CN113769400A - Method and device for prompting battle in game, electronic equipment and storage medium - Google Patents

Method and device for prompting battle in game, electronic equipment and storage medium Download PDF

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Publication number
CN113769400A
CN113769400A CN202111095109.4A CN202111095109A CN113769400A CN 113769400 A CN113769400 A CN 113769400A CN 202111095109 A CN202111095109 A CN 202111095109A CN 113769400 A CN113769400 A CN 113769400A
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Prior art keywords
game
game role
data
role
historical
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CN202111095109.4A
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Chinese (zh)
Inventor
王泽�
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111095109.4A priority Critical patent/CN113769400A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a method and a device for prompting battles in games, electronic equipment and a storage medium, wherein the prompting method comprises the following steps: extracting target historical engagement data of the first game role and the second game role in the historical engagement scene from the historical engagement data in response to the fact that the distance between the first game role and the second game role in the game scene meets a preset engagement distance condition; generating fighting prompt information of the first game role and the second game role according to the target historical fighting data of the first game role and the second game role; and displaying the fight prompt information on a graphical user interface. Through the mode, the fighting prediction result can be displayed to the player more accurately and intuitively, the time for the player to check the attribute information of the related game role is saved, and the man-machine interaction efficiency of the player is effectively improved.

Description

Method and device for prompting battle in game, electronic equipment and storage medium
Technical Field
The application relates to the technical field of games, in particular to a method and a device for prompting battles in a game, electronic equipment and a storage medium.
Background
In some common games, especially in a Multiplayer Online Battle Arena (MOBA) game, a player may select a game character that he or she is skilled to use from a plurality of different types of game characters as a first game character to enter a game scene in which the first game character controlled by the player may compete with a second game character controlled by an enemy player. Because the attribute values corresponding to different types of game characters under the same attribute are different, for example, the defense attribute value of the game character which excels in defense is higher than that of the game character which excels in attack under the general condition; therefore, before actual engagement, a player generally needs to comprehensively compare the difference between the attribute values of the first game character and the second game character to predict the engagement result of the first game character and the second game character, thereby determining whether to control the first game character and the second game character to engage.
At present, a method for a player to predict a result of a battle is that the player predicts that the probability that a first game character defeats a second game character is higher if each attribute value of the first game character is higher than that of the second game character by viewing attribute information, such as economic values, life values, attack power, defense power, and the like, of the first game character and the second game character displayed on a graphical user interface, and at this time, the player controls the first game character to attack the second game character, and the two parties enter a battle state.
However, in the above-described method for predicting a match result, the player needs to check and compare the difference between the attribute information of the game characters of both parties. Therefore, on one hand, the process consumes longer time, so that players are easy to miss the fight opportunity, the operation fluency of the players is influenced, and the human-computer interaction efficiency of the players is reduced; on the other hand, predicting the result of a match only by virtue of the difference in the attribute information of the relevant game characters also results in a lower degree of accuracy of the match result predicted by the player.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, an apparatus, an electronic device and a storage medium for providing a prompt for a match in a game, which can save time for a player to check attribute information of a related game character, more accurately and intuitively display a match prediction result to the player, and effectively improve human-computer interaction efficiency of the player.
In a first aspect, an embodiment of the present application provides a method for prompting a battle in a game, where the game includes a first game character and a second game character in a different group from the first game character, and a terminal device provides a graphical user interface in which at least a part of a game scene is displayed, and the method includes:
extracting target historical engagement data of the first game character and the second game character in a historical engagement scene from historical engagement data in response to the fact that the distance between the first game character and the second game character in the game scene meets a preset engagement distance condition;
generating fighting prompt information of the first game role and the second game role according to the target historical fighting data of the first game role and the second game role; the fighting prompt information is used for representing a fighting prediction result of the first game role and the second game role;
and displaying the fight prompt information on the graphical user interface.
In an alternative embodiment, the distance between the first game character and the second game character in the game scene meets a preset fighting distance condition, and the method comprises the following steps:
the distance between the first game role and the second game role in the game scene is smaller than or equal to a preset distance threshold value;
alternatively, the first and second electrodes may be,
the second game role is positioned in a battle area corresponding to the first game role; wherein the distance between any position in the fighting region and a target position accords with the fighting distance condition; the target position is a position of the first game character in the game scene.
In an optional implementation manner, the generating of the match-up prompt information of the first game character and the second game character according to the target historical match-up data of the first game character and the second game character includes:
acquiring a first difference value of target attribute values of the first game role and the second game role in each historical battle scene included in the target historical battle data;
according to a second difference value of the target attribute values of the first game role and the second game role in the game scene, determining a first difference value with the minimum difference value from each first difference value as a target difference value;
and extracting historical fight data of the first game character and the second game character under the target difference value from the target historical fight data to serve as target fight data, and generating the fight prompt information according to the target fight data.
In an optional implementation manner, the generating of the match-up prompt information of the first game character and the second game character according to the target historical match-up data of the first game character and the second game character includes:
determining a win rate value of the first game character aiming at the second game character according to the target historical fight data;
and generating the fight prompt information according to an information generation strategy corresponding to the win rate value.
In an optional implementation manner, the generating the engagement prompting information according to the information generating policy corresponding to the win rate value includes:
responding to the condition that the winning rate value is smaller than or equal to a preset winning rate threshold value, generating first prompt information, and taking the first prompt information and the winning rate value as the fight prompt information; the first prompt information is used for prompting that the first game role is not suitable for competing with the second game role in the game scene;
responding to the condition that the winning rate value is larger than a preset winning rate threshold value, generating second prompt information, and taking the second prompt information and the winning rate value as the fight prompt information; the second prompt message is used for representing a combined operation mode recommended to the first game role when the game scene is in conflict with the second game role.
In an optional implementation manner, the generating the second prompt message in response to the winning rate value being greater than a preset winning rate threshold includes:
extracting historical battle data of the first game role in a battle victory state in a historical battle scene from the target battle data as data to be analyzed;
aiming at each data to be analyzed, acquiring a combined operation mode of the first game role in the data to be analyzed; the combined operation mode is determined jointly according to a plurality of skills and common attacks used by the first game role in the data to be analyzed and trigger sequences corresponding to the skills and the common attacks;
determining the recommended priority of each combined operation mode according to the occurrence frequency of each combined operation mode;
and taking the combined operation mode with the highest recommended priority as the second prompt message.
