Information processing device, game program, and information processing method

By designing a skill setting processing unit and an automatic process setting processor in the game, the problem of low efficiency in game content skill activation in automatic combat mode is solved, and efficient skill activation and flexible strategy adjustment of each game content in combat is achieved.

JP7678682B2Active Publication Date: 2025-05-16DENA CO LTD
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Patent Information

Application Number
JP2021029655
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-26
Publication Date
2025-05-16
Estimated Expiration
2041-02-26

AI Technical Summary

Technical Problem

In the automatic combat mode, the game content is difficult to effectively activate its skills in combat, resulting in low combat efficiency.

Method used

A skill setting processing unit is designed to set the skills of each game content according to the player's operations, and enable or disable automatic combat mode through automatic process settings processors. When automatic combat mode is enabled, the game processing unit controls each game content to independently activate its set skills during combat.

Benefits of technology

Through this method, each game content can effectively activate its skills in automatic combat, improve combat efficiency, and flexibly adjust combat strategies according to players' operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To cause each game content composing a player's deck to effectively exercise each skill in an auto-battle.SOLUTION: An information processing device includes: a skill setting processing part for setting a skill that can be executed during a match for each game content composing a deck used by a player for the match in response to an operation of the player; an automatic progressing setting processing part for setting automatic progressing of the match game in which the deck and an opponent fight against each other to be valid or invalid in response to an operation of the player; and a game processing part for controlling progressing of the match game, which executes control so that each of the game content composing the deck executes each set skill automatically during the match if automatic progress of the match game is set to be valid.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to an information processing device, a game program, and an information processing method. [Background technology]

[0002] 2. Description of the Related Art There is known an information processing device that automatically progresses a competitive game in which a player organizes a deck made up of a plurality of game contents (characters) and plays against an opponent using the deck (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-178972 A Summary of the Invention [Problem to be solved by the invention]

[0004] In Patent Document 1, in the automatic progression (auto-battle) of a battle game, there was room for improvement in terms of effectively activating each player's skill in each of the game contents constituting the deck used by the player in the battle. The present invention has been made in consideration of the above circumstances, and its object is to provide an information processing device, a game program, and an information processing method that can effectively activate each skill in each game content that makes up a player's deck in an auto battle. [Means for solving the problem]

[0005] The main invention of the present invention to solve the above problems is: a skill setting processing unit that, in response to an operation by a player, sets skills that can be activated during a match for each of game contents that constitute the deck used by the player in the match; an automatic progress setting processing unit that, in response to an operation of the player, sets automatic progress of the battle game in which the deck competes against an opponent to be enabled or disabled; a game processing unit that controls a progress of the competitive game, and when automatic progress of the competitive game is enabled, controls each of the game contents constituting the deck to automatically activate the set skill during the match; The information processing device is characterized by comprising: Other features of the present invention will become apparent from the following detailed description of the present invention and the accompanying drawings. [Brief description of the drawings]

[0006] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of a server device 10 according to the present embodiment. [Diagram 3] FIG. 4 is a diagram illustrating an example of a data structure of character information. [Figure 4] FIG. 4 illustrates an example of a data structure of skill information. [Diagram 5] FIG. 4 is a diagram illustrating an example of a data structure of item information. [Figure 6] FIG. 13 is a diagram illustrating an example of a data structure of player information. [Figure 7] FIG. 13 is a diagram illustrating an example of a data structure of owned character information. [Figure 8] FIG. 13 is a diagram illustrating an example of a data structure of owned item information. [Figure 9] FIG. 13 is a diagram illustrating an example of a data structure of quest information. [Figure 10] FIG. 2 is a block diagram showing the functional configuration of a player terminal 20 according to the present embodiment. [Figure 11] 13 is a flowchart for explaining an example of operation regarding setting an auto skill according to this embodiment. [Figure 12] FIG. 2 is a diagram showing an example of a character detail screen 50 displayed on the player terminal 20. [Figure 13] A figure showing an example of an auto skill setting screen 60 displayed on the player terminal 20. [Figure 14] 11 is a flowchart for explaining an example of an operation related to a battle in a quest according to the present embodiment. [Figure 15] 11 is a flowchart for explaining an example of operation regarding auto-battle according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] At least the following points will become apparent from the description of this specification and the accompanying drawings. That is, a skill setting processing unit that, in response to an operation by a player, sets skills that can be activated during a battle for each of the game contents that constitute the deck used by the player in the battle; an automatic progress setting processing unit that, in response to an operation of the player, sets automatic progress of the battle game in which the deck competes against an opponent to be enabled or disabled; a game processing unit that controls a progress of the competitive game, and when automatic progress of the competitive game is enabled, controls each of the game contents constituting the deck to automatically activate the set skill during the match; The information processing device is characterized by comprising: According to such an information processing device, by setting skills that can be activated during auto battles individually for each game content that constitutes the deck, rather than for the entire deck, the skills can be automatically activated individually during auto battle. Therefore, during auto battle, each game content that constitutes the deck can effectively activate a skill according to its own characteristics.

[0008] Moreover, in such an information processing device, the skill setting processing unit, in response to an operation of the player, enables a plurality of skills to be set in association with an activation order for game content that constitutes the deck and that satisfies a predetermined condition, The game processing unit may also be configured to control game content that satisfies the specified conditions so that, when automatic progression of the competitive game is set to be enabled, the game content automatically activates the multiple skills that have been set for each player in an activation order. According to such an information processing device, by incorporating game content that satisfies certain conditions into the deck, the player can sequentially activate multiple skills that he or she has set himself or herself, thereby enabling the player to proceed with the auto battle with an advantage.

[0009] Moreover, in such an information processing device, The game processing unit may also restrict the game content constituting the deck from automatically activating a skill during a match if automatic progression of the competitive game is set to be enabled and the points owned by the player do not reach the required points needed to activate a skill. According to such an information processing device, in an auto battle, there may be cases where the game contents constituting the deck cannot activate the skills according to their characteristics due to insufficient points. By making it difficult to win an auto battle in this way, it is possible to increase the player's motivation to compete.

[0010] Moreover, in such an information processing device, When automatic progression of the competitive game is enabled and the points owned by the player do not reach the required points needed to activate a skill, the game processing unit may wait for the points owned to recover until they reach the required points, and then control the game content that makes up the deck to automatically activate the skill during the match. According to such an information processing device, even if the game contents constituting the deck cannot activate the skills according to their characteristics due to lack of points in the auto battle, the skills can be activated by waiting for points to recover. In this way, in the auto battle, unfavorable situations in which skills cannot be activated and favorable situations in which skills can be activated occur, allowing the player to enjoy unpredictable game developments.

[0011] Moreover, in such an information processing device, a deck organization processing unit that can automatically organize the decks that the players will use in a battle; The skill setting processing unit may, as a result of the deck being automatically organized, automatically set skills that can be activated during a match for each of the game contents that make up the automatically organized deck, regardless of the player's operation. According to such an information processing device, when a deck that a player will use in a match is automatically organized, skills are automatically set for each game content that makes up the automatically organized deck, thereby reducing the amount of work required by the player.

[0012] Moreover, in such an information processing device, Attributes are set for each of the game contents, Each of the skills has an attribute set thereto that is common to an attribute set in the game content; The skill setting processing unit may automatically set skills that can be activated during a match for each of the game content constituting the deck, regardless of the player's operation, based on the relationship between the attributes set for the game content constituting the deck and the attributes set for the skills. With such an information processing device, skills according to each player's attributes are automatically set for each game content that makes up the deck that the player uses in battle, reducing the player's workload and enabling the player to proceed with the auto battle with an advantage.

[0013] Next, on the computer, a skill setting process for setting skills that can be activated during a match for each of game contents constituting the deck used by the player in the match in response to an operation by the player; an automatic progress setting process for setting automatic progress of a battle game in which the deck competes against an opponent to be enabled or disabled in response to an operation of the player; a game process for controlling a progress of the competitive game, the game process controlling each of the game contents constituting the deck to automatically activate the set skill during the match when automatic progress of the competitive game is enabled; The present invention is a game program characterized by executing the above. According to such a game program, in the auto battle, it becomes possible to effectively activate each skill of each game content constituting the player's deck.

