one embodiment of the present invention. [Figure 6] This is a flowchart showing the player character control process according to one embodiment of the present invention. [Figure 7] It is a flowchart showing the special attack target state management process according to an embodiment of the present invention. [Figure 8] It is a flowchart showing the special attack executable state management process according to an embodiment of the present invention. [Figure 9] It is a flowchart showing the correction point and parameter correction management process according to an embodiment of the present invention. [Figure 10] It is a flowchart showing the continuous ultimate attack management process according to an embodiment of the present invention.
Mode for Carrying Out the Invention
[0017] Hereinafter, the game system 1 according to the embodiment of the present invention will be described with reference to the drawings. In this specification, for convenience of explanation, detailed explanations that are not necessary may be omitted. For example, detailed explanations of well-known matters and duplicate explanations of substantially the same configurations may be omitted.
[0018] FIG. 1 shows an example of the overall configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 includes a plurality of electronic devices 10 and a server 20. The electronic devices 10 and the server 20 are connected to a network 2 such as the Internet and can communicate with each other. Note that the game system 1 of the present embodiment will be described assuming a server-client system including a plurality of electronic devices 10, but the electronic device 10 may be one, and it can also be realized by a peer-to-peer system without passing through the server 20, or can also be realized in a stand-alone form by one electronic device.
[0019] Figure 2 is a block diagram showing the hardware configuration of an electronic device 10 and a server 20 according to one embodiment of the present invention. The electronic device 10 comprises a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. These components are connected by a bus 16. Interfaces are assumed to be interposed between the bus 16 and each component as needed. In this embodiment, the electronic device 10 is a home game console for running games. However, the electronic device 10 can be a terminal device such as a smartphone, tablet computer, or computer, as long as it has the above configuration.
[0020] The server 20 also comprises a processor 21, a display device 22, an input device 23, a storage device 24, and a communication device 25. These components are connected by a bus 26. Interfaces are interposed between the bus 26 and each component as needed. In this embodiment, the server 20 is implemented by a computer.
[0021] Processors 11 and 21 control the operation of the entire electronic device 10 or server 20, and are, for example, CPUs. Electronic circuits such as MPUs may also be used as processors 11 and 21. Processors 11 and 21 perform various processes by reading and executing programs and data stored in memory devices 14 and 24. In one example, processors 11 and 21 are composed of multiple processors.
[0022] The display devices 12 and 22 display application screens and other information to the user (player) of the electronic device 10 or the user (administrator) of the server 20, in accordance with the control of the processors 11 and 21. Any type of display capable of showing information to the user may be used, such as a liquid crystal display, an organic EL display, or a plasma display.
[0023] Input devices 13 and 23 are user interfaces that receive input from the user to the electronic device 10 and the server 20, and are, for example, a controller, touch panel, touchpad, keyboard, or mouse. In this embodiment, the electronic device 10 is a game console, so the electronic device 10 is equipped with a game console controller as the input device 13, and the display device 22 is a liquid crystal television. The display device 12 may be configured as a liquid crystal display and integrated with the electronic device 10, or the display device 12 and the input device 13 may be configured as an integrated unit. The server 20 is a computer, so it is equipped with a keyboard and mouse as input devices and a liquid crystal display as a display device.
[0024] The storage devices 14 and 24 are typical storage devices found in smartphones and computers, including volatile memory such as RAM, non-volatile memory such as eMMC, UFS, and SSD flash memory, and magnetic storage devices. Storage devices 14 and 24 may also include external memory. For example, storage device 14 stores game programs and browser programs, while storage device 24 stores server game programs. Game programs and browser programs are launched in response to user operations on the electronic device 10 and run on an operating system (OS) pre-installed by the electronic device 10. Server game programs include functions and various data for processing information to ensure the game progresses appropriately on the game programs and browser programs executed on each client player terminal. Furthermore, a database physically separated from the electronic device 10 and server 20 can also be used as a storage device.
[0025] Communication devices 15 and 25 exchange data with other devices via network 2 (omitted in Figure 2). For example, communication devices 15 and 25 connect to network 2 using wireless communication such as mobile communication or wireless LAN. Electronic device 10 communicates with server 20 via the network using communication device 15. Communication devices 15 and 25 may also use wired communication such as Ethernet® cables.
[0026] Figure 3 shows an example of a functional block diagram of an electronic device 10 and a server 20 according to one embodiment of the present invention. The electronic device 10 includes an input unit 31, a display unit 32, a communication unit 33, and a game control unit 34, while the server 20 includes an input unit 41, a display unit 42, a communication unit 43, and a game management unit 44. In this embodiment, these functions are realized by the processors 11 and 21 executing programs. For example, the programs executed are game programs and game management programs stored in memory devices 14 and 24. In this way, since various functions are realized by program loading, one part (function) may be possessed by another part in whole or in part. These functions may also be realized by hardware by configuring electronic circuits, etc., to realize some or all of each function.
[0027] The input units 31 and 41 are configured using input devices 13 and 23, and receive user input to the electronic device 10 and the server 20. The electronic device 10 and the server 20 receive user input via the input units 31 and 41.
[0028] The display unit 32 displays game screens, including the game field, on the display device 12, and displays game screens according to the game's progress and user operations. The display unit 42 displays management screens for game administrators on the display device 22 as needed.
[0029] The game control unit 34 stores control processing and various parameter information for executing the game of this embodiment. The game management unit 44 stores processing and various parameter information for managing the game executed in the electronic device 10 of this embodiment. In one example, when a game application is executed in the electronic device 10, the game management unit 44 periodically or as needed sends and receives data to advance the game. For example, the game management unit 44 stores various setting information and history information necessary for the game executed in the electronic device 10 and provides it to the electronic device 10 as appropriate.