In an optional implementation manner, the prompting method further includes:
in response to the first combined operation mode including the target skill, extracting a combined operation mode not including the target skill from other combined operation modes except the first combined operation mode as a second combined operation mode; wherein the first combined operation mode is the combined operation mode with the highest recommended priority; the target skill is a skill of the first game character in a cooling state at a current time;
and determining the party with the highest recommendation priority in each second combined operation mode as the second prompt message according to the recommendation priority of each second combined operation mode.
In an alternative embodiment, the displaying the warfare prompt on the graphical user interface includes:
and displaying the fight prompt information through a first position associated with the first game role in the graphical user interface.
In an optional embodiment, the displaying the warfare prompt on the graphical user interface further comprises:
and responding to the fact that the fight prompt information comprises the second prompt information, and sequentially displaying each skill and the common attack which are included in the second prompt information on the graphical user interface according to the triggering sequence corresponding to each skill and the common attack which are included in the second prompt information.
In an optional implementation manner, the prompting method further includes:
recording engagement data of the first game character and the second game character in response to the start of engagement of the first game character with the second game character in the game scene;
in response to the end of the engagement of the first game character with the second game character in the game scene, stopping recording engagement data of the first game character and the second game character, and storing the recorded engagement data into historical engagement data of the first game character; wherein the fight data at least comprises: the second game role, the attribute values of the roles of the second game role when the fighting is started, the attribute values of the roles of the first game role when the fighting is started, the combined operation mode used by the first game role in the fighting process and the fighting result.
In a second aspect, an embodiment of the present application provides a device for prompting a match in a game, where the game includes a first game character and a second game character in a different group from the first game character, and a graphical user interface is provided through a terminal device, where at least part of a game scene is displayed in the graphical user interface, and the device includes:
the first response module is used for responding that the distance between the first game role and the second game role in the game scene accords with a preset fighting distance condition, and extracting target historical fighting data of the first game role and the second game role in the historical fighting scene from the historical fighting data;
the first processing module is used for generating fighting prompt information of the first game role and the second game role according to the target historical fighting data of the first game role and the second game role; the fighting prompt information is used for representing a fighting prediction result of the first game role and the second game role;
and the first display module is used for displaying the fight prompt information on the graphical user interface.
In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor implements the steps of the method for prompting a match in a game when executing the computer program.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to execute the steps of the method for prompting a match in a game.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
according to the prompt method, the prompt device, the electronic equipment and the storage medium for the battle in the game, the target historical battle data of the first game role and the target historical battle data of the second game role in the historical battle scene are extracted from the historical battle data in response to the fact that the distance between the first game role and the second game role in the game scene meets the preset battle distance condition; then, generating the fight prompt information of the first game role and the second game role according to the target historical fight data of the first game role and the second game role, and displaying the fight prompt information on a graphical user interface; the fighting prompt information is used for representing the fighting prediction result of the first game role and the second game role. According to the method, for a first game role controlled by a player, when the distance between the first game role and a second game role in a game scene accords with a preset fighting distance condition, the fighting result of the first game role and the second game role in the current game scene is predicted before fighting based on the target historical fighting data of the first game role and the second game role, fighting prompt information used for representing the fighting prediction result is generated, and the generated fighting prompt information is displayed in a graphical user interface visually.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a flow chart illustrating a method for prompting a match in a game according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present application;
FIG. 3 is a schematic diagram illustrating a method for displaying warfare prompt information according to an embodiment of the present application;
FIG. 4 is a flow chart illustrating a method for processing historical target engagement data according to an embodiment of the present disclosure;
FIG. 5 is a flow chart illustrating a method for generating warfare prompt information according to an embodiment of the present disclosure;
FIG. 6 is a flowchart illustrating a method for generating second prompt information according to an embodiment of the present disclosure;
FIG. 7 is a flowchart illustrating a method for updating second prompt information according to an embodiment of the present disclosure;
FIG. 8 is a schematic diagram illustrating a graphical user interface displaying second prompt information according to an embodiment of the present application;
FIG. 9 is a flow chart illustrating a method for recording engagement data according to an embodiment of the present disclosure;
FIG. 10 is a schematic structural diagram illustrating an apparatus for providing a prompt for a match in a game according to an embodiment of the present disclosure;
fig. 11 is a schematic structural diagram of a computer device 1100 according to an embodiment of the present application.
Detailed Description
In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it should be understood that the drawings in the present application are for illustrative and descriptive purposes only and are not used to limit the scope of protection of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and steps without logical context may be performed in reverse order or simultaneously. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that in the embodiments of the present application, the term "comprising" is used to indicate the presence of the features stated hereinafter, but does not exclude the addition of further features.
In the tactical competitive game, before actual fight, a player compares the difference of the attribute information of the game roles of two parties by self through the attribute information corresponding to the game role of the enemy and the game role of the my party displayed on a graphical user interface, and under the condition that the attribute information of the game role of the my party is more advantageous, the probability that the game role of the my party is predicted to defeat the game role of the enemy is higher, so that the game role of the my party and the game role of the enemy party are controlled to fight. In the method for predicting the fighting result, the player needs to check and compare the difference of the attribute information of the game characters of the two parties, so that on one hand, the process consumes longer time, the player is easy to miss the fighting opportunity, the operation fluency of the player is influenced, and the human-computer interaction efficiency of the player is reduced; on the other hand, predicting the result of a match only by virtue of the difference in the attribute information of the relevant game characters also results in a lower degree of accuracy of the match result predicted by the player.
According to the prompt method, the prompt device, the electronic equipment and the storage medium for the battle in the game, the target historical battle data of the first game role and the target historical battle data of the second game role in the historical battle scene are extracted from the historical battle data in response to the fact that the distance between the first game role and the second game role in the game scene meets the preset battle distance condition; then, generating the fight prompt information of the first game role and the second game role according to the target historical fight data of the first game role and the second game role, and displaying the fight prompt information on a graphical user interface; the fighting prompt information is used for representing the fighting prediction result of the first game role and the second game role. According to the method, for a first game role controlled by a player, when the distance between the first game role and a second game role in a game scene accords with a preset fighting distance condition, the fighting result of the first game role and the second game role in the current game scene is predicted before fighting based on the target historical fighting data of the first game role and the second game role, fighting prompt information used for representing the fighting prediction result is generated, and the generated fighting prompt information is displayed in a graphical user interface visually.
For the convenience of understanding the embodiments of the present application, a method, an apparatus, an electronic device, and a storage medium for providing a prompt for a match-up in a game according to the embodiments of the present application will be described in detail below. The embodiment of the application can be applied to the field of games, for example, multi-player online tactical competitive games. It should be noted that the present embodiment is not limited to the above-described type of game.
