CN112337090A - Event message broadcasting method and device, storage medium and electronic device - Google Patents
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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Abstract
The invention provides a method and a device for broadcasting an event message, a storage medium and an electronic device, wherein the method comprises the following steps: monitoring whether a calling prop is triggered in a game scene; if the calling prop is triggered in the game scene, acquiring the triggering time and the triggering position of the calling prop; judging whether the trigger time and the trigger position are matched with a preset condition; if the trigger time and the trigger position are matched with a preset condition, activating the calling prop, and generating a non-player control role corresponding to the calling prop in the game scene, wherein the non-player control role is a non-camping role in the game scene; and broadcasting the event message by the online player character within the preset map range of the game scene. By the method and the device, the game running performance can be improved, and the user experience can be improved.
Description
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and an apparatus for broadcasting an event message, a storage medium, and an electronic apparatus.
Background
In Battle games, such as MOBA (Multiplayer Online Battle Arena) or other types of Role-playing games (RPG), players are responsible for playing this Role in a real or fictitious world, and some of the interactive roles in the game scene are Non-Player roles (Non-Player characters).
In the related art, in order to advance a virtual game scenario, a plurality of non-player-controlled characters need to be activated and displayed in a game scene, but the non-player-controlled characters in the related art are all activated according to a time line of the game, for example, a final monster/character (or called big BOSS) is activated 5 minutes after the game starts, or all the non-player-controlled characters are activated in a map at the beginning stage of the game, so that the rendering pressure and the running pressure of hardware at a specific time are increased undoubtedly, and the playability of the game is also reduced.
In view of the above problems in the related art, no effective solution has been found at present.
Disclosure of Invention
The embodiment of the invention provides a method and a device for broadcasting an event message, a storage medium and an electronic device.
According to an embodiment of the present invention, there is provided an event message broadcasting method including: monitoring whether a calling prop is triggered in a game scene; if the calling prop is triggered in the game scene, acquiring the triggering time and the triggering position of the calling prop; judging whether the trigger time and the trigger position are matched with a preset condition; if the trigger time and the trigger position are matched with a preset condition, activating the calling prop, and generating a non-player control role corresponding to the calling prop in the game scene, wherein the non-player control role is a non-camping role in the game scene; and broadcasting an event message by the online player character within the preset map range of the game scene, wherein the event message is used for informing that the non-player control character appears in the current game scene.
Optionally, after monitoring whether the summoning prop is triggered in the game scene, the method further includes: if the summoning prop is triggered in a game scene, positioning and triggering a first player character of the summoning prop according to a triggering instruction; assigning a first game resource to the first player character, wherein the first game resource is for unlocking a designated skill button.
Optionally, generating a non-player controlled character corresponding to the summoning item in the game scene includes: reading rendering resources and AI scripts of the non-player control roles from a preset non-player control role resource library; and using the rendering resources to render and generate the role form of the non-player control role at the appointed position of the game scene, and configuring the AI script for the role form.
Optionally, after the player character within the preset map range of the game scene broadcasts the event message, the method further includes: detecting attack instructions output by a plurality of banked player characters, and detecting defense instructions output by the non-player-controlled character; updating a current life value of the non-player-controlled character based on the attack and defense instructions; and when the current life value of the non-player control character reaches a preset threshold value, deleting the non-player control character in the game scene.
Optionally, updating the current life value of the non-player-controlled character based on the attack instruction and the defense instruction comprises: calculating a life attenuation value generated by the attack instruction for the non-player controlled character and calculating a life return value generated by the defense instruction; updating a current life value of the non-player-controlled character based on the life decay value and the life reply value.
Optionally, the method further includes: when the current life value of the non-player-controlled character reaches a preset threshold value, positioning a second player character in the plurality of banked player characters, wherein the second player character is the player character which outputs an attack instruction to the non-player-controlled character at the last moment before the current life value of the non-player-controlled character reaches the preset threshold value and generates a life attenuation value; allocating second game resources to the second player character, allocating first share of third game resources to all player characters of a designated camp in which the second player character is positioned, and allocating second share of third game resources to all player characters of other campuses except the designated camp, wherein the first share is larger than the second share.
Optionally, when the current life value of the non-player-controlled character reaches a preset threshold, the method further includes: generating a virtual item in the game scene; responding to a carrying instruction of a third player character, binding the virtual prop to the third player character, and starting a carrying timer; and if the carrying timer reaches the preset duration, generating a fourth game resource in the game scene based on the virtual prop.