[0030] In the case of a multiplayer game where multiple players cooperate to advance the game, data about the player's game progress is provided to the other players' electronic devices 10. The game control unit 34 of each electronic device 10 advances the game based on its own game state and the game states transmitted from the other electronic devices 10.
[0031] For example, in this embodiment, when the game control unit 34 receives a game start input from a player via the input unit 31, it sends a game start request including a player identifier to the game management unit 44. The game management unit 44 generates and stores the parameters necessary to run the game and sends a game start permission signal containing the necessary data to the electronic device 10. If it is necessary to allow other players who are users of other electronic devices 10 to participate, the game management unit 44 may send the game start permission signal after receiving a game participation request from the other electronic device 10.
[0032] The parameters required to start the game include, for example, data defining the game field and data defining the initial position of each character. The game field can be data defining a game field selected by the player from a set of pre-prepared game fields. The game field data is also stored in advance in the game control unit 34 of each electronic device 10, and the game management unit 44 may include game field identification information indicating the game field selected by the player in the game start permission signal to the other electronic devices 10. The initial position of each character may be determined by the game management unit 44 and transmitted to each electronic device 10, or the information determined by each electronic device 10 may be transmitted to all electronic devices 10 via the game management unit 44.
[0033] The parameters required to start the game may also include the attack power, defense power, hit points, and status of allied and enemy characters. In this embodiment, the enemy character's parameters will also include information indicating special values. These special values are changed when an allied character successfully attacks an enemy character. In this embodiment, the attack is a normal attack, but the special values may also be changed by other attacks such as ultimate attacks.
[0034] The enemy character's state includes both a normal state and a state where they are targeted for special attacks. When the special value meets the conditions for transitioning to the special attack target state, the enemy character's state changes from the normal state to the special attack target state. For example, if an enemy character is hit a certain number of times or more, they become stunned, indicating that they are vulnerable to special attacks. The game screen may also display an animation showing the enemy character stunned and staggering. The enemy character's state may also include other states, such as a state where they can perform powerful attacks.
[0035] Allied characters can be in a normal state, a state where they can perform a special attack, or a state where they can perform a ultimate attack. When an allied character meets certain conditions, they will transition to the state where they can perform a special attack, and when they meet other predetermined conditions, they will transition to the state where they can perform an ultimate attack.
[0036] Furthermore, parameters such as correction points and correction levels, which are associated with all allied characters and are common to all allied characters, can be included. Correction points are used to determine whether to correct parameters such as an allied character's attack power, and correction levels indicate the degree to which the parameter is corrected. Other parameters will be explained as needed.
[0037] Here, the game management unit 44 is responsible for determining the actions of non-player characters. Various parameters change according to the progress of the game, based on information indicating the actions of player characters and non-player characters determined by player input. These parameters are determined as appropriate by the game control unit 34 and the game management unit 44 and transmitted to each electronic device 10 and the server 20 via the network, thereby enabling synchronization of the game progress among multiple electronic devices 10.
[0038] When the game control unit 34 receives a game start permission signal, it places multiple friendly characters and enemy characters on the game field based on data defining the game field and data defining the initial position of each character, and starts the game. The multiple friendly characters include player characters controlled by player input from the user of the electronic device 10, and other friendly characters that cooperate with the player character to fight against the enemy character. Here, enemy characters are non-player characters controlled without player input, and friendly characters are player characters controlled by input from the user of the electronic device 10. Enemy characters and friendly characters may be player characters controlled by other players, non-player characters, or a combination of player characters and non-player characters.
[0039] When the game starts, the game control unit 34 controls the actions of each player character based on the player's input and transmits information indicating the player character's actions to the game management unit 44. The information indicating the player character's actions may be the player input itself. If one electronic device 10 is equipped with multiple controllers and multiple players play simultaneously using these controllers, the game control unit 34 of one electronic device 10 controls the corresponding player character based on the player input from each player.
[0040] The game management unit 44 of server 20 determines the actions of non-player characters, including enemy characters, and transmits information indicating the determined actions of non-player characters and the actions of player characters received from the electronic devices 10 to each electronic device 10. The game control unit 34 of the electronic device 10 displays an image representing the game field, including the actions of each player character and enemy character, on the display unit 32 of the electronic device 10, based on the player input from the electronic device 10 and the received information indicating the actions of enemy characters and other player characters. Actions include movement, normal attacks, special attacks, ultimate attacks, etc.
[0041] If one of your allied characters successfully attacks an enemy character, and then another allied character successfully attacks the enemy character within a specified period, the amount of change to the special value can be increased. By coordinating with other allied characters, it becomes possible to more effectively bring enemy characters into a special attack target state, providing the enjoyment of strategic teamwork.
[0042] The game control unit 34 determines whether an enemy character is in a special attack target state and is eligible for a special attack. If the enemy character is in a special attack target state, it puts allied characters positioned within a predetermined range of the enemy character on the game field into a state where they can perform a special attack, and executes the special attack by the allied characters. It then determines whether the executed special attack was successful, and if successful, increases the correction points. It decreases the correction points according to the period during which they have not increased. When the correction points meet the correction conditions, it corrects the parameters associated with the allied characters. The correction conditions include multiple stages, and the stage in which parameters are corrected can be set to correct parameters based on the stage of the correction conditions that the correction points have met.
[0043] In one embodiment, two or more enemy characters can be placed on the game field. In this case, a special value is set for each enemy character, and when one of the two or more enemy characters is in a special attack target state, even if an attack by an ally character on the other enemy character is successful, the special value of the other enemy character may not be changed in a way that would satisfy the conditions for transitioning to a special attack target state.