[0014] Next, the computer a skill setting process for setting skills that can be activated during a match for each of game contents constituting the deck used by the player in the match in response to an operation by the player; an automatic progress setting process for setting automatic progress of a battle game in which the deck competes against an opponent to be enabled or disabled in response to an operation of the player; a game process for controlling a progress of the competitive game, the game process controlling each of the game contents constituting the deck to automatically activate the set skill during the match when automatic progress of the competitive game is enabled; The present invention is an information processing method characterized by executing the above. According to this information processing method, in auto battle, it becomes possible to effectively activate each skill of each game content constituting the player's deck.

[0015] === Implementation form === <<Configuration of Game System 1>> 1 is a diagram showing an example of the overall configuration of a game system 1 according to this embodiment. This game system 1 provides various game-related services to players via a network 2 (e.g., the Internet, etc.), and is configured to include a server device 10 and a plurality of player terminals 20.

[0016] The game system 1 according to the present embodiment can provide the player with a game that can be played using game content. In the following, a fighting game that can be played using characters as an example of game content will be described.

[0017] The battle game of this embodiment is a game in which a battle is conducted using a deck composed of multiple characters. In this embodiment, a deck used by a player in a battle (hereinafter also referred to as a "player deck") and a deck used by an opponent (computer (NPC) in a battle (hereinafter also referred to as an "enemy deck") battle each other.

[0018] In this competitive game, the characters that make up the player's deck and the characters that make up the enemy deck take turns attacking, and the deck that first defeats all of the characters that make up the opponent's deck (i.e. the deck that annihilates the opponent) is the winner.

[0019] The fighting game of this embodiment is provided with a manual progression mode (manual battle), in which each character constituting the player's deck acts based on operational input from the player to progress through a battle with an opponent, and an automatic progression mode (auto battle), in which the characters act according to a predetermined logic without operational input from the player to automatically progress through a battle with an opponent. Therefore, the player can select either mode to play against the enemy deck. In this automatic progression mode, the player can watch the battle situation, which changes automatically from moment to moment, on the battle screen without having to operate the game.

[0020] In the battle game of this embodiment, the player can set skills that can be activated during auto battle for each character that constitutes the player deck, rather than for the entire player deck. By doing so, during auto battle, each character that constitutes the player deck can automatically activate the skills that have been set in advance. Therefore, in the auto battle of this embodiment, since it is not influenced by the characteristics of the entire player deck, each character that constitutes the player deck can effectively activate skills according to their own characteristics.

[0021] <<About the configuration of the server device 10>> FIG. 2 is a block diagram showing the functional configuration of the server device 10 according to this embodiment. The server device 10 is an information processing device (e.g., a workstation or a personal computer) that is used by a system administrator or the like when operating and managing various services. When the server device 10 receives various commands (requests) from the player terminal 20, it transmits (responses) game programs and various data that can be operated on the player terminal 20, and Web pages (game screens, etc.) created in a markup language (HTML, etc.) that matches the standards of the player terminal 20. The server device 10 has a control unit 11, a storage unit 12, an input unit 13, a display unit 14, and a communication unit 15.

[0022] The control unit 11 transfers data between each unit and controls the entire server device 10, and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. The control unit 11 in this embodiment includes at least a skill setting processing unit 111, an automatic progress setting processing unit 112, a deck composition processing unit 113, a game processing unit 114, and a screen data generation processing unit 115.

[0023] The skill setting processing unit 111 has a function of executing a process for setting skills that can be activated during a battle for the characters that the player uses during the battle. In this embodiment, the skill setting processing unit 111 responds to the player's operation by setting skills that can be activated during an auto battle (auto skills) for each character that composes the player deck, rather than for the entire player deck that the player uses in the battle.

[0024] The automatic progression setting processor 112 has a function of executing processing related to the setting of automatic progression in a battle game. In this embodiment, the automatic progression setting processor 112 sets the automatic progression of the battle to be enabled or disabled in response to the operation of the player when the player uses the player deck to battle. In other words, when automatic progression is set to disabled, the battle is in manual progression mode (manual battle), and when automatic progression is set to enabled, the battle is in automatic progression mode (auto battle).

[0025] The deck organization processing unit 113 has a function of executing processing related to deck organization in a battle game. A deck refers to a group of characters in which multiple characters are organized into one set. In this embodiment, the deck organization processing unit 113 organizes a player deck consisting of characters owned by the player in response to the player's operation. In this embodiment, the player's player deck is organized by three characters selected by the player from among the characters owned by the player. Note that the composition of the player deck is not limited to a composition of three characters, and may be, for example, a composition of one character, two characters, or four or more characters. In addition, a player deck including characters not owned by the player may be organized.

[0026] The game processing unit 114 has a function of executing a process of progressing the battle game according to a game program. In the present embodiment, when the automatic progress of the battle game is set to be disabled, the game processing unit 114 controls the progress of the battle game in a manual progress mode (manual battle). That is, the battle between the player deck and the opponent is progressed based on the operation input from the player. In contrast, when the automatic progress of the battle game is set to be enabled, the game processing unit 114 controls the progress of the battle game in an automatic progress mode (auto battle). That is, the battle between the player deck and the opponent is automatically progressed even without the operation input from the player. During this auto battle, each character constituting the player deck is controlled so that a skill preset for each character is automatically activated (activation of an auto skill) without the operation of the player.

[0027] The screen data generation processing unit 115 has a function of executing processing to generate screen data for displaying a game screen on the player terminal 20. The screen data generation processing unit 115 in this embodiment generates HTML data as screen data corresponding to the game screen.

[0028] The storage unit 12 has a ROM (Read Only Memory) which is a read-only storage area in which the system program is stored, and a RAM (Random Access Memory) which is a rewritable storage area used as a work area for arithmetic processing by the control unit 11, and is realized by a non-volatile storage device such as a flash memory or a hard disk. The storage unit 12 in this embodiment stores at least character information, skill information, item information, player information, and quest information. These various types of information will be described in detail later.

[0029] The input unit 13 allows a system administrator or the like to input various data related to the game service (e.g., character information, skill information, item information, quest information, etc. related to the competitive game), and is realized, for example, by a keyboard, a mouse, etc.

[0030] The display unit 14 is for displaying an operation screen for a system administrator based on a command from the control unit 11, and is realized by, for example, a liquid crystal display (LCD) or the like.

[0031] The communication unit 15 is for communicating with the player terminal 20, and has a function as a receiver that receives various data and signals transmitted from the player terminal 20, and a function as a transmitter that transmits various data and signals to the player terminal 20 in response to commands from the control unit 11. The communication unit 15 is realized by, for example, a NIC (Network Interface Card) or the like.

[0032] FIG. 3 is a diagram showing an example of the data structure of character information. The character information is information in which various characters used in the player deck, enemy deck, rewards, etc. are set. In this character information, at least the character name, character image, attribute, skill, and ability parameters such as maximum attack power, maximum defense power, maximum HP, initial attack power, initial defense power, and initial HP are set in association with the character ID. The attribute is information indicating the characteristics of the character. For example, if the attribute is "attack type", the character has a characteristic that allows the character to fight advantageously in attack. Also, if the attribute is "support type", the character has a characteristic that allows the character to fight advantageously in support functions such as recovery. The skill is information indicating a special ability (for example, a special move, attack power up, defense power up, HP recovery, etc.) that the character can activate during a fight. In this embodiment, two skills (a first skill and a second skill) are set for each character. Note that this is not limited to this, and it is also possible to set one skill or two or more skills.

[0033] FIG. 4 is a diagram showing an example of the data structure of skill information. Skill information is information about skills that characters activate during a battle. In this skill information, at least a skill name, an attribute, and required skill points are set in association with a skill ID. The attribute is information indicating the characteristics of the skill. In this embodiment, an attribute that is common to the attribute set for the character is set for each skill. The required skill points is the number of skill points required when a character activates a skill. In other words, it is information indicating the amount of skill points consumed when a skill is activated.

[0034] FIG. 5 is a diagram showing an example of the data structure of item information. The item information is information in which various items used in a battle game are set. In this item information, at least an item name and an effect are set in association with an item ID. The effect is information indicating a unique ability of each item. In this embodiment, items that have the effect of increasing attack power or defense power when equipped by a character, items that have the effect of recovering HP or skill points, special items that have the effect of activating two auto skills during an auto battle when equipped by a character, and the like are set in advance in this item information.