The prompting method in the embodiment of the application can be operated on terminal equipment or a server. The terminal device may be a local terminal device (such as a local touch terminal). When the prompting method runs on the server, the method can be a cloud game.
In an alternative embodiment, cloud gaming refers to a cloud computing-based gaming mode. In the running mode of the cloud game, a running main body of a game program and a game picture presenting main body are separated, the storage and the running of the prompting method are finished on a cloud game server, and a cloud game client is used for receiving and sending data and presenting a game picture; however, the terminal device for performing the prompting is a cloud game server at the cloud end. When a game is played, a user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed and returned to the cloud game client through a network, and finally the cloud game client decodes the data and outputs the game pictures.
In another alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with a user through a graphical user interface, namely, a game program is downloaded and installed and operated through the electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the user may include a variety of ways, for example, it may be rendered for display on a display screen of the local terminal device or provided to the user by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
The method for prompting the in-game battle provided by the embodiment of the application can be operated in the aforementioned local terminal device and can also be operated in the aforementioned cloud game client. The following description will be given taking an example in which the above-described method for prompting a match in a game is executed in a local terminal device (hereinafter, simply referred to as a terminal device).
Referring to fig. 1, fig. 1 is a schematic flow chart illustrating a method for prompting a match in a game according to an embodiment of the present application; as shown in fig. 1, the game includes a first game character and a second game character in a different group from the first game character, a terminal device provides a graphical user interface, and at least a part of a game scene is displayed in the graphical user interface, and the prompting method includes:
s101, in response to the fact that the distance between the first game character and the second game character in the game scene meets a preset fight distance condition, extracting target historical fight data of the first game character and the second game character in the historical fight scene from historical fight data.
S102, generating fighting prompt information of the first game role and the second game role according to target historical fighting data of the first game role and the second game role; the fighting prompt information is used for representing the fighting prediction result of the first game role and the second game role.
S103, displaying the fight prompt information on the graphical user interface.
According to the method for prompting the battle in the game, aiming at a first game role controlled by a player, when the distance between the first game role and a second game role in a game scene accords with a preset battle distance condition, the battle result of the first game role and the second game role in the current game scene is predicted before battle based on the target historical battle data of the first game role and the second game role, battle prompt information used for representing the battle prediction result is generated, and the generated battle prompt information is visually displayed in a graphical user interface.
The following describes exemplary steps in an embodiment of the present application:
s101, in response to the fact that the distance between the first game character and the second game character in the game scene meets a preset fight distance condition, extracting target historical fight data of the first game character and the second game character in the historical fight scene from historical fight data.
In the embodiment of the application, the game includes a plurality of different types of game characters, before each game starts, a player can select a target game character used in the game from the plurality of different types of game characters, in the process of game progress, the player can control the selected target game character to move in a game scene, and when encountering an enemy game character controlled by an enemy player belonging to a different group, the player can automatically determine whether to compete with the enemy game character.
Here, the first game character is a player-controlled game character, and the second game character is an enemy player-controlled game character that is in a different group from the player; the first game role and the second game role can belong to the same role type or different role types.
Here, the game scene refers to a game scene in which the first game character is located at the current time; the historical battle scene is a historical game scene in which the first game character is in battle with the second game character before the current time.
Here, the above-mentioned historical match-up data may be all the historical match-up data stored in the local terminal device and corresponding to the player during the game, or may be the historical match-up data corresponding to the player controlling the first game character during the game.
It should be noted that, in the present application, the second game character refers to a specific character name, and is not used to refer to an enemy player who controls the second game character. For example, if the first game character is a warrior a and the second game character is a legal player B, the target historical engagement data extracted from the historical engagement data of the player controlling the engagement by the warrior a is: historical fight data of the fighter A and the legal officer B for fighting; at this time, the specific player corresponding to the legal player B is not distinguished in the extracted target history match data.
In a specific embodiment, the following two possible embodiments may be utilized to determine whether the distance between the first game character and the second game character in the game scene meets a preset battle distance condition:
1. if the distance between the first game role and the second game role in the game scene is smaller than or equal to a preset distance threshold value, determining whether the distance between the first game role and the second game role in the game scene meets a preset fighting distance condition:
in particular, fig. 2 is a schematic diagram illustrating a graphical user interface provided by an embodiment of the present application; referring to fig. 2, a part of a game scene of a current game is displayed in the graphical user interface 100, and a player can view global information of the game scene through the game map 300, and during a game, in response to a movement operation of the player with respect to a first game character 201, the first game character 201 is controlled to move in the game scene.
Illustratively, as shown in fig. 2, in the current game scene, according to the location of the first game character 201 and the location of the second game character 202, it may be determined that the distance between the first game character 201 and the second game character 202 in the current game scene is d meters; if the preset distance threshold is 10 meters, if d is less than or equal to 10, it is determined that the distance between the first game character 201 and the second game character 202 in the game scene meets the preset fighting distance condition.
2. If the second game role is located in the fighting area corresponding to the first game role, determining whether the distance between the first game role and the second game role in the game scene meets a preset fighting distance condition:
here, the distance between any position in the battle area and the target position meets the battle distance condition; the target position is a position of a first game character in the game scene.
Illustratively, the predetermined range condition may be: the distance between the first game character and the second game character in the game scene does not exceed r meters, as shown in fig. 2, at this time, according to the target position of the first game character 201 in the current game scene, the target position is taken as the center of a circle, and r meters are taken as the radius, the battle area 400 corresponding to the first game character 201 can be determined, and when the second game character 202 is detected to enter the battle area 400, the distance between the first game character 201 and the second game character 202 in the game scene is determined to meet the preset battle distance condition.
S102, generating fighting prompt information of the first game role and the second game role according to target historical fighting data of the first game role and the second game role; the fighting prompt information is used for representing the fighting prediction result of the first game role and the second game role.
In this application embodiment, the terminal device may record each battle process of the first game character, and the battle process records: the character name of the competitor, the attribute value of each character when the competitor starts the battle, the final battle result and other battle data are stored in the battle database of the first game character, and the historical battle data of the first game character are obtained.
When recording the historical match-up data, the terminal device does not distinguish whether the match-up process occurs in the same game. For example, if the first game character is a warrior a and the second game character is a juridical B, and the warrior a and the juridical B perform 4 battles in the same game, the terminal device records 4 group battle data corresponding to the warrior a and the juridical B in 4 battles, instead of recording all the battle data of the 4 battles as 1 group battle data of the warrior a and the juridical B in the game.