[0044] The functions of the game control unit 34 of the electronic device 10 and the game management unit 44 of the server 20 described herein may be provided by the other, all of them by only one, or both may provide at least some overlapping functions, and in the event of a conflict in the processing results, the execution result of one, for example, the execution result of the game management unit 44, may take precedence. The same applies to all processing described herein.
[0045] Figure 4 shows an example of a game screen. The game control unit 34 of the electronic device 10 displays an image representing a part of the game field as the game screen 50 on the display unit 32, based on the position of the player's character within the game field. In this example, friendly characters 51-54 and enemy characters 55 are placed within the game field. Friendly character 51 is a player object, which is an object that acts within the game field based on the input of the player, who is the user of the electronic device 10. Friendly characters 52-54 are, in this example, player objects that are controlled based on the input of other players.
[0046] The Ally Character Information Area 60 includes each Ally character's level, name, remaining hit points (HP), and special move gauge. The special move gauge increases, for example, by successfully attacking enemy characters, and when it reaches a certain value (for example, 100%), it becomes possible to perform a powerful special move attack. Furthermore, if one Ally character successfully performs a special move attack, and another Ally character successfully performs a special move attack within a certain period, an additional special move attack can be performed as a consecutive special move attack, dealing bonus damage. The additional special move attack may deal greater damage the more consecutive special move attacks there are.
[0047] The correction information area 65 includes a gauge 66 indicating the correction point and correction level, and parameter correction information. The correction information area 65 shows the correction point and the correction level determined based on the correction point, as well as the content of the correction applied to the parameter by the current correction level.
[0048] Next, using Figures 5 to 10, the information processing performed in the game system 1 according to one embodiment of the present invention will be described. Figure 5 shows the flow of the image display processing 100 for displaying an image to represent the game state, Figure 6 shows the flow of the player character control processing 200 based on the player character's operation input, Figure 7 shows the flow of the special attack target state management processing 300, Figure 8 shows the flow of the special attack executionable state management processing 400, Figure 9 shows the flow of the correction point and parameter correction management processing 500, and Figure 10 shows the flow of the continuous special attack management processing 600.
[0049] First, the image display process 100 will be explained based on Figure 5. When the electronic device 10 starts a game, it acquires the game state in order to generate a display image (S101). The game state includes data that defines game-related parameters and game fields, etc., generated by the game control unit 34 and the game management unit 44, etc. Then, the game control unit 34 generates an image to represent the game state based on the acquired game state and displays it on the display unit 32 (S102).
[0050] The game state is determined based on various parameters and is changed based on the actions of player characters controlled by each player's input and the actions of non-player characters controlled by the game management unit 44, etc. Multiple processes, including the processes described later using Figures 6-10, are executed in parallel with the image display process 100 to update the game state. The electronic device 10 determines whether or not a game termination command has been issued by the game control unit 34, etc. (S104), and continues to display an image representing the game state updated by other processes on the display unit 32 by repeatedly executing S101 and S102 until a termination command is issued. In this embodiment, a game machine is used as the electronic device 10, and generally, game machines are set to frame rates such as 30fps or 60fps. Preferably, the electronic device 10 executes the image display process shown in Figure 5 at regular intervals corresponding to the frame rate.
[0051] Next, the player character control process 200 based on the player character's input will be explained with reference to Figure 6. In the following explanation, the term "ally character" will be used to clarify that a process is performed not only on the player character but also on all allied characters, including the player character. Furthermore, it will be clear to those skilled in the art that even in processes where the term "player character" is used, the same process may be performed on allied non-player characters.
[0052] The player character control process 200 is performed by the game control unit 34. The parameters changed in each step are transmitted by the game control unit 34 that performed each step to the game management unit 44, and supplied to all electronic devices 10 via the game management unit 44, so that the game proceeds with common parameters. When the input unit 31 receives player input from the player (S201), the player character control is performed based on this. Here, the player input is assumed to be one of the movement command, normal attack command, special attack command, and ultimate attack command, but other commands may also be included.
[0053] The game control unit 34 determines whether the input player input is a movement command (S202). If it is a movement command, it moves the position of the player character on the game field based on the direction indication included in the player input (S204). For example, if coordinates are defined on the game field, the position of the coordinates indicating the position of the player character on the game field is moved by a predetermined amount in the direction indicated by the direction indication included in the player input.
[0054] If the player input is not a movement command, a check is performed to determine whether it is a normal attack command (S206). Unlike special attacks and ultimate attacks, which can only be performed when certain conditions are met, normal attacks can be performed without meeting any specific conditions. If the player input is a normal attack command, a check is performed to determine whether the normal attack hit the enemy character (S208). The hit determination is made, for example, using coordinates defined on the game field, based on the player character's position, the enemy character's position, the direction from which the normal attack was performed, the range of the normal attack, etc. The range of the normal attack may be set by the type of player character, or by the weapon equipped by the player character, etc.
[0055] If it is determined that an attack by the player character has hit an enemy character, damage processing is performed on the enemy character (S210). The amount of damage dealt to the enemy character is determined, for example, based on the player character's attack power and the enemy character's defense power, and the enemy character's HP is reduced by the determined amount of damage. If the enemy character's HP becomes 0 or less, the enemy character is removed from the game field, and the normal attack processing based on this player input is terminated. If defeating the enemy character is the game termination condition, the process to terminate the game may be executed. The process of determining whether the game termination condition is met is executed in parallel with other processes during game execution, and if it is determined that the condition is met, other processes are interrupted and the game is terminated.