[0035] FIG. 6 is a diagram showing an example of a data structure of player information. The player information is information about each player who plays a battle game. In this player information, at least a player name, skill points, automatic progress, owned item information, owned character information, and player deck information are set in association with a player ID. The skill points are information indicating the number of skill points owned by the player. The automatic progress is setting information indicating whether the automatic progress of the battle game is currently enabled or disabled. The player deck information is information about a player deck used by a player in a battle. In this player deck information, the character IDs of the owned characters constituting the player deck are set in association with each of the deck frames corresponding to the action order during the battle. In this embodiment, each character constituting the player deck is set in association with three deck frames (first frame to third frame), and during the battle, the character acts in order starting from the character associated with the first frame. In addition, ability parameters and the like during the battle are set in association with the owned characters set in these deck frames, and the values ​​are appropriately updated according to the battle situation.

[0036] FIG. 7 is a diagram showing an example of a data structure of owned character information. The owned character information is information about a character owned by a player (hereinafter, also referred to as an "owned character"). In this owned character information, at least the current values ​​of various parameters such as level, attack power, defense power, and stamina, equipment items, and auto skill setting information are set in association with the character ID of the owned character. The equipment items are information indicating items currently equipped by the owned character. The auto skill setting information is information for setting and registering skills (auto skills) that the owned character can activate during auto battle in advance before auto battle. In this embodiment, a skill to be activated at least once in auto battle can be set individually for each character. Specifically, among the owned characters that make up the player deck, the owned characters that satisfy a predetermined condition can set in advance the first skill and the second skill to be activated in auto battle. On the other hand, for the owned characters that do not satisfy the predetermined condition, only the first skill to be activated in auto battle can be set in advance. Note that in this embodiment, not only the skills for performing skill attacks can be set in advance prior to auto battle, but also normal attacks that do not use skills can be set.

[0037] 8 is a diagram showing an example of the data structure of owned item information. Owned item information is information about items owned by a player (hereinafter also referred to as "owned items"). This owned item information is associated with an item ID and at least the number of items owned is set. In this embodiment, by equipping an owned item to an owned character, the effect of the item can be exerted.

[0038] FIG. 9 is a diagram showing an example of a data structure of quest information. The quest information is information about various quests whose clearing objective is to defeat enemy characters and acquire rewards. In this quest information, at least a quest name, a level, a reward, and enemy deck information are set in association with a quest ID. The level is information indicating the difficulty level of the quest. The reward is information about the reward that the player can acquire by clearing the quest. In this embodiment, various characters and items (such as a special item having an effect of activating an auto skill twice during an auto battle) are set as rewards. The enemy deck information is information indicating the enemy deck that will be the player's opponent in a battle in a quest. In this enemy deck information, the character IDs of the enemy characters that constitute the enemy deck are set in association with each of the deck frames that correspond to the action order in the battle. In this embodiment, each character that constitutes the enemy deck is set in association with at least one deck frame (for example, the first to third frames, or only the first frame), and during a battle, the enemy character acts in order starting from the enemy character that corresponds to the first frame. Additionally, ability parameters and the like for use during a battle are set in correspondence with the enemy characters set in this deck frame, and these values ​​are updated appropriately according to the battle situation.

[0039] <<Configuration of the player terminal 20>> FIG. 10 is a block diagram showing the functional configuration of a player terminal 20 according to this embodiment. The player terminal 20 is an information processing device (for example, a smartphone, a mobile phone terminal, a tablet terminal, etc.) that a player can possess and use. The player terminal 20 has a web browser function, and can therefore display web pages (game screens, etc.) transmitted from the server device 10. The player terminal 20 has a terminal control unit 21 that controls the entire player terminal 20, a terminal storage unit 22 that stores various data and programs, a terminal input unit 23 that allows the player to input operations, a terminal display unit 24 that displays a game screen and an operation screen, and a terminal communication unit 25 that communicates information with the server device 10.

[0040] <<About the operation of Game System 1>> An example of the operation of the game system 1 according to this embodiment will be described below. An example of the operation relating to the setting of auto-skills for a character and an example of the operation relating to a battle between a player deck and an enemy deck will be specifically described below.

[0041] <Auto skill settings> FIG. 11 is a flowchart for explaining an example of an operation related to setting an auto skill according to this embodiment.

[0042] First, when the skill setting processing unit 111 of the server device 10 receives a request to start auto skill setting from the player terminal 20, it causes the screen data generation processing unit 115 to generate data for a character selection screen that allows the player to select a character to be the target of auto skill setting (step S101).

[0043] Specifically, the screen data generation processing unit 115 refers to the player information shown in Fig. 6 to identify character information owned by the player operating the player terminal 20. Then, referring to the identified character information shown in Fig. 7, it generates a character selection screen that lists the characters owned by the player in a selectable manner.

[0044] Thereafter, when the screen data generation processing unit 115 of the server device 10 generates data for the character selection screen, the server device 10 transmits the screen data to the requesting player terminal 20. When the player terminal 20 receives the screen data transmitted from the server device 10, it analyzes the screen data and causes the terminal display unit 24 to display the character selection screen.

[0045] Then, when a character selection screen (not shown) is displayed on the terminal display unit 24, and a character is selected by the player's operation from among the characters listed on the character selection screen (not shown), the player terminal 20 transmits a request to the server device 10 to obtain detailed information about the selected character.

[0046] Next, when the skill setting processing unit 111 of the server device 10 receives a request from the player terminal 20 to obtain detailed information about the selected character and determines that the player has performed an operation to select a character on the character selection screen (not shown) (step S102: YES), it causes the screen data generation processing unit 115 to generate data for a character detail screen that allows the player to grasp detailed information about the selected character (step S103).

[0047] Specifically, the screen data generation processing unit 115 refers to the character information shown in FIG. 3 and the owned character information shown in FIG. 7 to obtain detailed information such as ability parameters and skills possessed by the character selected by the player operating the player terminal 20, and generates a character detail screen that displays the obtained detailed information in a list.

[0048] Thereafter, when the server device 10 generates data for the character details screen by the screen data generation processing unit 115, it transmits the screen data to the requesting player terminal 20. When the player terminal 20 receives the screen data transmitted from the server device 10, it analyzes the screen data and causes the terminal display unit 24 to display the character details screen.

[0049] 12 is a diagram showing an example of a character details screen 50 displayed on the player terminal 20. This character details screen 50 includes a detailed information display area 51 that shows detailed information about a character selected by the player, an auto skill setting button 52 that allows the player to start setting an auto skill for that character, and a close button 53 for closing the character details screen 50.

[0050] In this embodiment, the detailed information display area 51 displays at least two skills ("first skill" and "second skill") set for the character as detailed information, allowing the player to understand what skills the character has as characteristics. After viewing this detailed information, the player selects the auto skill setting button 52 if he or she wishes to continue setting auto skills for the character he or she selected, or selects the close button 53 if he or she wishes to stop here without starting auto skill setting.

[0051] Then, when the character details screen 50 is displayed on the terminal display unit 24 and the auto skill setting button 52 or the close button 53 is selected by the player's operation on the character details screen 50, the player terminal 20 transmits operation information corresponding to the selected operation button to the server device 10.

[0052] Next, returning to Figure 11, when the skill setting processing unit 111 of the server device 10 accepts the operation information transmitted from the player terminal 20, it determines, based on the accepted operation information, whether or not the player has selected the auto skill setting button 52 on the character details screen 50 shown in Figure 12 (step S104).

[0053] If the skill setting processing unit 111 of the server device 10 determines that the player has selected the auto skill setting button 52 on the character details screen 50 (step S104: YES), the process proceeds to step S106, which will be described later. On the other hand, if the skill setting processing unit 111 determines that the player has not selected the auto skill setting button 52 on the character details screen 50 (step S104: NO), the process determines whether or not the player has selected the close button 53 on the character details screen 50 (step S105).