Optionally, generating a fourth game resource in the game scene based on the virtual item includes: responding to an opening instruction of a fourth player character, and reading the carrying time length of the virtual item, wherein the fourth player character is the current carrying character of the virtual item; generating a third amount of a fourth game resource in the game scenario based on the carrying duration, wherein the third amount is positively correlated with the carrying duration.
Optionally, after binding the virtual item to the third player character, the method further comprises: in response to a transfer instruction for the virtual item by a fifth player character, re-binding the virtual item to the fifth player character and restarting the carriage timer.
Optionally, the online player character broadcasting event message within the preset map range of the game scene includes one of: broadcasting the event message to all online player characters of a game server; selecting N camps from M camps of the game scene, wherein the game scene comprises a plurality of camps competing for game resources, and each camp comprises a plurality of player characters; and broadcasting the event message to the player roles of the N camps, wherein M is more than or equal to N, and M and N are positive integers.
Optionally, selecting N camps among the M camps of the game scene includes: respectively counting the total combat values of M camps in the game server; and selecting N camps closest to the total combat value of calling the camps from the M camps, wherein the calling camps are the camps where the player characters are called by the calling props.
Optionally, the determining whether the trigger time and the trigger position match a preset condition includes: judging whether the trigger time is matched with a preset time period or not, and judging whether the trigger position is in an camping range where a first player character is positioned or not, wherein each camping range comprises a plurality of player characters, and a map range in the game scene comprises a plurality of camping ranges; and if the triggering time is matched with a preset time period and the triggering position is in the marketing range of the marketing of the first player character, determining that the triggering time and the triggering position are matched with a preset condition.
Optionally, before monitoring whether the summoning prop is triggered in the game scene, the method further includes: acquiring the number of first players of the current online players in the game scene, and/or acquiring the number of second players of the current online players struggled by an enemy in the game scene; judging whether the number of the first players is larger than a first threshold value and/or judging whether the number of the second players is larger than a second threshold value; and if the number of the first players is larger than a first threshold value and/or the number of the second players is larger than a second threshold value, determining whether monitoring the calling prop is triggered in a game scene.
According to another embodiment of the present invention, there is provided an event message broadcasting apparatus including: the monitoring module is used for monitoring whether the calling prop is triggered in a game scene; the first acquisition module is used for acquiring the trigger time and the trigger position of the calling prop if the calling prop is triggered in the game scene; the first judgment module is used for judging whether the trigger time and the trigger position are matched with a preset condition or not; a first generation module, configured to activate the summoning item if the trigger time and the trigger position match a preset condition, and generate a non-player controlled character corresponding to the summoning item in the game scene, where the non-player controlled character is a paucity character in the game scene; and the broadcasting module is used for broadcasting an event message in an online player role in a preset map range of the game scene, wherein the event message is used for informing that the non-player control role appears in the current game scene.
Optionally, the apparatus further comprises: the first positioning module is used for positioning and triggering a first player character of a calling prop according to a triggering instruction if the calling prop is triggered in a game scene after the monitoring module monitors whether the calling prop is triggered in the game scene; a first assigning module to assign a first game resource to the first player character, wherein the first game resource is to unlock a designated skill button.
Optionally, the first generating module includes: the reading unit is used for reading rendering resources and AI scripts of the non-player control roles from a preset non-player control role resource library; and the generating unit is used for rendering and generating the character form of the non-player control character at the appointed position of the game scene by using the rendering resource and configuring the AI script for the character form.
Optionally, the apparatus further comprises: the detection module is used for detecting attack instructions output by a plurality of struggling player characters and detecting defense instructions output by the non-player control characters after the broadcast module broadcasts event messages in the player characters within the preset map range of the game scene; an update module to update a current life value of the non-player controlled character based on the attack and defense instructions; and the deleting module is used for deleting the non-player control role in the game scene when the current life value of the non-player control role reaches a preset threshold value.
Optionally, the update module includes: a calculating unit, configured to calculate a life decay value generated by the attack instruction for the non-player-controlled character, and calculate a life reply value generated by the defense instruction; an updating unit for updating the current life value of the non-player controlled character based on the life decay value and the life reply value.
Optionally, the apparatus further comprises: a second positioning module, configured to position a second player character among the plurality of banked player characters when a current life value of the non-player controlled character reaches a preset threshold, where the second player character is a player character that outputs an attack instruction to the non-player controlled character at a last moment before the current life value of the non-player controlled character reaches the preset threshold and generates a life attenuation value; the second configuration module is used for allocating second game resources to the second player character, allocating first share of third game resources to all player characters of a designated camp where the second player character is located, and allocating second share of third game resources to all player characters of other campuses except the designated camp, wherein the first share is larger than the second share.