[0056] Next, it is determined whether the enemy character hit by the player character's attack is in a special attack target state (S212). If the enemy character is already in a special attack target state, the program returns to S201 to accept the next player input. If it is determined that the enemy character is not in a special attack target state, a process to reduce the special value is executed (S214). Here, the enemy character's special value is a predetermined value greater than 0 in its initial state, and the condition for transitioning to a special attack target state is that the special value becomes 0 or less. When the enemy character is attacked by an ally character, the special value is reduced, and when it becomes 0 or less, the condition for transitioning to a special attack target state is met, and the parameter indicating the enemy character's state is set to the parameter indicating a special attack target state. In one modified example, the special value may be increased from a minimum value, and when it becomes 0 or more, the character may transition to a special attack target state.
[0057] The amount by which special values are reduced may always be the same predetermined amount during normal attacks, or the amount of reduction may vary based on other conditions. For example, if a player character's normal attack hits an enemy character within a predetermined period after another ally character has hit the same enemy character with a normal attack, the special values may be reduced by an additional amount as a bonus. Furthermore, the bonus amount may be increased the more consecutive hits there are on the same enemy character. In multiplayer games where multiple players cooperate to defeat enemy characters, coordinating attacks on the same enemy character allows for more effective attacks than fighting the enemy character alone, thereby enhancing the enjoyment of multiplayer and increasing immersion in the game.
[0058] If a process to decrease the special value is not executed within a predetermined period, a process to increase the special value is executed. For example, a process to manage the special value can be executed for each enemy character, a timer to monitor the process to decrease the special value can be used to monitor the process to decrease the special value, and if the process to decrease the special value is executed within a predetermined period, the timer can be reset, and if the predetermined period has elapsed, the special value can be increased and the timer can be reset. The special value increases up to a predetermined upper limit. The amount of increase in the special value at predetermined intervals can be predetermined for each enemy character.
[0059] In one embodiment, if multiple enemy characters are placed on the game field and one of them is set to a special attack target state, the process of reducing the special values of the other enemy characters does not include reducing the special values to a value that satisfies the conditions for transitioning to a special attack target state. For example, in S214, a process is executed to determine whether the enemy characters other than the attacked enemy character are in a special attack target state, and if the enemy characters other than the attacked enemy character are not in a special attack target state, a process of reducing their special values is executed.
[0060] On the other hand, if enemy characters other than the one being attacked are in a special attack target state, a process to reduce the special value of the attacked enemy character is executed so that the special value does not meet the conditions for transitioning to the special attack target state. For example, if it is determined that the condition is met when the special value is 0 or less, the lower limit of the special value is set to 1 so that it does not transition to the special attack target state even with the reduction process.
[0061] Next, it is determined whether the enemy character's special value satisfies the conditions for transitioning to the special attack target state (S216). If the conditions for transitioning to the special attack target state are not met, the system waits for input from the next player (S201). If the conditions are met, the enemy character's state is transitioned to the special attack target state, and the timer for the special attack target state is started (S218). After S216 or S218, the system returns to S201 to wait for input from the next player.
[0062] The special attack target state will end when certain conditions are met, and the state will return to the normal state. Here, it is assumed that after transitioning to the special attack target state, the state will return to the normal state after a predetermined period of time has elapsed. A timer for the special attack target state will be used to measure the elapsed time.
[0063] The special attack target state management process 300 will be explained using Figure 7. The enemy character is assumed to have two states: a normal state and a special attack target state. The state transition process for the enemy character is performed using parameters and special values that indicate the state associated with the enemy character. In this embodiment, when the state of the enemy character is set to the special attack target state and the timer is started in S218, the special attack target state management process 300 is started.
[0064] First, it is determined whether the special attack acceptance time has ended (S301). This is done using the timer for the special attack target state that was started in S218. For example, if the timer's initial value is set to 100 seconds, it can be determined that the special attack acceptance time has ended after 100 seconds have elapsed. If the timer indicates that the special attack acceptance time has ended, the enemy character's state parameter is set to the normal state to end the special attack target state, thereby transitioning to the normal state (S308).
[0065] If it is determined that the special attack acceptance time has not ended (S301), it is determined whether or not all allied characters have already performed their special attacks (S302). If it is determined that all allied characters have already performed their special attacks, the special attack target state is terminated (S308). In this embodiment, each allied character can only perform a special attack once during a single special attack target state. For example, a flag indicating whether or not a special attack has been performed is associated with each allied character, and the determination is made based on whether or not the flags of all allied characters indicate that a special attack has been performed. As a variation, it is possible to allow special attacks to be performed two or more predetermined times, or there is no limit on the number of times a special attack can be performed.
[0066] If it is not determined that an allied character's special attack has been executed (S302), it is determined whether the enemy character has died (S304), and if the enemy character has died, the special attack target state is terminated (S308). If the enemy character has not died, it is determined whether the ultimate attack hit or not (S306). If one of the allied characters performs an ultimate attack and that ultimate attack hits the enemy character, the special attack target state is terminated (S308). Here, it is assumed that an allied character's ultimate attack includes multiple attacks, and the ultimate attack is considered to have hit if the first attack, the ultimate attack initiation attack, hits. If an ultimate attack includes only one attack, that single attack is considered the ultimate attack initiation attack. This is because ultimate attacks are very powerful attacks, and if they contribute to special attacks and subsequent parameter adjustments, the advantage of allied characters becomes too great, making it difficult to maintain balance with enemy characters. In one variation, the special attack state is not terminated even if the ultimate attack hits.