[0054] Furthermore, if the skill setting processing unit 111 of the server device 10 determines that the player has not selected the close button 53 on the character details screen 50 (step S105: NO), the process returns to the processing of step S104 described above, and again determines whether or not the auto skill setting button 52 was selected. In contrast, if the skill setting processing unit 111 determines that the player has selected the close button 53 on the character details screen 50 (step S105: YES), the process returns to the processing of step S101 described above, and again displays the character selection screen (not shown) on the player terminal 20.

[0055] Next, when the auto skill setting button 52 is selected by the player on the character detail screen 50, the skill setting processing unit 111 of the server device 10 determines whether or not the character selected by the player is a character that satisfies a predetermined condition (step S106).

[0056] In this embodiment, a character equipped with a special item that has the effect of activating two auto skills during an auto battle is determined to be a character that satisfies a predetermined condition. Specifically, the skill setting processing unit 111 of the server device 10 refers to the item information shown in Fig. 5 and the owned character information shown in Fig. 7 to identify the equipment items of the character selected by the player, and determines whether or not the identified equipment items include a special item (i.e., whether or not the character is equipped with a special item).

[0057] Next, if the character selected by the player does not satisfy a predetermined condition (step S106: NO), the skill setting processing unit 111 of the server device 10 proceeds to step S109, which will be described later. On the other hand, if the character selected by the player satisfies a predetermined condition (step S106: YES), the skill setting processing unit 111 causes the screen data generation processing unit 115 to generate data for an auto skill setting screen that allows the player to set an auto skill for the character that satisfies the predetermined condition (step S107).

[0058] Specifically, the screen data generation processing unit 115 refers to the character information shown in Figure 3 and the owned character information shown in Figure 7, acquires two skills ("first skill" and "second skill") possessed by the character that satisfies the specified conditions, and generates an auto skill setting screen for setting the acquired skills as auto skills that are automatically activated during auto battle.

[0059] Thereafter, when the server device 10 generates data for the auto skill setting screen by the screen data generation processing unit 115, it transmits the screen data to the requesting player terminal 20. When the player terminal 20 receives the screen data transmitted from the server device 10, it analyzes the screen data and causes the terminal display unit 24 to display the auto skill setting screen.

[0060] 13 is a diagram showing an example of an auto-skill setting screen 60 displayed on the player terminal 20. This auto-skill setting screen 60 includes a first setting operation area 61 for allowing the player to select the first skill to be activated in the auto-battle for a character that satisfies the predetermined condition, a second setting operation area 62 for allowing the player to select the second skill to be activated in the auto-battle for a character that satisfies the predetermined condition, an OK button 63 for confirming the skills selected by the player in the first setting operation area 61 and the second setting operation area 62, and a cancel button 64 for canceling the auto-skill setting itself.

[0061] The first setting operation area 61 includes a selection button 61a for allowing the player to select the first skill to be activated in the auto battle from among the "first skill" and "second skill" possessed by a character who satisfies a predetermined condition. In this embodiment, it is also possible to select a normal attack that does not use these skills. That is, in the first setting operation area 61, the player can select one of the "first skill" and "second skill", which are skill attacks, and the "normal attack", which does not use a skill, using the operation button 61a, and set it as the first auto skill that is automatically activated in the auto battle by a character who satisfies a predetermined condition.

[0062] The second setting operation area 62 includes a selection button 62a for allowing the player to select the second skill to be activated in the auto battle from among the "first skill" and "second skill" possessed by the character who satisfies the predetermined conditions. In this embodiment, it is also possible to select a normal attack that does not use these skills. That is, in the second setting operation area 62, the player can select one of the "first skill" and "second skill", which are skill attacks, and the "normal attack", which does not use a skill, with the operation button 61b, and set it as the second auto skill that is automatically activated in the auto battle by the character who satisfies the predetermined conditions.

[0063] In this way, in the case of a character that satisfies a predetermined condition, the auto skill setting screen 60 in this embodiment allows the first and second auto skills to be automatically activated during the auto battle for the character that satisfies the predetermined condition to be set in advance before the start of the auto battle. In other words, it is possible to set in advance the types of skills to be automatically activated during the auto battle for the character that satisfies the predetermined condition in association with the activation order in the auto battle.

[0064] Returning to Figure 11, when the auto skill setting screen 60 shown in Figure 13 is displayed on the terminal display unit 24, the player terminal 20 accepts the selection operation of the first auto skill to be activated in the auto battle on a character that satisfies the specified conditions, and also accepts the selection operation of the second auto skill to be activated in the auto battle on a character that satisfies the specified conditions (step S108).

[0065] Next, if the character selected by the player does not satisfy the specified conditions (step S106: NO), the skill setting processing unit 111 of the server device 10 causes the screen data generation processing unit 115 to generate data for an auto skill setting screen that allows the player to perform auto skill setting operations for the character that does not satisfy the specified conditions (step S109).

[0066] Specifically, the screen data generation processing unit 115 refers to the character information shown in Figure 3 and the owned character information shown in Figure 7, acquires two skills ("first skill" and "second skill") possessed by the character that does not satisfy the specified conditions, and generates an auto skill setting screen for setting the acquired skills as auto skills that will be automatically activated during auto battle.

[0067] Thereafter, when the server device 10 generates data for the auto skill setting screen by the screen data generation processing unit 115, it transmits the screen data to the requesting player terminal 20. When the player terminal 20 receives the screen data transmitted from the server device 10, it analyzes the screen data and causes the terminal display unit 24 to display the auto skill setting screen.

[0068] In this embodiment, the auto skill setting screen displayed on the terminal display unit 24 at this time has the same screen configuration as the auto skill setting screen 60 shown in Fig. 13. However, in the second setting operation area 62 of the first setting operation area 61 and the second setting operation area 62, the player is restricted from selecting any of the skill attacks "first skill" and "second skill", and a "normal attack" that does not use a skill, with the operation button 62a.

[0069] In this way, in the case of a character that does not satisfy the specified conditions, the auto skill setting screen 60 in this embodiment is designed to allow the user to pre-set only the first auto skill that the character that does not satisfy the specified conditions will automatically activate during the auto battle before the auto battle begins.

[0070] Returning to Figure 11, when the auto skill setting screen 60 shown in Figure 13 is displayed on the terminal display unit 24, the player terminal 20 accepts the selection operation of the first auto skill to be activated in the auto battle on a character who does not satisfy the specified conditions (step S110).

[0071] Thereafter, when the auto skill setting screen 60 is displayed on the terminal display unit 24, if the first auto skill to be activated in the auto battle or the second auto skill to be activated in the auto battle is selected by the player's operation and the OK button 63 is selected by the player's operation, or if the cancel button 64 on the auto skill setting screen 60 is selected by the player's operation, the player terminal 20 transmits operation information corresponding to the selection operation to the server device 10.

[0072] Next, when the skill setting processing unit 111 of the server device 10 receives the operation information transmitted from the player terminal 20, it determines, based on the received operation information, whether the player has selected the OK button 63 on the auto skill setting screen 60 shown in Figure 13 (step S111).

[0073] If the skill setting processing unit 111 of the server device 10 determines that the player selected the OK button 63 on the auto skill setting screen 60 (step S111: YES), the processing proceeds to step S113 described below. On the other hand, if the skill setting processing unit 111 determines that the player did not select the OK button 63 on the auto skill setting screen 60 (step S111: NO), the processing unit 111 determines whether or not the player selected the cancel button 64 on the auto skill setting screen 60 (step S112).

[0074] Furthermore, if the skill setting processing unit 111 of the server device 10 determines that the player has not selected the cancel button 64 on the auto skill setting screen 60 (step S112: NO), it returns to the processing of step S111 described above and again determines whether or not the OK button 63 was selected. In contrast, if it determines that the player has selected the cancel button 64 on the auto skill setting screen 60 (step S112: YES), it returns to the processing of step S103 described above and causes the player terminal 20 to again display the character details screen 50 shown in FIG.

[0075] Next, when the OK button 63 is selected by the player on the auto skill setting screen 60, the skill setting processing unit 111 of the server device 10 sets and registers the first auto skill and the second auto skill selected by the player on the auto skill setting screen 60 (step S113).

[0076] Specifically, the skill setting processing unit 111 identifies the player's owned character information by referring to the player information shown in Fig. 6. The auto skill setting information set in the identified owned character information shown in Fig. 7 is updated, and the first auto skill and second auto skill selected by the player on the auto skill setting screen 60 are set and registered.