Optionally, the apparatus further comprises: the second generation module is used for generating a virtual item in the game scene when the current life value of the non-player control role reaches a preset threshold value; the first binding module is used for responding to a carrying instruction of a third player character, binding the virtual prop to the third player character and starting a carrying timer; and the third generation module is used for generating a fourth game resource in the game scene based on the virtual prop if the carrying timer reaches a preset duration.
Optionally, the third generating module includes: the reading unit is used for responding to an opening instruction of a fourth player character and reading the carrying time length of the virtual item, wherein the fourth player character is the current carrying character of the virtual item; a generating unit, configured to generate a third game resource in the game scene based on the carrying duration, wherein the third game resource is positively correlated with the carrying duration.
Optionally, the apparatus further comprises: and the second binding module is used for responding to a transfer instruction of a fifth player character aiming at the virtual item after the first binding module binds the virtual item to the third player character, re-binding the virtual item to the fifth player character and restarting the carrying timer.
Optionally, the broadcasting module includes one of: a first broadcasting unit for broadcasting the event message to all online player characters of a game server; the second broadcasting unit is used for selecting N camps from M camps of the game scene, wherein the game scene comprises a plurality of camps competing for game resources, and each camps comprises a plurality of player characters; and broadcasting the event message to the player roles of the N camps, wherein M is more than or equal to N, and M and N are positive integers.
Optionally, the second broadcasting unit includes: the counting subunit is used for respectively counting the total combat values of M battles in the game server; and the selecting subunit is used for selecting N camps which are closest to the total combat value of calling the camps from the M camps, wherein the calling camps are the camps where the roles of the players are called by the calling props.
Optionally, the first determining module includes: the judging unit is used for judging whether the triggering time is matched with a preset time period or not and judging whether the triggering position is in an camping range where a first player character is positioned, wherein each camping range comprises a plurality of player characters, and a map range in the game scene comprises a plurality of camping ranges; and the determining unit is used for determining that the triggering time and the triggering position are matched with preset conditions if the triggering time is matched with a preset time period and the triggering position is in the marketing range where the first player character is positioned.
Optionally, the apparatus further comprises: the second obtaining module is used for obtaining the number of first players of the current online player in the game scene and/or obtaining the number of second players of the current online player in the game scene, wherein the current players are in enemy battle in the game scene, before the monitoring module monitors whether the summoning prop is triggered in the game scene; the second judging module is used for judging whether the number of the first players is larger than a first threshold value and/or judging whether the number of the second players is larger than a second threshold value; and the determining module is used for determining whether the calling prop is triggered in a game scene or not if the number of the first players is larger than a first threshold value and/or the number of the second players is larger than a second threshold value.
According to a further embodiment of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
According to yet another embodiment of the present invention, there is also provided an electronic device, including a memory in which a computer program is stored and a processor configured to execute the computer program to perform the steps in any of the above method embodiments.
According to the method and the device, whether the calling prop is triggered in the game scene is monitored, and if the calling prop is triggered in the game scene, a non-player control role corresponding to the calling prop is generated in the game scene; the online player role in the preset map range of the game scene broadcasts the event message, the non-player control role is triggered and generated in the game scene through calling the prop, the player can randomly trigger the non-player control role at any time of the game, the technical problem of high rendering pressure caused by triggering the non-player control role through the timeline in the related technology is solved, the game running performance can be improved, and meanwhile, the game playability and the user experience are improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a block diagram of a hardware configuration of a broadcast computer for event messages according to an embodiment of the present invention;
fig. 2 is a flowchart illustrating a method for broadcasting an event message according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a game scenario in accordance with an embodiment of the present invention;
fig. 4 is a block diagram of an event message broadcasting apparatus according to an embodiment of the present invention;
fig. 5 is a block diagram of an electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, 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 is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
The method provided by the first embodiment of the present application may be executed in a mobile phone, a tablet, a server, a computer, or a similar electronic terminal. Taking a computer as an example, fig. 1 is a hardware block diagram of a broadcast computer of an event message according to an embodiment of the present invention. As shown in fig. 1, computer 10 may include one or more (only one shown in fig. 1) processors 102 (processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally may also include a transmission device 106 for communication functions and an input-output device 108. It will be appreciated by those of ordinary skill in the art that the configuration shown in FIG. 1 is illustrative only and is not intended to limit the configuration of the computer described above. For example, computer 10 may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program of an application software and a module, such as a computer program corresponding to a broadcasting method of an event message in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, so as to implement the method described above. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 104 may further include memory located remotely from processor 102, which may be connected to computer 10 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. In the present embodiment, the processor 104 is configured to control the target virtual character to perform a specified operation to complete the game task in response to the human-machine interaction instruction and the game policy. The memory 104 is used for storing program scripts of the electronic game, configuration information, attribute information of the virtual character, and the like.