[0067] The special attack target state management process 300 is executed repeatedly until the special attack target state ends. The process for determining whether all ally characters have completed special attacks (S302), the process for determining whether enemy characters have died (S304), and the process for determining whether the ultimate attack initiation hit (S306) may be executed by interrupt processing. For example, the process for determining whether all ally characters have completed special attacks may be executed each time an ally character performs a special attack, and if it is determined that all ally characters have completed special attacks, the process for ending the special attack target state (S308) may be executed. Similarly, the process for determining whether the ultimate attack initiation hit occurs may be executed when an ultimate attack is performed, and if it is determined that the attack hit, the process for ending the special attack target state (S308) may be executed.
[0068] Let's return to the explanation of the player character control process 200 in Figure 6. In S206, if the player input is not a normal attack, a determination is made as to whether or not it is a special attack (S220). A special attack is an attack that can be executed when the player character is in a state where a special attack can be executed and a predetermined input is made.
[0069] Here, using Figure 8, we will explain the special attack execution status management process 400 for allied characters. This management process 400 is started when an enemy character transitions to a special attack target state and is executed for each allied character. First, it is determined whether the enemy character is still in a special attack target state or not (S401). As mentioned above, an enemy character transitions from a special attack target state to a normal state when certain conditions are met. The state of this enemy character is monitored, and if the enemy character transitions to a normal state, this process ends.
[0070] If it is determined that an enemy character is in a state where they are targeted for a special attack (S401), it is determined whether or not an allied character has already performed a special attack (S402). As mentioned above, for example, whether or not a special attack has been performed is determined based on a flag associated with each allied character. The flag can be reset when an enemy character transitions from the state where they are targeted for a special attack to the normal state. Also, if it is acceptable for multiple enemy characters to transition to the state where they are targeted for a special attack simultaneously, a flag may be set for each enemy character.
[0071] In this embodiment, only one special attack can be executed for each special attack target state of an enemy character. Therefore, if it is determined that a special attack has already been executed (S402), the special attack execution state management process 400 is terminated, and this ally character is not allowed to execute any further special attacks.
[0072] If it is determined that the special attack has not been executed (S402), it is determined whether the allied character is positioned within a predetermined range of the enemy character that is the target of the special attack (S404). Whether the allied character is positioned within a predetermined range of the enemy character can be determined, for example, by determining whether the coordinates of the allied character are located within a predetermined distance from the coordinates of the enemy character on the game field. The predetermined distance may be a virtual 3D distance or a 2D distance.
[0073] If it is determined that an allied character is positioned within a predetermined range of an enemy character that is a target for a special attack (S404), the state of that allied character is changed to a state where a special attack can be executed (S406). If the character is already in a state where a special attack can be executed, that state is maintained. If it is determined that an allied character is not positioned within a predetermined range of an enemy character that is a target for a special attack (S404), the state of that allied character is changed to a state where a special attack cannot be executed (S408). If the character is already in a state where a special attack cannot be executed, that state is maintained.
[0074] When a player character, who is an ally character, is in a state where a special attack can be executed, the system will display an input button for executing the special attack on the display unit 32 to indicate to the player that a special attack is possible and prompt them to execute the special attack. When the input button for executing the special attack is pressed while the special attack is in a state where it can be executed, the special attack command will be accepted as player input and the special attack will be executed. When the input button for executing the special attack is pressed while the special attack is not in a state where it can be executed, it will not be accepted as player input.
[0075] Returning to the explanation of the player character control process 200 in Figure 6, when it is determined that the player input is a special attack command (S220), a flag associated with the player character is set to indicate that the special attack has been executed (S222), and a determination is made as to whether or not the special attack hit the enemy character (S224). The determination of whether or not the special attack hit the enemy character is made based on, for example, the position of the player character on the game field, the position of the enemy character, the direction in which the special attack was executed, the range of the special attack, etc. The range of the special attack may be set by the type of player character, or by the weapon equipped by the player character. The range of the special attack may be the same as or different from that of a normal attack.
[0076] Allied characters performing a special attack can be made immune to attacks from enemy characters. Process 200 executes the enemy character's action processing in parallel, and if it is determined that the enemy character's attack has hit the player character, the action being performed based on the player character's input is interrupted. For example, if an enemy character's attack hits while the player character is performing movement processing based on the player's movement command, the movement processing is interrupted and the game waits for the next player input (S201).
[0077] In this embodiment, even if an enemy character attacks an ally character during the enemy character's action processing, if the ally character is performing a special attack, the hit check for the enemy character's attack will not be performed. Furthermore, a special attack will only be considered a hit if it targets an enemy character in a special attack target state, and will not hit enemy characters that are not in a special attack target state.
[0078] If the special attack does not hit, the special attack fails, and the process returns to receiving the next player input (S201). If the special attack hits, the process of dealing damage to the enemy character is executed (S226). The amount of damage dealt to the enemy character is determined in the same way as a normal attack, for example, based on the player character's attack power and the enemy character's defense power, and the enemy character's HP is reduced by the determined amount of damage. In order to increase the amount of damage dealt to the enemy character compared to a normal attack, a bonus value may be added to the player character's attack power, or the attack power may be doubled to calculate the damage. It may also be set to deal a predetermined multiple of the damage dealt by a normal attack. As one variation, the special attack may only involve the correction points described later, and no damage processing to the enemy character may be performed.
[0079] Next, a process to increase the correction points is executed (S228). The correction points are associated with all allied characters and are a parameter common to all allied characters. The amount of increase in correction points may be a fixed amount, or it may be determined based on predetermined conditions. For example, in addition to the basic increase when a special attack hits, bonus points may be added depending on the number of special attacks that hit the enemy character during a single special attack target state of the enemy character. The increase in correction points may be achieved by adding a predetermined amount, or by multiplication or other operations.