[0077] As described above, according to the game system 1 of this embodiment, the player can set in advance the auto-skills to be activated in the auto-battle for the player's own character selected on the character selection screen by performing the auto-skill setting operation on the auto-skill setting screen. For the owned character that satisfies the predetermined conditions, the first auto-skill and the second auto-skill to be activated in the auto-battle can be set in advance. On the other hand, for the owned character that does not satisfy the predetermined conditions, only the first auto-skill to be activated in the auto-battle can be set in advance.

[0078] <Quest Battle> FIG. 14 is a flowchart for explaining an example of an operation related to a battle in a quest according to this embodiment.

[0079] First, when the game processing unit 114 of the server device 10 receives a request to start a quest battle from the player terminal 20, it causes the screen data generation processing unit 115 to generate data for a quest selection screen that allows the player to select a quest to play (step S201).

[0080] Specifically, the screen data generation processing unit 115 references the quest information shown in FIG. 9 and generates a quest selection screen that lists selectable quests for a player to play in a battle using his or her own player deck.

[0081] Thereafter, when the screen data generation processing unit 115 of the server device 10 generates data for a quest selection screen, the server device 10 transmits the screen data to the requesting player terminal 20. When the player terminal 20 receives the screen data transmitted from the server device 10, it analyzes the screen data and causes the terminal display unit 24 to display the quest selection screen.

[0082] Then, when a quest selection screen (not shown) is displayed on the terminal display unit 24, and the player selects a quest from the quests listed on the quest selection screen (not shown) by the player's operation, the player terminal 20 transmits to the server device 10 a request to obtain various information required for the battle in the selected quest.

[0083] Next, when the game processing unit 114 of the server device 10 receives a request from the player terminal 20 to obtain various information required for the battle in the selected quest and determines that the player has performed an operation to select a quest on the quest selection screen (not shown) (step S202: YES), it causes the screen data generation processing unit 115 to generate data for a battle screen for playing against the enemy deck associated with the selected quest (step S203).

[0084] Specifically, the screen data generation processing unit 115 refers to the quest information shown in Figure 9, identifies the enemy deck associated with the quest selected by the player operating the player terminal 20, obtains necessary information such as parameters related to that enemy deck, and generates a battle screen for battling against the enemy deck associated with that quest.

[0085] Thereafter, when the screen data generation processing unit 115 of the server device 10 generates data for the battle screen, the server device 10 transmits the screen data to the requesting player terminal 20. When the player terminal 20 receives the screen data transmitted from the server device 10, it analyzes the screen data and displays the battle screen on the terminal display unit 24.

[0086] Then, when a battle screen (not shown) is displayed on the terminal display unit 24 and an automatic battle button for starting an auto battle is selected by a player on the battle screen (not shown), the player terminal 20 transmits operation information corresponding to the selected operation button to the server device 10.

[0087] Next, when the automatic progress setting processing unit 112 of the server device 10 receives the operation information transmitted from the player terminal 20, it determines, based on the received operation information, whether or not the player has selected the automatic battle button on the battle screen (not shown) (step S204).

[0088] When the automatic progression setting processing unit 112 of the server device 10 determines that the player has selected the automatic battle button on the battle screen (not shown) (step S204: YES), it sets the battle between the player's player deck and the enemy deck associated with the quest to automatic progression mode (auto battle) (step S205).

[0089] Specifically, the automatic progression setting processing unit 112 refers to the player information shown in FIG. 6, identifies the player information of that player, and sets that automatic progression is enabled for the identified player information.

[0090] If the automatic progression setting processing unit 112 of the server device 10 determines that the player has not selected the automatic battle button on the battle screen (not shown) (step S204: NO), it sets the battle between the player's player deck and the enemy deck associated with the quest to manual progression mode (manual battle) (step S206).

[0091] Specifically, the automatic progression setting processing unit 112 refers to the player information shown in FIG. 6, identifies the player information of that player, and sets automatic progression to be disabled for the identified player information.

[0092] Next, the game processing unit 114 of the server device 10 refers to the player information shown in Fig. 6, and when automatic progression is set to disabled (i.e., when manual progression mode (manual battle) is set), controls the battle between the player's player deck and the enemy deck associated with the quest to proceed based on operation input from the player. On the other hand, when automatic progression is set to enabled (i.e., when automatic progression mode (auto battle) is set), controls the battle between the player's player deck and the enemy deck associated with the quest to proceed automatically according to a predetermined logic even without operation input from the player (step S207).

[0093] Next, the game processing unit 114 of the server device 10 proceeds with a battle between the player deck and the enemy deck in manual progress mode or automatic progress mode, and determines whether the player has won based on the result of the battle (step S208).

[0094] Specifically, the game processing unit 114, based on the player information shown in FIG. 6 and the quest information shown in FIG. 9, progresses the battle so that the player deck and the enemy deck attack alternately, and determines whether or not one of the decks, the player deck and the enemy deck, is completely annihilated by the characters of the deck whose turn it is to attack attacking in sequence. That is, it determines whether or not the HP of each character constituting the player deck is below a predetermined value (for example, below zero) or whether or not the HP of each character constituting the enemy deck is below a predetermined value (for example, below zero) after receiving damage from the opponent. Thus, in this embodiment, if the player deck defeats all the enemy characters constituting the enemy deck as a result of repeated attacks and defenses, the player deck can become the winner of the battle. Conversely, if the enemy deck defeats all the player characters constituting the player deck, the player deck becomes the loser of the battle.

[0095] When the game processing unit 114 of the server device 10 determines that the player's deck has lost the match (step S208: NO), it ends the match processing for this quest. On the other hand, when it determines that the player's deck has won the match (step S208: YES), it refers to the quest information shown in FIG. 9, identifies a reward (e.g., a special item) associated with this quest, and grants the identified reward to the player (step S209).

[0096] As described above, according to the game system 1 of this embodiment, in a quest selected by the player, depending on the progression mode selected by the player (manual progression mode or automatic progression mode), the player's player deck and the enemy deck of the quest will battle each other by repeatedly attacking and defending, and if the player deck is victorious in the battle, the player will be able to obtain the reward set for that quest.

[0097] <Auto Battle (automatic progression mode)> 15 is a flowchart for explaining an example of an operation related to the auto battle according to the present embodiment. In the following, a specific example of an operation when each character constituting the player deck activates a preset auto skill when the turn of attack comes for the player deck in the auto battle will be specifically explained.

[0098] First, when it is the player's deck's turn to attack in the auto battle, the game processing unit 114 of the server device 10 specifies a character to be attacked from among a plurality of characters constituting the player's deck (step S301).

[0099] Specifically, the game processing unit 114 refers to the player deck information set in the player information shown in FIG. 6 and specifies the character set in the first frame of the first to third frames of the player deck as the character to be the first target of attack. Then, when the attack of the character set in the first frame is finished, the character set in the second frame is specified as the character to be the next target of attack. Furthermore, when the attack of the character set in the second frame is finished, the character set in the third frame is specified as the character to be the last target of attack. That is, the characters set in the first to third frames are sequentially specified as characters to be attacked in the order from the first frame to the third frame.

[0100] Next, when the game processing unit 114 of the server device 10 identifies a character to be attacked from the player deck, it determines whether or not an auto skill has been set in advance for the identified character to be attacked (step S302).

[0101] Specifically, the game processing unit 114 acquires the owned character information set in the player information shown in Figure 6, and by referring to the auto skill setting information set in the acquired owned character information shown in Figure 7, determines whether or not at least one auto skill has been set in advance for the character to be attacked.

[0102] When the game processing unit 114 of the server device 10 determines that an auto skill is not set for the character to be attacked (step S302: NO), the process proceeds to step S304, which will be described later. On the other hand, when the game processing unit 114 determines that an auto skill is set in advance for the character to be attacked (step S302: YES), the process proceeds to the next step S303.

[0103] Next, if the game processing unit 114 of the server device 10 determines that an auto skill has been pre-set for the character to be attacked (step S302: YES), it refers to the auto skill setting information set in the owned character information shown in Figure 7 and determines whether the first pre-set auto skill is a skill attack of either the "first skill" or the "second skill" (step S303).