In a specific embodiment, the fight guidance information may be generated in two steps:
(1) and determining the win rate value of the first game character aiming at the second game character according to the target historical fight data.
Here, as an alternative embodiment, the total number of historical matches of the first game character and the second game character and the historical number of wins for which the first game character has won the win may be determined based on the target historical match data of the first game character and the second game character, and the percentage of the total number of historical wins to the second game character may be determined based on the percentage of the historical number of wins to the total number of historical matches.
For example, still taking the first game character as a warrior a and the second game character as a juridical B as an example, if the total number of historical battles of the warrior a and the juridical B is determined to be 50 times from the target historical battle data of the warrior a and the juridical B, where the historical victory number of the warrior a for obtaining the battle is 30 times and the historical victory number of the juridical B for obtaining the battle is 20 times, the ratio of the historical victory number of the warrior a to the total number of historical battle can be determined as follows: 60%, i.e., the first game character warrior A has a 60% win rate value for the second game character legal player B.
(2) And generating the fight prompt information according to an information generation strategy corresponding to the win rate value.
Here, as an alternative embodiment, the information generation policy corresponding to the win rate value may be determined according to a magnitude relationship between a win rate threshold value set in advance and the win rate value. For example, if the determined win ratio value is smaller than the win ratio threshold, it is determined that the information generation policy corresponding to the win ratio value is: generating first-type fight prompting information for prompting the player not to fight against the second game role; if the determined winning rate value is greater than or equal to the winning rate threshold value, determining that the information generation strategy corresponding to the winning rate value is as follows: second-type match-up prompt information for prompting the player to match up with the second game character is generated.
Specifically, according to the information generation strategy, the generated fighting prompt information can be divided into the following two types:
1. first-type match-up prompt information for prompting a player not to match up with a second game character:
for example, still taking the case that the first game character is a warrior a and the second game character is a juridical B, if the total historical number of times of the warrior a and the juridical B is 50 times, where the historical number of times of the warrior a wins the battle is 25 times, the percentage of the historical number of times of the warrior a wins the historical number of times of the historical battle in the total historical number of times of the battle is 50%, that is, the value of the win ratio when the warrior a and the juridical B perform the battle is 50%; if the preset victory rate threshold is 70%, it can be determined that the probability of the warrior a in the current game scene is lower than that of the defeater B, and the first-type fight prompt information is generated as follows: no fight is recommended.
2. Second-type match-up prompt information for prompting the player to match up with a second game character:
illustratively, still taking the above example as an example, the preset victory rate threshold is 70%, and if the total number of historical battles of the warrior a and the juridical B is 50, where the historical victory number of the warrior a for obtaining the battle victory is 40, the proportion of the historical victory number of the warrior a in the total number of the historical battles is 80%, that is, the victory rate value when the warrior a and the juridical B perform the battle is 80%; it can be determined that the probability that the warrior a defeats the french player B in the current game scene is higher, and the second type of fight prompt information is generated as follows: and recommending the fight.
S103, displaying the fight prompt information on the graphical user interface.
Here, as an alternative embodiment, the engagement prompt information may be displayed through a first position associated with the first game character in the graphical user interface.
For exemplary illustration, fig. 3 is a schematic diagram illustrating a method for displaying warfare prompt information according to an embodiment of the present application; referring to fig. 3, in the graphical user interface 100, the match-up cue information generated in step S102 is displayed at a first position 500 associated with the first game character 201, for example, if the match-up cue information is: if the match is not recommended, the "no match recommended" is displayed at the first position 500 to prompt the player that the probability of defeating the second game character in the current game scene is low and that the match with the second game character is not appropriate.
The relative positional relationship between the first position 500 and the first game character 201 shown in fig. 3 is for illustrative purposes only; the first position 500 may be located in an upper area, a left area, and a right area of the first game character 201, in addition to the area below the first game character 201, and the specific relative positional relationship between the first position and the first game character is not limited in the present application.
As can be seen from the above steps S101 to S103, the terminal device records each match process of the first game character, and obtains the historical match data of the first game character. Therefore, the target historical engagement data includes historical engagement data of the first game character engaging with the second game character under a plurality of different historical engagement scenes; considering that the fighting states of the first game character and the second game character may not be the same in different historical fighting scenes, in order to reduce the interference caused by the different fighting states to the accuracy of the generated fighting prompt information, in the embodiment of the present application, step S102 may be specifically executed according to the following method:
in a possible embodiment, fig. 4 is a schematic flow chart of a method for processing target historical engagement data according to an embodiment of the present application, and as shown in fig. 4, when step S102 is executed, the method further includes S401-S403; specifically, the method comprises the following steps:
s401, aiming at each historical battle scene included in the target historical battle data, acquiring a first difference value of target attribute values of the first game role and the second game role in the historical battle scene.
Here, in the target historical engagement data, the historical engagement process of each of the first game character and the second game character corresponds to one historical engagement scene, that is, the number of the historical engagement scenes included in the target historical engagement data is equal to the number of the historical engagement times of the first game character and the second game character.
The target attribute value is a character attribute value of a game character in the game, and the character attribute value of the game character may include: attack attribute values, defense attribute values, economic attribute values, and the like; the target attribute value is used to represent the fighting capability of the game role, in the present application, the target attribute value may be one role attribute value or a plurality of role attribute values, and the content and the specific number of the specific role attribute values represented by the target attribute value are not limited in the present application.
For example, taking the target attribute value as an economic attribute value as an example, if the historical number of times of engagement between the first game character and the second game character is 50, the target historical engagement data includes historical engagement data of the first game character and the second game character in 50 historical engagement scenes; taking the historical engagement data c of the 50 historical engagement data as an example, if the economic attribute value of the first game character in the historical engagement data c is 160 and the economic attribute value of the second game character is 140, determining that the first difference value of the target attribute values of the first game character and the second game character in the historical engagement data c is 20; according to the same method, 50 first difference values corresponding to 50 historical match scenes of the first game character and the second game character can be obtained from the target historical match data.
S402, according to second difference values of target attribute values of the first game role and the second game role in the game scene, determining a first difference value with the minimum difference value from each first difference value as a target difference value.
Here, the first difference value is used for representing the fighting state gap of the first game character and the second game character under the historical fighting scene; the second difference is used for representing the gap of the fighting states of the first game role and the second game role in the current game scene.
It should be noted that, since the first difference value is a difference value between the target attribute values of the first game character and the second game character in different historical battle scenes, the first difference value may include a plurality of repeated values.