[0080] For example, the base increase could be set at 1000 points, and a bonus of 2000 points (2 x 1000) could be added for the second hit of a special attack, resulting in a total increase of 3000 points. Furthermore, in this embodiment, the correction points are also increased upon successful consecutive ultimate attacks and after bonus damage is applied following the completion of consecutive ultimate attacks. For example, upon successful consecutive ultimate attacks, the correction points are increased by the number of consecutive ultimate attacks x 1000 points for each ultimate attack. After bonus damage is applied following the completion of consecutive ultimate attacks, the correction points can also be increased by the number of consecutive ultimate attacks x 1000 points.
[0081] Here, we will use Figure 9 to explain the correction point and parameter correction management process 500. This management process 500 is started when the game begins and is executed as a common process for all allied characters, and the correction points and correction levels are managed as parameters common to all allied characters.
[0082] First, it is determined whether the correction point satisfies the correction conditions (S501). Here, the correction conditions include multiple levels, and an example is shown in Table 1. The correction conditions include multiple correction levels and thresholds defined for each correction level. Levels 0 to 5 are provided as correction levels.
[0083] [Table 1]
[0084] In Table 1, "level" refers to the correction level, and the threshold refers to the correction points required to move to the next correction level. At each correction level, the correction level is maintained as long as the correction points are between the lower threshold and the upper threshold. When the correction points rise beyond the upper threshold, the correction conditions for raising the correction level are met, and the level rises to the next correction level. When the correction points fall below the lower threshold, the correction conditions for lowering the correction level are met, and the level falls to the lower correction level.
[0085] For example, at correction level 1, the increase threshold is 1000. Therefore, if the correction points are increased to 1000 points or more while at correction level 1, it is determined that the correction condition for increasing to correction level 2 has been met, and the correction level is increased to 2. On the other hand, if the correction points fall below the decrease threshold (0) while at correction level 2, it is determined that the correction condition for decreasing the correction level to 1 has been met, and the correction level is decreased to 1. When the correction level is increased, the correction points are set to 0. When the correction level is decreased, the correction points are set to the increase threshold of the decreased correction level. At the lowest correction level 0, there is no decrease to a lower correction level, and at the highest correction level 5, there is no increase to a higher correction level.
[0086] In this embodiment, when the correction level is 5, the correction points will not take a value greater than 0. Therefore, as soon as the correction point timer, described later, expires and the correction points decrease, they immediately fall below the drop threshold (0), causing the correction level to drop to 4. The decrease in the correction level can be prevented by resetting the correction point timer, such as by successfully attacking an enemy character before the correction point timer expires.
[0087] In S501, if it is determined that the correction points meet the correction conditions, the parameters of the allied characters are corrected (S502). Parameter corrections can, for example, change the attack power of all allied characters by a certain percentage. The correction conditions here include both correction conditions for giving allied characters an advantage and correction conditions for giving disadvantages, such as corrections that revert an advantage back to its original state.
[0088] For example, if the conditions for increasing an ally character's attack power are met, a parameter correction process is executed to increase the ally character's attack power. Conversely, if the conditions for returning the increased attack power to its original value are met, a parameter correction process is executed to decrease the ally character's attack power back to its pre-increase value.
[0089] As shown in Table 2, the amount of increase may be varied depending on the correction level. Parameter corrections are not limited to increasing attack power; they may also increase defense power, or reduce the amount of hit points lost due to poisoning, or any other parameter correction that is advantageous to the allied character. If there is an allied character whose attack power increases as their own hit points decrease, a correction that reduces their hit points may also be applied.
[0090] [Table 2]
[0091] Next, it is determined whether the correction point timer has expired (S504). If the correction point timer has expired, the correction points are reduced based on the elapsed time since expiration (S506). As shown in Table 3, the expiration time for starting the reduction of correction points and the reduction rate after the start of the reduction can be set for each correction level. For example, in the case of correction level 3, the reduction of correction points starts 10 seconds after the correction point timer is reset, and thereafter the correction points are reduced by 600 points per second. The reduction of correction points may be achieved by subtracting a predetermined amount, or by using other operations such as division.
[0092] [Table 3]
[0093] In S508, it is determined whether or not the process for increasing correction points has been executed. Correction points increase when an attack hits an enemy character, when a consecutive special attack hits, etc. If it is determined that the process for increasing correction points has been executed, the correction point timer is reset (S510). The management process for the correction point timer may be executed by an independent, parallel process.
[0094] After it is determined that the correction point has not increased (S508), or after the correction point timer has been reset (S510), the process returns to S501, and steps S501 to S510 are repeated.
[0095] By having multiple allied characters approach an enemy character in a special attack target state and execute special attacks in succession with precise timing within the special attack acceptance time, it becomes possible to efficiently increase bonus points. This allows players to experience the enjoyment of coordinating timing with other allied characters, and by limiting the acceptance time, it allows for greater concentration on gameplay and enhances immersion in the game.
[0096] Returning to the explanation of the player character control process 200 in Figure 6, in S220, if it is determined that the player input is not a special attack, it is determined that it is a secret technique attack, and a determination is made as to whether or not the secret technique attack hit (S230). In this embodiment, the player input is assumed to be one of a movement command, a normal attack command, a special attack command, or a secret technique attack command, and if the player input is not one of a movement command, a normal attack command, or a special attack command, it is determined that it is a secret technique attack command.
[0097] If the special attack fails to hit, the special attack fails, and the process returns to receiving the next player input (S201). If the special attack hits, the process of dealing damage to the enemy character is executed. The amount of damage dealt to the enemy character is determined, for example, based on the player character's attack power and the enemy character's defense power, but in order to deal more damage than a normal attack, it may be set to a predetermined multiple of the damage dealt by a normal attack.