The transmission device 106 is used for receiving or transmitting data via a network. Specific examples of such networks may include wireless networks provided by the communications provider of computer 10. In one example, the transmission device 106 includes a Network adapter (NIC), which can be connected to other Network devices through a base station so as to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
Optionally, the input/output device 108 further includes a human-computer interaction screen for acquiring a human-computer interaction instruction through a human-computer interaction interface and for presenting a game picture in a game scene;
in this embodiment, an event message broadcasting method is provided, and fig. 2 is a schematic flowchart of an event message broadcasting method according to an embodiment of the present invention, as shown in fig. 2, the flowchart includes the following steps:
step S202, monitoring whether a calling prop is triggered in a game scene;
the game scene of this embodiment may be a world scene or a duplicate scene in a virtual game, or a task scene (belonging to a duplicate) of a certain game task, where the summoning item is a type of game element issued or allocated in advance by the game server, such as a token, a weapon, a book, a treasure box, and the like.
Step S204, if the calling prop is triggered in a game scene, acquiring the triggering time and the triggering position of the calling prop;
and after the triggering action is monitored, further acquiring the triggering time and the triggering position of the calling prop.
Step S206, judging whether the trigger time and the trigger position are matched with a preset condition;
step S208, if the trigger time and the trigger position are matched with preset conditions, activating a calling prop, and generating a non-player control role corresponding to the calling prop in a game scene, wherein the non-player control role is a non-battle role in the game scene;
the method includes the steps that a summoning prop and a Non-Player Character (Non-Player Character, Non-Player Controlled Character) of the embodiment are configured with a mapping relation in advance, the mapping relation is configured at a game server or a game client, after the Non-Player Controlled Character is generated, a Player Character (Player-Controlled Character, Player Character or Player Controlled Character) of a main control Player can interact with the Non-Player Controlled Character, such as mutual attack, resource robbery in a game scene and the like, a Non-play Character is a game scene without play attribute, can attack any Player Character or Non-Player Character in any play, and is attacked by any Player Character or Non-Player Character in any play;
step S210, broadcasting an event message by an online player character in a preset map range of a game scene, wherein the event message is used for notifying that a non-player control character appears in the current game scene;
when the copy of the play event of the embodiment is operated in the game scene of the copy according to the strategy or scenario of the virtual game, the event message can be broadcast to the player characters of the world scene, the player characters of the world scene can switch into the copy and participate in the play event by clicking the message, when the copy is operated in the world scene, the event message can be directly broadcast to all the player characters in the scene, and the player characters of the same world scene can move to the position of the non-player control character in the game map and participate in the play event by clicking the message.
Because the generation time of the non-player control role is related to the trigger time and the position and has randomness, other player roles are informed through the broadcast message, and the participation sense of the multiplayer online game can be improved.
Through the steps, whether the calling prop is triggered in the game scene is monitored, and if the calling prop is triggered in the game scene, a non-player control role corresponding to the calling prop is generated in the game scene; the online player role in the preset map range of the game scene broadcasts the event message, the non-player control role is triggered and generated in the game scene through calling the prop, the player can randomly trigger the non-player control role at any time of the game, the technical problem of high rendering pressure caused by triggering the non-player control role through the timeline in the related technology is solved, the game running performance can be improved, and meanwhile, the game playability and the user experience are improved.
In one embodiment of this embodiment, after monitoring whether the summoning prop is triggered in the game scene, the method further includes: if the calling prop is triggered in the game scene, positioning and triggering a first player character of the calling prop according to a triggering instruction; a first game resource is assigned to the first player character, wherein the first game resource is for unlocking the designated skill button.
When the summoning prop of the embodiment is triggered in a game scene, a first player character sends a trigger instruction through an interactive button of a user interactive interface, a trigger message is generated at a client according to the trigger instruction and identification information of the first player character and is sent to a game server, the game server receives the trigger message, positions the first player character according to the identification information of the first player character in the trigger message, and allocates a first game resource for the first player character.
Optionally, before monitoring whether the summoning prop is triggered in the game scene, the scheme of this embodiment further includes: and selecting a game account meeting preset conditions from a game account list of the game server, and distributing the calling prop to the game account.