In the embodiment of the application, each time the historical engagement process of the first game role and the second game role corresponds to a first difference, and because the target difference is the first difference with the minimum difference from the second difference, the target difference corresponds to the historical engagement data which is closest to the engagement state difference between the first game role and the second game role in the current game scene.
Illustratively, still taking the above example as an example, in the current game scenario, if the economic attribute value of the first game character is 180 and the economic attribute value of the second game character is 160, it may be determined that the second difference value is 20; if a first difference value with a value of 20 exists in the 50 first difference values, determining that the target difference value is 20; if there is no first difference with a value of 20 among the 50 first differences, wherein the first difference having the smallest difference from the second difference is 25, it is determined that the target difference is 25.
And S403, extracting historical fight data of the first game character and the second game character under the target difference value from the target historical fight data as target fight data, and generating the fight prompt information according to the target fight data.
In the embodiment of the application, the extracted target engagement data is the historical engagement data which is closest to the engagement state gap of the first game role and the second game role in the current game scene, and the engagement prompt information is generated by using the extracted target engagement data, so that the accuracy of the generated engagement prompt information is improved.
It should be noted that, the greater the number of role attribute values represented by the target attribute value, the greater the difficulty in extracting the target engagement data meeting the above conditions from the target historical engagement data, which may result in less extracted target engagement data, and thus the referential of the generated engagement prompt information is reduced.
Illustratively, still taking the above example as an example, if the second difference is 20, and the 50 first differences include 15 first differences with a value of 20, determining that the target difference is 20, and extracting historical combat data corresponding to the 15 target differences from the target historical combat data as target combat data; in each target fight data, the difference value of the economic attribute values of the first game character and the second game character when the fight is started is 20.
Here, in a possible implementation, fig. 5 is a schematic flow chart illustrating a method for generating a warfare prompt message according to an embodiment of the present application; as shown in fig. 5, in performing step S403, the method further includes S501-S504; specifically, the method comprises the following steps:
s501, obtaining the historical fight times of the first game role and the second game role from the target fight data.
Here, the historical number of times of engagement between the first game character and the second game character is acquired from the target engagement data; therefore, the acquired historical number of times of engagement is equal to the historical number of times of engagement of the first game character and the second game character at the target difference, not the total number of times of historical engagement of the first game character and the second game character.
In an exemplary description, in conjunction with the above steps S401 to S403, if the historical engagement data corresponding to 15 target difference values is extracted as the target engagement data from the target historical engagement data of the first game character and the second game character, it can be determined that the historical number of times of engagement of the first game character and the second game character at the target difference values is 15, that is, the obtained historical number of times of engagement from the target engagement data is 15.
S502, obtaining the historical winning times of the first game role from the target fighting data.
Still by way of example, in the above example, according to the result of each match between the first game character and the second game character included in the target match data, if the number of the historical match data in which the first game character wins the match is 10 in the target match data, the number of the historical wins obtained by the first game character is 10.
S503, determining the win rate value of the first game character aiming at the second game character according to the historical fight frequency and the historical win frequency.
Here, the win ratio is a ratio of the historical number of wins to the historical number of fight. The win rate value is used to characterize the win rate of the first game character for the second game character in the game scenario (i.e., the current game scenario).
Illustratively, still taking the above example as an example, in the target match data, the historical number of matches of the first game character with the second game character is 15, wherein 10 matches of the first game character win, the win rate value of the first game character for the second game character can be determined to be 66.67%.
S504, generating the fight prompt information according to the information generation strategy corresponding to the win rate value.
In the embodiment of the present application, as an optional embodiment, the two types of fight prompt information described in the above step S102 may be generated according to the following method:
1. the method for generating the first-type fight prompting information specifically comprises the following steps:
responding to the condition that the winning rate value is smaller than or equal to a preset winning rate threshold value, generating first prompt information, and taking the first prompt information and the winning rate value as the fight prompt information; the first prompt information is used for prompting that the first game role is not suitable for competing with the second game role in the game scene.
For an exemplary illustration, taking a preset winning rate threshold as 50%, if the winning rate value of the first game character in the current game scene for the second game character is 46.67%, in response to the winning rate value being smaller than the winning rate threshold, generating the first prompt message as: the fight is not recommended, and the generated first prompt information and the win rate value are 46.67% as the fight prompt information displayed on the graphical user interface, at this time, the player can intuitively obtain the fight prompt information on the graphical user interface as follows: "current win ratio: 46.67%, no fight is recommended ".
2. The method for generating the second type of fight prompt information specifically includes:
responding to the condition that the winning rate value is larger than a preset winning rate threshold value, generating second prompt information, and taking the second prompt information and the winning rate value as the fight prompt information; the second prompt message is used for representing a combined operation mode recommended to the first game role when the game scene is in conflict with the second game role.
Here, the combination operation mode refers to a continuous trigger combination of skill and general attack corresponding to the first game character.
For an exemplary illustration, still taking the preset winning rate threshold as 50%, if the winning rate value for the second game character in the current game scene of the first game character is 76.67%, in response to the winning rate value being greater than the winning rate threshold, generating the second prompt message as follows: skill 1, skill 2, general attack, skill 4; and the generated second prompt information and the win rate value of 76.67 percent are used as the fight prompt information displayed on the graphical user interface, at this time, the player can intuitively obtain the fight prompt information on the graphical user interface as follows: "current win ratio: 76.67%, it is recommended to use: skill 1, skill 2, general attack, skill 4, combined operation mode.
In a possible implementation, fig. 6 is a flowchart illustrating a method for generating a second prompt message according to an embodiment of the present application, and as shown in fig. 6, when step S504 is executed, the method further includes S601-S604; specifically, the method comprises the following steps:
s601, extracting historical battle data of the first game character in a battle victory state in a historical battle scene as data to be analyzed from the target battle data.
Illustratively, according to the result of each match between the first game character and the second game character included in the target match data, if the number of the historical match data of the first game character for winning the match is 10 in the target match data, the 10 pieces of historical match data are extracted as the data to be analyzed.
S602, aiming at each data to be analyzed, acquiring a combined operation mode of the first game role in the data to be analyzed.
Specifically, the combined operation mode is determined jointly according to a plurality of skills and common attacks used by the first game character in the data to be analyzed, and trigger sequences corresponding to the skills and the common attacks.
For example, taking the data n to be analyzed as an example, if the process of the engagement between the first game character and the second game character recorded in the data n to be analyzed is as follows: the first game role firstly uses skill 1 to the second game role in the fighting process, then uses skill 4 to the second game role, and then obtains the fighting victory by the first game role after carrying out common attack on the second game role, and the fighting is finished; then, the data n to be analyzed is analyzed, and the combined operation mode of the first game role in the data n to be analyzed can be obtained as follows: skill 1, skill 4, general attack.