[0098] Furthermore, in S234, the consecutive special attack processing is executed. For example, a consecutive special attack counter and a consecutive special attack acceptance timer are set as common parameters for allied characters to count the number of consecutive special attacks. If the consecutive special attack counter is 0, it indicates the first special attack, and if it is 1 or more, it indicates that it is not the first special attack. The consecutive special attack acceptance timer expires after a predetermined period, and the acceptance period is considered to have expired.
[0099] The continuous special attack processing (S234) starts the continuous special attack acceptance timer if the continuous special attack counter is 0, sets the continuous special attack counter to 1, turns on the special attack completed flag associated with the player character, and starts the continuous special attack management processing 600, which will be described later using Figure 10. If the continuous special attack counter is 1 or more, the continuous special attack counter is incremented.
[0100] Furthermore, the correction points are increased according to the number of consecutive special attacks. For example, the correction points can be increased by the value obtained by multiplying the number of consecutive special attack counters by 1000 points. After that, the process returns to receiving the next player input (S201).
[0101] The continuous special attack management process 600 will be explained using Figure 10. As mentioned above, the continuous special attack process in S234 starts the continuous special attack acceptance timer and the continuous special attack management process 600 when the continuous special attack counter is 0. The continuous special attack acceptance timer expires after a predetermined period, and the acceptance period is considered to have expired.
[0102] First, in S601, it is determined whether the continuous special attack acceptance timer has expired. If the acceptance timer has not expired, it is determined whether all allied characters have already performed a special attack (S602). Whether allied characters have already performed a special attack can be determined, for example, by checking whether the special attack completed flag for each allied character is turned on.
[0103] The game waits for allied characters to perform their special attacks until either the timer expires (S601) or all allied characters have performed their special attacks (S602). Once at least one of these checks is confirmed to be true, the game then determines whether the consecutive special attacks were successful (S604). If the consecutive special attack counter is 2 or higher, the game determines that the consecutive special attacks were successful; if it is 1, the game determines that the consecutive special attacks were unsuccessful.
[0104] If the consecutive special attack is determined to be successful, the enemy character will receive additional bonus damage from the special attack resulting from the consecutive special attack (S606), and the correction points will also be increased (S608). For example, the correction points can be increased by the value obtained by multiplying the consecutive special attack counter by 1000 points. After that, the consecutive special attack management process 600 is terminated.
[0105] By using this embodiment, it is possible to work with allied characters to reduce the special values of enemy characters, putting them in a state where they are targeted for special attacks. By successfully performing special attacks while they are in this state, correction points are increased, fulfilling the correction conditions and correcting the parameters associated with allied characters, thereby gaining an advantage in battles against enemy characters. Furthermore, it is possible to gain an advantage in battles by increasing the amount of reduction in special values and the amount of increase in correction points through cooperation with allied characters.
[0106] By gaining advantageous effects that cannot be achieved through individual skill alone, players can feel the significance of coordinating with allied characters, be motivated to cooperate, and experience the joy of successful coordination. In particular, when allied characters are player characters controlled by other players, players can enjoy communication with others by strategizing to cooperate with them. Furthermore, by requiring timely coordination, it is possible to concentrate more on the game and increase immersion. It is possible to experience the deep enjoyment of multiplayer that cannot be obtained by pursuing individual skill alone. In addition, it is possible to showcase the appeal of characters by expressing the cooperation between allied characters.
[0107] As one variation, instead of performing parameter correction processing on allied characters when correction points meet the correction conditions, the correction processing on parameters associated with enemy characters may be performed.
[0108] The parameters of enemy characters that are modified can, for example, be their attack power and defense power. The attack power and defense power of enemy characters can be reduced through this modification. Furthermore, this includes restricting the actions that enemy characters can perform to predetermined actions. Some action identifiers, which indicate actions that enemy characters can perform, can be made unselectable. By reducing the attack power and defense power of enemy characters or restricting their actions, friendly characters can act more advantageously. Additionally, as part of the process of modifying enemy character parameters, the animation playback speed of enemy characters may be reduced. Because the player sees enemy characters' actions slower, they can play more advantageously than usual.
[0109] As another variation, in addition to the parameter correction process associated with allied characters, parameter correction processes associated with enemy characters may also be performed. When the correction level reaches the maximum correction level due to a special attack by the player, and while the maximum correction level is maintained, it is possible to further transition the enemy character into a special attack target state. If the allied player's special attack succeeds a predetermined number of times or more during this special attack target state, the parameters associated with the enemy character are corrected. Here, the special attack and special attack target state that satisfy the conditions for correcting the parameters associated with allied characters are referred to as the first special attack and the first special attack target state, and the special attack and special attack target state that satisfy the conditions for correcting the parameters associated with enemy characters are referred to as the second special attack and the second special attack target state.
[0110] For example, if the first special attack is performed while the enemy character is in the first special attack target state and the correction level reaches the maximum correction level (S220~S228), the enemy character's special value is reset. Then, through the same process as S206~S218, the enemy character's special value is reduced by an attack by an ally character, and if the special value becomes 0 or less while the correction level is maintained at the maximum correction level, the character transitions to the second special attack target state. Then, through the same process as S220~S226, the special attack hit determination and enemy damage processing are performed. Allied characters positioned within a predetermined range of the enemy character on the game field are put into a state where the second special attack can be performed, and the ally characters perform the second special attack while in this state. It is determined whether the performed second special attack succeeded a predetermined number of times or more, and if it is determined that the second special attack succeeded a predetermined number of times or more, the parameters associated with the enemy character are corrected.