[0104] When the game processing unit 114 of the server device 10 determines that the first preset auto-skill is not a skill attack (step S303: NO), the process proceeds to step S306, which will be described later. On the other hand, when the game processing unit 114 determines that the first preset auto-skill is a skill attack (step S303: YES), the process proceeds to the next step S304.

[0105] Next, if the game processing unit 114 of the server device 10 determines that an auto skill is not set for the character to be attacked (step S302: NO), it refers to the skill information shown in Figure 4 and the player information shown in Figure 6 and determines whether the skill points owned by the player have reached the required skill points for activating the "first skill" of the "first skill" and "second skill" possessed by the character to be attacked (step S304).

[0106] If the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points for activating the "first skill" of the character to be attacked (step S304: NO), the process proceeds to step S306, which will be described later. On the other hand, if the game processing unit 114 determines that the skill points owned by the player reach the required skill points for activating the "first skill" of the character to be attacked (step S304: YES), the process proceeds to the next step S305.

[0107] In addition, even if the game processing unit 114 of the server device 10 determines that the first pre-set auto skill is a skill attack (step S303: YES), it refers to the skill information shown in Figure 4 and the player information shown in Figure 6 to determine whether the skill points owned by the player have reached the required skill points to activate the first pre-set auto skill (i.e., either the "first skill" or the "second skill" or the skill attack selected by the player) (step S304).

[0108] If the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points for activating the first preset auto-skill (step S304: NO), the process proceeds to step S306, which will be described later. On the other hand, if the game processing unit 114 determines that the skill points owned by the player reach the required skill points for activating the first preset auto-skill (step S304: YES), the process proceeds to the next step S305.

[0109] Next, if the game processing unit 114 of the server device 10 determines that the skill points owned by the player have reached the required skill points to activate the "first skill" possessed by the character to be attacked (step S304: YES), it activates the skill attack of the "first skill" as the first attack performed by the character to be attacked (step S305).

[0110] In addition, if the game processing unit 114 of the server device 10 determines that the skill points owned by the player have reached the required skill points to activate the first pre-set auto skill (i.e., either the "first skill" or the "second skill" selected by the player) (step S304: YES), it also activates the first pre-set auto skill (i.e., either the "first skill" or the "second skill" selected by the player) as the first attack performed by the character to be attacked (step S305).

[0111] Thus, in the auto battle of this embodiment, when a character with a first auto skill preset makes a first attack, if the player has sufficient skill points, the preset first auto skill (i.e., either the "first skill" or "second skill", whichever skill attack the player has selected) will be automatically activated. Also, even when a character with no first auto skill preset makes a first attack, if the player has sufficient skill points, the "first skill" of the character's "first skill" and "second skill" will be automatically activated.

[0112] Next, if the game processing unit 114 of the server device 10 determines that the first pre-set auto-skill is not a skill attack (step S303: NO), a normal attack is pre-set as the first auto-skill, and so a normal attack that does not use a skill is activated as the first attack performed by the character to be attacked (step S306).

[0113] In addition, if the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points to activate the "first skill" possessed by the character to be attacked (step S304: NO), this means that the player does not have enough skill points, so the character to be attacked will launch a normal attack that does not use a skill as its first attack (step S306).

[0114] Furthermore, even if the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points for activating the first preset auto-skill (step S304: NO), this means that the player does not have enough skill points, so the game processing unit 114 activates a normal attack that does not use a skill as the first attack performed by the character to be attacked (step S306).

[0115] Thus, in the auto battle of this embodiment, when a character with "normal attack" preset as the first auto skill makes a first attack, the normal attack will be automatically activated. Also, even when a character with "skill attack" preset as the first auto skill makes a first attack, if the player does not have enough skill points, the normal attack will be automatically activated instead of the skill attack. Also, even when a character without a first auto skill preset makes a first attack, if the player does not have enough skill points, the normal attack will be automatically activated instead of the skill attack.

[0116] Next, the game processing unit 114 of the server device 10 determines whether the player won the match as a result of the enemy deck being damaged by the character to be attacked making the first attack (by activating a skill attack or a normal attack) (step S307).

[0117] If the game processing unit 114 of the server device 10 determines that the player has won the match (step S307: YES), the process ends. On the other hand, if the game processing unit 114 determines that the player has not won the match (step S307: NO), the process proceeds to the next step S308.

[0118] Next, if the game processing unit 114 of the server device 10 determines that the player did not win the match even though the character to be attacked made the first attack (step S307: NO), it determines whether the character to be attacked is a character that satisfies a predetermined condition (step S308).

[0119] In this embodiment, a character equipped with a special item that has the effect of activating two auto skills during an auto battle is determined to be a character that satisfies a predetermined condition. Specifically, the game processing unit 114 of the server device 10 refers to the item information shown in Fig. 5 and the owned character information shown in Fig. 7 to identify the equipment items of the character that is the target of the attack, and determines whether or not the identified equipment items include a special item (i.e., whether or not the character that is the target of the attack is equipped with a special item).

[0120] If the game processing unit 114 of the server device 10 determines that the character to be attacked does not satisfy a predetermined condition (step S308: NO), the process proceeds to step S315, which will be described later. On the other hand, if the game processing unit 114 determines that the character to be attacked does satisfy a predetermined condition (step S308: YES), the process proceeds to the next step S309.

[0121] Next, if the game processing unit 114 of the server device 10 determines that the character to be attacked is a character that satisfies a predetermined condition (step S308: YES), it determines whether a second auto skill has been pre-set for the character to be attacked (step S309).

[0122] Specifically, the game processing unit 114 acquires the owned character information set in the player information shown in Figure 6, and determines whether a second auto skill has been pre-set for the character to be attacked by referring to the auto skill setting information set in the acquired owned character information shown in Figure 7.

[0123] When the game processing unit 114 of the server device 10 determines that a second auto skill has not been set for the character to be attacked (step S309: NO), the process proceeds to step S311, which will be described later. On the other hand, when the game processing unit 114 determines that a second auto skill has been set in advance for the character to be attacked (step S309: YES), the process proceeds to the next step S310.

[0124] Next, if the game processing unit 114 of the server device 10 determines that a second auto skill has been pre-set for the character to be attacked (step S309: YES), it refers to the auto skill setting information set in the owned character information shown in Figure 7 and determines whether the pre-set second auto skill is a skill attack of either the "first skill" or the "second skill" (step S310).

[0125] When the game processing unit 114 of the server device 10 determines that the second pre-set auto skill is not a skill attack (step S310: NO), it proceeds to step S313, which will be described later. On the other hand, when it determines that the second pre-set auto skill is a skill attack (step S310: YES), it proceeds to the next step S311.

[0126] Next, if the game processing unit 114 of the server device 10 determines that an auto skill is not set for the character to be attacked (step S309: NO), it refers to the skill information shown in Figure 4 and the player information shown in Figure 6 and determines whether the skill points owned by the player have reached the required skill points for activating the "first skill" of the "first skill" and "second skill" possessed by the character to be attacked (step S311).

[0127] If the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points for activating the "first skill" of the character to be attacked (step S311: NO), the process proceeds to step S313 described below. On the other hand, if the game processing unit 114 determines that the skill points owned by the player reach the required skill points for activating the "first skill" of the character to be attacked (step S311: YES), the process proceeds to the next step S312.

[0128] In addition, even if the game processing unit 114 of the server device 10 determines that the second pre-set auto skill is a skill attack (step S310: YES), it refers to the skill information shown in Figure 4 and the player information shown in Figure 6 to determine whether the skill points owned by the player have reached the required skill points to activate the second pre-set auto skill (i.e., either the "first skill" or the "second skill" or the skill attack selected by the player) (step S311).

[0129] Furthermore, the first auto skill that can recover skill points may be activated during the first attack made by the target character, so the missing skill points may be recovered during the next attack, reaching the required skill points for the second auto skill. In other words, it is possible to activate the second auto skill after waiting for the missing skill points to be recovered during the next attack.