S603, determining the recommendation priority of each combined operation mode according to the occurrence frequency of each combined operation mode.
Here, the combination operation manner having a higher frequency of appearance means that the number of times the first game character wins using the combination operation manner is larger, and therefore, the combination operation manner having a higher frequency of appearance corresponds to a higher recommendation priority.
Illustratively, if the number of data to be analyzed is 10, wherein the frequency of occurrence of the combining operation mode x is 2 times, the frequency of occurrence of the combining operation mode y is 5 times, and the frequency of occurrence of the combining operation mode z is 3 times; then the recommendation priority may be determined to be: combination operation mode y > combination operation mode z > combination operation mode x.
S604, the combined operation mode with the highest recommended priority is used as the second prompt message.
Illustratively, still taking the above example as an example, the combination operation manner with the highest recommended priority is a combination operation manner y, and if the combination operation manner y is: skill 1, skill 4, general attack; determining that the second prompt message is: "recommended use: skill 1, skill 4, general attack combined operation mode.
In conjunction with the above steps S601-S604, considering that the first game character may have the skill in the cooling state at different times in the game scene, if the combined operation mode recommended by the second prompt information includes the skill in the cooling state at the current time, the player cannot fight according to the displayed second prompt information.
Based on this, in a possible implementation, fig. 7 illustrates a flowchart of a method for updating the second prompting message provided in the embodiment of the present application, and as shown in fig. 7, when step S604 is executed, the method further includes S701-S702; specifically, the method comprises the following steps:
and S701, in response to the first combined operation mode including the target skill, extracting a combined operation mode not including the target skill from other combined operation modes except the first combined operation mode as a second combined operation mode.
Specifically, the first combination operation mode is the combination operation mode with the highest recommended priority; the target skill is a skill of the first game character in a cooling state at the current time.
For example, taking the example in step S603 as an example, the recommendation priority of the combination operation mode is: the combined operation mode y > the combined operation mode z > the combined operation mode x; wherein the combined operation mode y is as follows: skill 1, skill 4, general attack; the combined operation mode x is as follows: skill 3, skill 4, general attack; the combined operation mode z is as follows: skill 5, skill 3, skill 2; since the combination operation manner y is the combination operation manner with the highest recommended priority, the first combination operation manner is the combination operation manner y. If the target skill of the first game character in the cooling state at the current time is skill 1, in response to the first combined operation mode including skill 1, the combined operation mode z and the combined operation mode x which do not include skill 1 are extracted as the second combined operation mode from the combined operation mode z and the combined operation mode x.
S702, according to the recommended priority of each second combined operation mode, determining the party with the highest recommended priority in each second combined operation mode as the second prompt message.
Still by way of example, taking the above example as an example, after extracting the combined operation manner z and the combined operation manner x that do not include skill 1 as the second combined operation manner, and if the recommended priority of the combined operation manner z is higher than that of the combined operation manner x, it is determined that the combined operation manner y is updated by using the combined operation manner z, and the second updated prompt information is generated as follows: "recommended use: skill 5, skill 3, and skill 2 are paired in a combined operation manner.
In a specific embodiment, when the second prompt information is included in the fight prompt information, the second prompt information may be displayed on the graphical user interface in the following manner:
responding to the fight prompt message as the second prompt message, and sequentially displaying each skill and the common attack included in the second prompt message on the graphical user interface according to the trigger sequence corresponding to each skill and the common attack included in the second prompt message.
For an exemplary illustration, fig. 8 shows a schematic diagram of a graphical user interface for displaying second prompt information provided in an embodiment of the present application, and as shown in fig. 8, if the second prompt information corresponds to the above-mentioned combined operation mode z, a first indication icon 601, a second indication icon 602, and a third indication icon 603 are sequentially displayed on the graphical user interface 100 according to the triggering sequence of skill 5, skill 3, and skill 2 in the second prompt information, where the first indication icon 601 is used for indicating a skill icon of skill 5, the second indication icon 602 is used for indicating a skill icon of skill 3, and the third indication icon 603 is used for indicating a skill icon of skill 2.
Specifically, since the second prompt information belongs to the match prompt information, as an alternative embodiment, as shown in fig. 8, the second prompt information may be displayed at a first position 500 associated with the first game character 201.
After the above steps are executed, in the present application, it is considered that the terminal device records each course of the battle of the first game character, and therefore, after the battle prompt information is displayed, when the first game character battles with the second game character in the game scene, the battle data of the first game character and the second game character at this time can be recorded according to the following method:
specifically, fig. 9 is a schematic flow chart illustrating a method for recording combat data according to an embodiment of the present application, and as shown in fig. 9, the method further includes S901-S902; specifically, the method comprises the following steps:
s901, responding to the starting of the fight between the first game role and the second game role in the game scene, and recording the fight data of the first game role and the second game role.
And S902, in response to the end of the match between the first game character and the second game character in the game scene, stopping recording match data of the first game character and the second game character, and storing the recorded match data into historical match data of the first game character.
With reference to the foregoing steps S901 to S902, it should be noted that the battle data at least includes: the second game role, the attribute values of the roles of the second game role when the fighting is started, the attribute values of the roles of the first game role when the fighting is started, the combined operation mode used by the first game role in the fighting process and the fighting result.
Here, the method of recording the fighting data by the terminal device in steps S901 to S902 is the same as the method of recording the historical fighting data described in step S102, and is not described herein again.
According to the method for prompting the battle in the game, provided by the embodiment of the application, for the first game role controlled by the player, when the distance between the first game role and the second game role in the game scene accords with the preset battle distance condition, the battle result of the first game role and the second game role in the current game scene is predicted before battle based on the target historical battle data of the first game role and the second game role, the battle prompt information used for representing the battle prediction result is generated, and the generated battle prompt information is visually displayed in the graphical user interface.
Based on the same inventive concept, the present application further provides a prompting device corresponding to the above prompting method, and as the principle of the prompting device in the embodiment of the present application for solving the problem is similar to that of the prompting method in the embodiment of the present application, the implementation of the prompting device can refer to the implementation of the prompting method, and repeated details are not repeated.