[0111] The predetermined number of times can be, for example, equal to the number of allied characters. During a single second special attack acceptance period, each allied character may perform only one second special attack, and if all allied characters successfully perform a second special attack, the parameters associated with the enemy character can be corrected. Allied characters may be allowed to perform more than one special attack during a single second special attack acceptance period. The predetermined number of times may also be one, or any other integer not equal to the number of allied characters.
[0112] As one variation, information related to each parameter, etc., may be transmitted and received between each electronic device 10 via peer-to-peer (PtoP) communication without going through the server 20. In this case, each electronic device 10 may have the functions of the server 20's game management unit 44, or only one of the electronic devices 10 may have them. As another variation, the electronic device 10 may operate standalone without communicating with the server 20 and other electronic devices 10. In this case, there may be one player, or multiple players may play the game using a single electronic device 10 that accepts player input from multiple players. This can be achieved by having a single electronic device 10 that has all the functions.
[0113] In other embodiments of the present invention, the present invention may also include a program that implements the functions and information processing shown in the flowchart of the embodiments of the present invention described above, or a computer-readable storage medium that stores the program. In yet another embodiment, the present invention may also include a method for implementing the functions and information processing shown in the flowchart of the embodiments of the present invention described above. In yet another embodiment, the present invention may also include a server that can supply a computer with a program that implements the functions and information processing shown in the flowchart of the embodiments of the present invention described above. In yet another embodiment, the present invention may also include a virtual machine that implements the functions and information processing shown in the flowchart of the embodiments of the present invention described above.
[0114] In the processes, actions, or entities described above, the processes, actions, or entities can be freely modified, provided that no inconsistencies arise in the processes, actions, or entities, such as using data that should not yet be available at a given step. Furthermore, the embodiments described above are illustrative examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be implemented in various forms without departing from its essence. [Explanation of symbols]
[0115] 10:Electronic equipment 11: Processor 12:Display device 13: Input device 14:Storage device 15: Communication equipment 16: Bus 20: Server 21: Processor 22:Display device 23: Input device 24:Storage device 25: Communication equipment 26: Bus 31: Input section 32: Display section 33: Communications Department 34: Game Control Department 41: Input section 42:Display section 43: Communications Department 44: Game Management Department 50: Game screen 51-54: Ally character 55: Enemy Character 60: Ally character information area 65: Correction information area 66: Gauge
Claims
1. A program for a game in which a plurality of ally characters and two or more enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by a player input and a character that cooperates with the player character to fight against the enemy characters, the program comprising: a step of setting a special value for each of the two or more enemy characters, and changing the special value of one of the two or more enemy characters when an attack by a friendly character on the enemy character is successful; transitioning the enemy character to a special attack target state when the special value satisfies a special attack target state transition condition; determining whether or not the enemy character is in a special attack target state in which the enemy character is a target for a special attack; a step of, when the enemy character is in a special attack target state, placing ally characters located within a predetermined range of the enemy character in the game field in a state where the ally characters can execute a special attack; a step of executing a special attack by an ally character against the enemy character that is in a special attack target state in a state where the special attack can be executed; Run the command, The program includes a step of changing the special value, in which when one of the two or more enemy characters is in a special attack target state, the special value of the other enemy character is not changed so as to satisfy a condition for transition to a special attack target state even if an attack by an ally character on the other enemy character is successful.
2. 2. The program according to claim 1, wherein when said enemy character is in a special attack target state, the number of special attacks that each ally character can execute is equal to or less than a predetermined number.
3. The program according to claim 2, wherein the step of changing the special value includes a step of increasing an amount of change in the special value when one of the plurality of ally characters successfully attacks an enemy character within a predetermined period of time after another ally character successfully attacks the enemy character.
4. A method for a game in which a plurality of ally characters and two or more enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by a player input and a character that cooperates with the player character to fight against the enemy characters, the method comprising: a step of setting a special value for each of the two or more enemy characters, and changing the special value of one of the two or more enemy characters when an attack by a friendly character on the enemy character is successful; transitioning the enemy character to a special attack target state when the special value satisfies a special attack target state transition condition; determining whether or not the enemy character is in a special attack target state in which the enemy character is a target for a special attack; a step of, when the enemy character is in a special attack target state, placing ally characters located within a predetermined range of the enemy character in the game field in a state where the ally characters can execute a special attack; a step of executing a special attack by an ally character against the enemy character that is in a special attack target state in a state where the special attack can be executed; Run the command, The method includes a step of changing the special value, in which when one of the two or more enemy characters is in a special attack target state, the special value of the other enemy character is not changed to satisfy a condition for transitioning to the special attack target state even if an attack by an ally character on the other enemy character is successful.
5. An electronic device for a game in which a plurality of ally characters and two or more enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by a player input and a character cooperating with the player character to fight against the enemy characters, the electronic device comprising: a special value is set for each of the two or more enemy characters, and when an attack by a friendly character on one of the two or more enemy characters is successful, the special value of the enemy character is changed; When the special value satisfies a special attack target state transition condition, the enemy character is transitioned to a special attack target state; determining whether or not the enemy character is in a special attack target state in which the enemy character is a target of a special attack; When the enemy character is in a special attack target state, allied characters located within a predetermined range of the enemy character in the game field are placed in a state in which they can execute a special attack; In a state in which the special attack can be executed, a special attack is executed by an ally character against the enemy character that is in a special attack target state; changing the special value means that when one enemy character among the two or more enemy characters is in a special attack target state, even if an attack by an ally character on another enemy character is successful, the special value of the other enemy character is not changed so as to satisfy a special attack target state transition condition; electronic equipment.