[0130] When the game processing unit 114 of the server device 10 determines that the skill points owned by the player have not reached the required skill points for activating the second preset auto skill (step S311: NO), the process proceeds to step S313, which will be described later. On the other hand, when the game processing unit 114 determines that the skill points owned by the player have reached the required skill points for activating the second preset auto skill (step S311: YES), the process proceeds to the next step S312.

[0131] Next, if the game processing unit 114 of the server device 10 determines that the skill points owned by the player have reached the required skill points to activate the "first skill" possessed by the character to be attacked (step S311: YES), it activates a skill attack of the "first skill" as the next attack to be performed by the character to be attacked (step S312).

[0132] In addition, even if the game processing unit 114 of the server device 10 determines that the skill points owned by the player have reached the required skill points to activate the second pre-set auto skill (i.e., either the "first skill" or the "second skill" selected by the player) (step S311: YES), it activates the second pre-set auto skill (i.e., either the "first skill" or the "second skill" selected by the player) as the next attack to be performed by the character to be attacked (step S312).

[0133] Thus, in the auto battle of this embodiment, if the character to be attacked satisfies a predetermined condition, the character can make the next attack following the first attack (i.e., two attacks can be made consecutively in one attack order). Then, when a character with a second auto skill preset makes the next attack, if the player has enough skill points, the preset second auto skill (i.e., either the "first skill" or the "second skill", whichever the player selects) will be automatically activated. Also, even if a character without a preset second auto skill makes the next attack, if the player has enough skill points, the "first skill" of the "first skill" and "second skill" possessed by that character will be automatically activated.

[0134] Next, if the game processing unit 114 of the server device 10 determines that the second pre-set auto-skill is not a skill attack (step S310: NO), a normal attack is pre-set as the second auto-skill, and therefore a normal attack that does not use a skill is activated as the next attack performed by the character to be attacked (step S313).

[0135] In addition, if the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points to activate the "first skill" possessed by the character to be attacked (step S311: NO), this means that the player does not have enough skill points, and the game processing unit 114 causes the character to be attacked to launch a normal attack that does not use a skill as the next attack (step S313).

[0136] Furthermore, even if the game processing unit 114 of the server device 10 determines that the skill points owned by the player do not reach the required skill points for activating the second pre-set auto-skill (step S311: NO), this means that the player does not have enough skill points, so the next attack performed by the character to be attacked is a normal attack that does not use a skill (step S313).

[0137] In this way, in the auto battle of this embodiment, if the character to be attacked satisfies a predetermined condition, the character can make the next attack following the first attack. However, if a character with "normal attack" preset as the second auto skill makes the next attack, the normal attack will be automatically activated. Also, even if a character with "skill attack" preset as the second auto skill makes the next attack, if the player does not have enough skill points, the normal attack will be automatically activated instead of the skill attack. Also, even if a character without a second auto skill preset makes the next attack, if the player does not have enough skill points, the normal attack will be automatically activated instead of the skill attack.

[0138] Next, the game processing unit 114 of the server device 10 determines whether the player won the match as a result of the enemy deck being damaged by the character being attacked making the next attack (by activating a skill attack or a normal attack) (step S314).

[0139] If the game processing unit 114 of the server device 10 determines that the player has won the match (step S314: YES), the process ends. On the other hand, if the game processing unit 114 determines that the player has not won the match (step S314: NO), the process proceeds to the next step S315.

[0140] Next, if the game processing unit 114 of the server device 10 determines that the character to be attacked is a character that does not satisfy a predetermined condition (step S308: NO) or determines that the player did not win the match (step S314: NO), it determines whether all of the multiple characters that make up the player deck (i.e., all of the characters set in the first to third slots of the player deck) have become characters to be attacked and have completed their attacks (step S315).

[0141] When the game processing unit 114 of the server device 10 determines that all of the characters constituting the player deck have attacked (step S315: YES), it ends this process. On the other hand, when it determines that all of the characters constituting the player deck have not yet completed their attacks (step S315: NO), it restores the player's skill points by granting a predetermined amount of skill points (for example, 10 points) (step S316), and returns to the process of the above-mentioned step S301, and specifies the character set in the next deck frame as the character to be attacked.

[0142] As described above, according to the game system 1 according to the present embodiment, during auto battle, among the multiple characters constituting the player deck, a character who satisfies a predetermined condition can automatically activate the first auto skill and the second auto skill in sequence in the first attack and the next attack that follows. Furthermore, even if a character does not satisfy the predetermined condition, only the first auto skill that was set in advance can be automatically activated in the first attack. Furthermore, even if a character has a pre-set auto skill, if the character does not have enough skill points, the character cannot activate the auto skill, but instead can automatically activate a normal attack that does not use a skill. Furthermore, even if a character does not have a pre-set auto skill, if the character has enough skill points, the character can automatically activate one of the two skills that the character has. However, the player cannot select the one skill to be automatically activated. Furthermore, even if a character does not have enough skill points, the character can recover the missing skill points to the required skill points by activating the first auto skill that can recover skill points in the first attack. Therefore, at the time of the next attack, it is possible to activate the auto skill after waiting for the missing skill points to be recovered. In this way, in auto battle, each character that makes up the player deck can effectively activate skills according to their own characteristics.

[0143] ===Other embodiments=== The above-mentioned embodiment is for facilitating understanding of the present invention, and is not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit of the present invention, and the present invention also includes equivalents. In particular, the following embodiment is also included in the present invention.

[0144] <Automating Auto Skill Settings> In the above embodiment, an example has been described in which the player can set in advance the auto-skills that will be automatically activated during auto-battle for his / her character by performing the auto-skill setting operation on the auto-skill setting screen 60, but the setting of such auto-skills may itself be automated. For example, in the above embodiment, a common attribute (attack type, support type, etc.) is set for the character and the skill, and this may be used to automate the setting of the auto-skills themselves.

[0145] Specifically, the skill setting processing unit 111 may set an auto skill that can be activated during auto battle automatically, without the player's operation, for each character constituting the player deck, based on the relationship between the attribute set for the character constituting the player deck and the attribute set for the skill possessed by the character. For example, if the attribute set for "character X" constituting the player deck is "attack type" and the attributes set for the "first skill" and "second skill" possessed by the "character X" are "attack type" and "support type", respectively, since the "first skill" has the same "attack type" attribute as "character X", the skill setting processing unit 111 automatically sets the "first skill" for "character X" as the first auto skill, and automatically sets the remaining "second skill" as the second auto skill. As a result, the skills according to the attributes of each character constituting the player deck are automatically set as auto skills, which reduces the player's effort and makes it possible to proceed with the auto battle advantageously.

[0146] <Automated deck composition and automated skill settings> In the above embodiment, it is also possible to link the automatic organization of a player deck with the automatic setting of auto skills for the characters that make up the player deck.

[0147] Specifically, the deck organization processing unit 113 automatically organizes a player deck to be used in a battle by using characters owned by the player, regardless of the selection operation of the player. For example, a player may select a plurality of characters with high ability parameters (characters whose ability parameters are equal to or greater than a predetermined value) from among a plurality of characters owned by the player, and automatically organize a player deck to be used in a battle by the player. Then, the skill setting processing unit 111 sets an auto skill that can be activated during an auto battle automatically, regardless of the operation of the player, for each of the characters constituting the automatically organized player deck, due to the player deck being automatically organized. For example, as described above, based on the relationship between the attributes set for the characters constituting the player deck and the attributes set for the skills possessed by the characters, an auto skill that can be activated during an auto battle may be automatically set for each of the characters constituting the player deck, regardless of the operation of the player. As a result, the player deck is automatically organized, and at the same time, an auto skill is automatically set for each character constituting the automatically organized player deck, thereby further reducing the effort of the player.

[0148] <Auto Skill Setting Screen> In the above embodiment, the auto skill setting screen 60 is used to set in advance the types of skills that the player will automatically activate during the auto battle in association with the order in which the skills will be activated, but the present invention is not limited to this. For example, the point range for activating the auto skills may also be set.