Referring to fig. 10, fig. 10 is a schematic structural diagram illustrating a device for prompting a match-up in a game according to an embodiment of the present application, where the game includes a first game character and a second game character in a different group from the first game character, and a graphical user interface is provided through a terminal device, where at least a part of a game scene is displayed in the graphical user interface, and the device includes:
a first response module 1001, configured to, in response to that a distance between the first game character and the second game character in the game scene meets a preset battle distance condition, extract, from historical battle data, target historical battle data of the first game character and the second game character in the historical battle scene;
the first processing module 1002 is configured to generate match prompt information of the first game role and the second game role according to target historical match data of the first game role and the second game role; the fighting prompt information is used for representing a fighting prediction result of the first game role and the second game role;
a first display module 1003, configured to display the engagement prompt information on the graphical user interface.
In an optional implementation manner, when the response to the distance between the first game character and the second game character in the game scene meets a preset battle distance condition, the first response module 1001 is specifically configured to:
responding to the fact that the distance between the first game role and the second game role in the game scene is smaller than or equal to a preset distance threshold value;
alternatively, the first and second electrodes may be,
responding to the second game role being located in the battle area corresponding to the first game role; wherein the distance between any position in the fighting region and a target position accords with the fighting distance condition; the target position is a position of the first game character in the game scene.
In an optional implementation manner, the first processing module 1002 is specifically configured to:
acquiring a first difference value of target attribute values of the first game role and the second game role in each historical battle scene included in the target historical battle data;
according to a second difference value of the target attribute values of the first game role and the second game role in the game scene, determining a first difference value with the minimum difference value from each first difference value as a target difference value;
and extracting historical fight data of the first game character and the second game character under the target difference value from the target historical fight data to serve as target fight data, and generating the fight prompt information according to the target fight data.
In an optional implementation manner, the first processing module 1002 may be further specifically configured to:
determining a win rate value of the first game character aiming at the second game character according to the target historical fight data;
and generating the fight prompt information according to an information generation strategy corresponding to the win rate value.
In an optional implementation manner, when the fight prompting information is generated according to the information generation policy corresponding to the win rate value, the first processing module 1002 is specifically configured to:
responding to the condition that the winning rate value is smaller than or equal to a preset winning rate threshold value, generating first prompt information, and taking the first prompt information and the winning rate value as the fight prompt information; the first prompt information is used for prompting that the first game role is not suitable for competing with the second game role in the game scene;
responding to the condition that the winning rate value is larger than a preset winning rate threshold value, generating second prompt information, and taking the second prompt information and the winning rate value as the fight prompt information; the second prompt message is used for representing a combined operation mode recommended to the first game role when the game scene is in conflict with the second game role.
In an optional implementation manner, when the second prompt message is generated in response to that the win ratio value is greater than a preset win ratio threshold, the first processing module 1002 is specifically configured to:
extracting historical battle data of the first game role in a battle victory state in a historical battle scene from the target battle data as data to be analyzed;
aiming at each data to be analyzed, acquiring a combined operation mode of the first game role in the data to be analyzed; the combined operation mode is determined jointly according to a plurality of skills and common attacks used by the first game role in the data to be analyzed and trigger sequences corresponding to the skills and the common attacks;
determining the recommended priority of each combined operation mode according to the occurrence frequency of each combined operation mode;
and taking the combined operation mode with the highest recommended priority as the second prompt message.
In an optional implementation, the prompting device further includes:
a second response module, configured to, in response to that a target skill is included in a first combined operation manner, extract, as a second combined operation manner, a combined operation manner that does not include the target skill from other combined operation manners except the first combined operation manner; wherein the first combined operation mode is the combined operation mode with the highest recommended priority; the target skill is a skill of the first game character in a cooling state at a current time;
and the determining module is used for determining the party with the highest recommended priority in each second combined operation mode as the second prompt message according to the recommended priority of each second combined operation mode.
In an optional implementation manner, the first display module 1003 is specifically configured to:
and displaying the fight prompt information through a first position associated with the first game role in the graphical user interface.
In an optional implementation manner, the first display module 1003 is further specifically configured to:
and responding to the fact that the fight prompt information comprises the second prompt information, and sequentially displaying each skill and the common attack which are included in the second prompt information on the graphical user interface according to the triggering sequence corresponding to each skill and the common attack which are included in the second prompt information.
In an optional implementation, the prompting device further includes:
the third response module is used for responding to the starting of the fight between the first game role and the second game role in the game scene and recording the fight data of the first game role and the second game role;
the fourth response module is used for responding to the end of the fight between the first game role and the second game role in the game scene, stopping recording the fight data of the first game role and the second game role, and storing the recorded fight data into the historical fight data of the first game role; wherein the fight data at least comprises: the second game role, the attribute values of the roles of the second game role when the fighting is started, the attribute values of the roles of the first game role when the fighting is started, the combined operation mode used by the first game role in the fighting process and the fighting result.
According to the device for prompting the battle in the game, provided by the embodiment of the application, for the first game role controlled by the player, when the distance between the first game role and the second game role in the game scene accords with the preset battle distance condition, the battle result of the first game role and the second game role in the current game scene is predicted before battle based on the target historical battle data of the first game role and the second game role, the battle prompt information for representing the battle prediction result is generated, and the generated battle prompt information is displayed in the graphical user interface visually.
As shown in fig. 11, an embodiment of the present application provides a computer device 1100 for executing a method for prompting a match-up in a game in the present application, the device including a memory 1101, a processor 1102 and a computer program stored in the memory 1101 and executable on the processor 1102, wherein the processor 1102 implements the steps of the method for prompting a match-up in a game when executing the computer program.
Specifically, the memory 1101 and the processor 1102 may be general-purpose memory and processor, which are not specifically limited herein, and when the processor 1102 runs a computer program stored in the memory 1101, the method for prompting the in-game battle can be executed.
Corresponding to the prompt method for the match-up in the game in the application, the embodiment of the application also provides a computer readable storage medium, a computer program is stored on the computer readable storage medium, and the computer program is executed by a processor to execute the steps of the prompt method for the match-up in the game.
Specifically, the storage medium can be a general-purpose storage medium, such as a removable disk, a hard disk, or the like, and when the computer program on the storage medium is executed, the method for prompting the in-game battle can be executed.
In the embodiments provided in the present application, it should be understood that the disclosed system and method may be implemented in other ways. The above-described system embodiments are merely illustrative, and for example, the division of the units is only one logical functional division, and there may be other divisions in actual implementation, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of systems or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the present disclosure, which should be construed in light of the above teachings. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (13)

1. A method for prompting battles in a game, wherein the game comprises a first game role and a second game role in a different group from the first game role, a terminal device provides a graphical user interface, and at least part of game scenes are displayed in the graphical user interface, and the prompting method comprises the following steps:
extracting target historical engagement data of the first game character and the second game character in a historical engagement scene from historical engagement data in response to the fact that the distance between the first game character and the second game character in the game scene meets a preset engagement distance condition;
generating fighting prompt information of the first game role and the second game role according to the target historical fighting data of the first game role and the second game role; the fighting prompt information is used for representing a fighting prediction result of the first game role and the second game role;
and displaying the fight prompt information on the graphical user interface.
2. The prompting method of claim 1, wherein the distance between the first game character and the second game character in the game scene meets a preset fighting distance condition, and the prompting method comprises the following steps:
the distance between the first game role and the second game role in the game scene is smaller than or equal to a preset distance threshold value;
alternatively, the first and second electrodes may be,
the second game role is positioned in a battle area corresponding to the first game role; wherein the distance between any position in the fighting region and a target position accords with the fighting distance condition; the target position is a position of the first game character in the game scene.
3. The presentation method according to claim 1, wherein the generating of the engagement presentation information of the first game character and the second game character based on the target history engagement data of the first game character and the second game character comprises:
acquiring a first difference value of target attribute values of the first game role and the second game role in each historical battle scene included in the target historical battle data;
according to a second difference value of the target attribute values of the first game role and the second game role in the game scene, determining a first difference value with the minimum difference value from each first difference value as a target difference value;
and extracting historical fight data of the first game character and the second game character under the target difference value from the target historical fight data to serve as target fight data, and generating the fight prompt information according to the target fight data.
4. The presentation method according to claim 1, wherein the generating of the engagement presentation information of the first game character and the second game character based on the target history engagement data of the first game character and the second game character comprises:
determining a win rate value of the first game character aiming at the second game character according to the target historical fight data;
and generating the fight prompt information according to an information generation strategy corresponding to the win rate value.
5. The prompting method of claim 4, wherein the generating the engagement prompting information according to the information generating strategy corresponding to the win rate value comprises:
responding to the condition that the winning rate value is smaller than or equal to a preset winning rate threshold value, generating first prompt information, and taking the first prompt information and the winning rate value as the fight prompt information; the first prompt information is used for prompting that the first game role is not suitable for competing with the second game role in the game scene;
responding to the condition that the winning rate value is larger than a preset winning rate threshold value, generating second prompt information, and taking the second prompt information and the winning rate value as the fight prompt information; the second prompt message is used for representing a combined operation mode recommended to the first game role when the game scene is in conflict with the second game role.
6. The prompting method of claim 5, wherein the generating of the second prompting message in response to the winning rate value being greater than a preset winning rate threshold comprises:
extracting historical battle data of the first game role in a battle victory state in a historical battle scene from the target battle data as data to be analyzed;
aiming at each data to be analyzed, acquiring a combined operation mode of the first game role in the data to be analyzed; the combined operation mode is determined jointly according to a plurality of skills and common attacks used by the first game role in the data to be analyzed and trigger sequences corresponding to the skills and the common attacks;
determining the recommended priority of each combined operation mode according to the occurrence frequency of each combined operation mode;
and taking the combined operation mode with the highest recommended priority as the second prompt message.
7. The prompting method according to claim 6, further comprising:
in response to the first combined operation mode including the target skill, extracting a combined operation mode not including the target skill from other combined operation modes except the first combined operation mode as a second combined operation mode; wherein the first combined operation mode is the combined operation mode with the highest recommended priority; the target skill is a skill of the first game character in a cooling state at a current time;
and determining the party with the highest recommendation priority in each second combined operation mode as the second prompt message according to the recommendation priority of each second combined operation mode.
8. The prompting method of claim 1, wherein the displaying the engagement prompting message on the graphical user interface comprises:
and displaying the fight prompt information through a first position associated with the first game role in the graphical user interface.
9. The display method of claim 6, wherein the displaying the engagement prompt message on the graphical user interface further comprises:
and responding to the fact that the fight prompt information comprises the second prompt information, and sequentially displaying each skill and the common attack which are included in the second prompt information on the graphical user interface according to the triggering sequence corresponding to each skill and the common attack which are included in the second prompt information.
10. The prompting method according to claim 1, further comprising:
recording engagement data of the first game character and the second game character in response to the start of engagement of the first game character with the second game character in the game scene;
in response to the end of the engagement of the first game character with the second game character in the game scene, stopping recording engagement data of the first game character and the second game character, and storing the recorded engagement data into historical engagement data of the first game character; wherein the fight data at least comprises: the second game role, the attribute values of the roles of the second game role when the fighting is started, the attribute values of the roles of the first game role when the fighting is started, the combined operation mode used by the first game role in the fighting process and the fighting result.
11. A device for prompting battle in game, wherein the game comprises a first game role and a second game role in a different group from the first game role, a terminal device provides a graphical user interface, and at least part of game scenes are displayed in the graphical user interface, the device comprises:
the first response module is used for responding that the distance between the first game role and the second game role in the game scene accords with a preset fighting distance condition, and extracting target historical fighting data of the first game role and the second game role in the historical fighting scene from the historical fighting data;
the first processing module is used for generating fighting prompt information of the first game role and the second game role according to the target historical fighting data of the first game role and the second game role; the fighting prompt information is used for representing a fighting prediction result of the first game role and the second game role;
and the first display module is used for displaying the fight prompt information on the graphical user interface.
12. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is operating, the machine-readable instructions when executed by the processor performing the steps of the hinting method according to any one of claims 1 to 10.
13. A computer-readable storage medium, having stored thereon a computer program for performing, when being executed by a processor, the steps of the prompting method according to any one of claims 1 to 10.
CN202111095109.4A 2021-09-17 2021-09-17 Method and device for prompting battle in game, electronic equipment and storage medium Pending CN113769400A (en)

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CN109529356A (en) * 2018-11-23 2019-03-29 腾讯科技(深圳)有限公司 Battle result determines method, apparatus and storage medium
CN111298430A (en) * 2020-02-07 2020-06-19 腾讯科技(深圳)有限公司 Virtual item control method and device, storage medium and electronic device
CN112138409A (en) * 2020-09-07 2020-12-29 腾讯科技(深圳)有限公司 Game result prediction method, device and storage medium
CN112156455A (en) * 2020-10-14 2021-01-01 网易(杭州)网络有限公司 Game display method and device, electronic equipment and storage medium

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JP2008212741A (en) * 2002-05-17 2008-09-18 Sega Corp Control method for game device
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CN109529356A (en) * 2018-11-23 2019-03-29 腾讯科技(深圳)有限公司 Battle result determines method, apparatus and storage medium
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