[0149] Specifically, it is assumed that the player has "110" skill points, and that the "character X" owned by the player has two skills, "first skill" and "second skill". It is assumed that the required skill points for the "first skill" are "120 points", and the required skill points for the "second skill" are "80 points". In this case, the player sets the "second skill" as the first auto skill on the auto skill setting screen 60, and sets the point range to "80 to 100". It is also assumed that the player sets the "first skill" as the second auto skill, and sets the point range to "120 to 150". Then, it is assumed that the auto battle is started. When it is the first attack turn and "character X" makes the first attack, the "second skill" preset as the first auto skill can be activated only when the range of the skill points owned by the player is "80 to 100". Therefore, since the player's skill points are "110", it is outside the preset point range, so in the first attack, the "second skill" preset as the first auto skill cannot be activated, and a normal attack will be performed. Then, when "Character X" performs the next attack, the "first skill" preset as the second auto skill can only be activated if the range of the player's skill points is "120~150". Therefore, since the player's skill points are "110", it is outside the preset point range, so in the next attack, the "second skill" preset as the second auto skill cannot be activated, and a normal attack will be performed. However, if the skill points are recovered by "10" and it becomes the turn of the second attack, the skill points owned by the player will be "120".In this way, in the first attack, the "second skill" preset as the first auto skill cannot be activated, as in the first attack order, and "Character X" will perform a normal attack. However, when "Character X" performs the next attack, the player's skill points are "120", so they are within the preset point range ("120~150"), and the "second skill" preset as the second auto skill will be automatically activated in the next attack. In this way, at the time of the next attack, it is possible to wait for the missing skill points to recover and then activate the second auto skill in priority to the first auto skill. In other words, by setting the point range, the type of skill can be prioritized over the skill activation order, allowing for more flexible auto skill settings.

[0150] <Characters who do not meet the specified conditions> In the above embodiment, for characters that do not satisfy the predetermined conditions, only the first auto skill to be activated in the auto battle can be set in advance before the auto battle, and during the auto battle, only the first auto skill set in advance can be automatically activated in the first attack, but the present invention is not limited to this. For example, for characters that do not satisfy the predetermined conditions, it is possible to set in advance the first auto skill and the second auto skill to be activated in the auto battle, just like characters that satisfy the predetermined conditions, and on the other hand, during the auto battle, it is also possible to limit the activation of only the first auto skill of the first and second auto skills set in advance to the first attack.

[0151] <Prescribed conditions> In the above embodiment, equipping a special item that has the effect of activating two auto skills during auto battle is described as an example of the predetermined condition, but the present invention is not limited to this. For example, the predetermined condition may be that the character's level has reached a predetermined level, that the character's rarity has reached a predetermined rarity, or that a special quest has been cleared.

[0152] <Battle> In the above embodiment, a battle game using skills has been described in which a player deck and an enemy deck battle each other, but the present invention is not limited to this. For example, the present invention can also be applied to a one-to-one battle between a player character and an enemy character.

[0153] <Game Content> In the above embodiment, characters have been used as an example, but the present invention is not limited to this. For example, the game content may be electronic game data, such as character cards, figures, tools, abilities, and other items used in the game.

[0154] <Information processing device> In the above game system 1 of the present embodiment, the player terminal 20, as an example of an information processing device, executes various information processes based on a game program, but the present invention is not limited to this. For example, the server device 10 may be configured to perform part of the functions of the information processing device. In this case, the server device 10 and the player terminal 20 constitute an information processing device. The information processing device is an example of a computer equipped with a processor and a memory. [Explanation of symbols]

[0155] 1. Game System 2 Network 10 Server equipment 11 Control section 12 Storage section 13 Input section 14 Display section 15 Communications Department 20 Player terminals 21 Terminal control unit 22 Terminal memory section 23 Terminal input section 24 Terminal display section 25 Terminal communication unit 50 Character Details Screen 51 Detailed information display area 52 Auto skill setting button 53 Close button 60 Auto Skill Setting Screen 61 1st setting operation area 61a Select button 62 2nd setting operation area 62a Select button 63 OK button 64 Cancel button 111 Skill setting processing unit 112 Automatic progress setting processing section 113 Deck Organization Processing Unit 114 Game Processing Unit 115 Screen data generation processing unit

Claims

1. a skill setting processing unit that, in response to an operation by a player, sets skills that can be activated during a match for game content that constitutes a deck used by the player in the match; an automatic progress setting processing unit that, in response to an operation of the player, sets automatic progress of the battle game in which the deck competes against an opponent to be enabled or disabled; a game processing unit that controls a progress of the competitive game, and when automatic progress of the competitive game is enabled, controls each of the game contents constituting the deck to automatically activate the set skill during the match; Equipped with The game processing unit: When automatic progression of the competitive game is enabled, When a skill is set in the game content constituting the deck, if the points owned by the player reach a required point required to activate the skill, the game content is controlled so as to automatically activate the skill during a match; Even if a skill is not set in the other game content constituting the deck, when the points owned by the player reach the required points required to activate a skill that the player cannot select, the other game content is controlled so as to automatically activate the skill during a match.

23. An information processing apparatus comprising:

2. 2. The information processing device according to claim 1, the skill setting processing unit, in response to an operation of the player, enables a plurality of skills to be set in association with an activation order for game content that constitutes the deck and that satisfies a predetermined condition, the game processing unit performs control such that, when automatic progress of the competitive game is enabled, game content satisfying the predetermined condition automatically activates the plurality of skills set by each of the game content in an activation order; 23. An information processing apparatus comprising:

3. 3. The information processing device according to claim 1, When automatic progress of the competitive game is enabled and a skill is set in the game content constituting the deck, if the points owned by the player do not reach the required points required to activate the skill, the game processing unit restricts the game content from automatically activating the skill during the match.

23. An information processing apparatus comprising:

4. 3. The information processing device according to claim 1, When automatic progress of the competitive game is enabled and a skill is set in the game content constituting the deck, if the points owned by the player do not reach the required points required to activate the skill, the game processing unit waits for the points owned to recover until they reach the required points, and then controls the game content to automatically activate the skill during the match.

23. An information processing apparatus comprising:

5. 5. An information processing apparatus according to claim 1, a deck organization processing unit that can automatically organize the deck that the player will use in a battle; Equipped with the skill setting processing unit, due to the deck being automatically organized, automatically sets skills that can be activated during a match for each of the game contents constituting the automatically organized deck, without being dependent on an operation by the player; 23. An information processing apparatus comprising:

6. 6. An information processing device according to claim 1, Attributes are set for each of the game contents, Each of the skills has an attribute set thereto that is common to an attribute set in the game content; the skill setting processing unit sets, for each of the game contents constituting the deck, a skill that can be activated during a match automatically, without being operated by the player, based on a relationship between an attribute set for the game contents constituting the deck and an attribute set for the skill; 23. An information processing apparatus comprising:

7. On the computer, a skill setting process for setting skills that can be activated during a match for game content that constitutes a deck used by the player in the match in response to an operation by the player; an automatic progress setting process for setting automatic progress of a battle game in which the deck competes against an opponent to be enabled or disabled in response to an operation of the player; a game process for controlling a progress of the competitive game, the game process controlling each of the game contents constituting the deck to automatically activate the set skill during the match when automatic progress of the competitive game is enabled; Run the command, The game processing includes: When automatic progression of the competitive game is enabled, When a skill is set in the game content constituting the deck, if the points owned by the player reach a required point required to activate the skill, the game content is controlled so as to automatically activate the skill during a match; Even if a skill is not set in the other game content constituting the deck, when the points owned by the player reach the required points required to activate a skill that the player cannot select, the other game content is controlled so as to automatically activate the skill during a match. A game program characterized by:

8. The computer a skill setting process for setting skills that can be activated during a match for game content that constitutes a deck used by the player in the match in response to an operation by the player; an automatic progress setting process for setting automatic progress of a battle game in which the deck competes against an opponent to be enabled or disabled in response to an operation of the player; a game process for controlling a progress of the competitive game, the game process controlling each of the game contents constituting the deck to automatically activate the set skill during the match when automatic progress of the competitive game is enabled; Run In the game processing, When automatic progression of the competitive game is enabled, When a skill is set in the game content constituting the deck, if the points owned by the player reach a required point required to activate the skill, the game content is controlled so as to automatically activate the skill during a match; Even if a skill is not set in the other game content constituting the deck, when the points owned by the player reach the required points required to activate a skill that the player cannot select, the other game content is controlled so as to automatically activate the skill during a match.

23. An information processing method comprising:

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