The items that trigger the play are rare resources in the game, players can get from the main line or replica tasks, if the system distributes a calling prop for the group camp with the highest camp score, the group goes through auction, the member with the highest bid price can obtain the calling prop, after obtaining the calling prop, the player may initiate an action to summon the BOSS (short for a combat-type non-player-controlled character in an online game) to trigger the BOSS, while obtaining a first game resource, such as a prop fragment, by accumulating a certain number of pieces of the prop, the player character player can unlock the designated skill button, the designated skill button is added to the skill control interface (based on the original basic skill button), such as unlocking the absolute skill or some large skill within a period of time, and the absolute skill can improve the fighting value and the level of the player.
In one embodiment of this embodiment, generating a non-player controlled character corresponding to a summoning prop in a game scene includes: reading rendering resources and AI scripts of the non-player control role from a preset non-player control role resource library; and generating a character form of the non-player control character by rendering at a specified position of the game scene by using the rendering resources, and configuring an AI script for the character form.
In the game scene of the embodiment, the non-player-controlled character triggered by the summoning prop is used for interacting with the player character or other non-player-controlled characters, so that the playability of the game is improved, the player can generate game fun, the game development is promoted, and the game atmosphere is promoted. The process of playing the game is an interactive process with a plurality of non-player controlled characters.
As a type of game element in a game scene, a non-player controlled character is composed of a character form and an AI (artificial intelligence) script on a game server or a game client, where the character form includes UI attributes such as appearance and color of the non-player controlled character in a game, and the AI script encapsulates run logic code of the non-player controlled character, that is, interaction logic code of the non-player controlled character with other game elements (e.g., a player character).
Character aspects of non-player controlled characters include monsters, store BOSS, military forces, hotel bosses, explorers, BOSS, interactive scenes, and the like. The AI script of this embodiment includes FSM (finite state machine) and FuSM (fuzzy state machine), and controls the real-time status of the non-player controlled character in the game scene through the state, for example, the following three statuses: the initial state is "walk", the first state may be set to a default state or an initial state, the first state is switched to a second state when a first condition is detected in a game scene, the second state is switched to a third state when the second condition is detected, and the third state is switched back to the first state when the third condition is detected or the first condition is not detected within a predetermined time. The non-player controlled character corresponds to different character forms in different states, and a corresponding AI script runs in each state.
In this embodiment, after the player character within the preset map range of the game scene broadcasts the event message, the method further includes:
s11, detecting attack instructions output by a plurality of banked player characters and detecting defense instructions output by non-player control characters;
the game scene of the embodiment comprises a map, wherein the map comprises multi-party camps, each square camps corresponds to one assistant or team, each camps comprises a plurality of camps, and after a player of a certain camps uses a calling prop to trigger a non-player-controlled role (such as BOSS) at a specific place in the map, the system broadcasts the event in the map and invites other camps to participate in the event. In some scenarios, a trigger time period and a trigger position of the summoning item may also be configured, and a player who owns the summoning item may summon the triggering summoning channel to generate a BOSS only in a specific time period (e.g., 19: 00 to 22: 00 per day), and/or when the number of players on the line exceeds a predetermined number, or when a certain number of players meet a certain number, so as to balance the forces of all parties in the game and ensure the fairness of the game.
In an implementation scenario of this embodiment, before monitoring whether the summoning prop is triggered in the game scenario, the method further includes: acquiring the number of first players of the current online players in a game scene, and/or acquiring the number of second players of the current online players struggled by an enemy in the game scene; judging whether the number of the first players is larger than a first threshold value and/or judging whether the number of the second players is larger than a second threshold value; and if the number of the first players is larger than a first threshold value and/or the number of the second players is larger than a second threshold value, determining whether the monitoring summoning prop is triggered in the game scene.
In an embodiment of this embodiment, the determining whether the trigger time and the trigger position match the preset condition includes: judging whether the triggering time is matched with a preset time period or not, and judging whether the triggering position is in an camping range where a first player character is positioned or not, wherein each camping range comprises a plurality of player characters, and a map range in a game scene comprises a plurality of camping ranges; if the triggering time is matched with a preset time period and the triggering position is in the camping range where the first player character is camping, determining that the triggering time and the triggering position are matched with a preset condition; and if the triggering time does not match the preset time period and/or the triggering position is not in the camping range in which the first player character is camping, determining that the triggering time and the triggering position do not match the preset condition.
The non-player control character in the game scene is a neutral non-player control character relative to all the banked player characters, any player banked can be attacked, any player banked can also attack the BOSS, and meanwhile, players banked by all parties can also mutually attack to form a big mess. If the player does not kill the BOSS after a certain period of time after the trigger, the BOSS leaves the battlefield directly or disappears, and all players cannot obtain the game resources allocated for attacking or killing the BOSS.
S12, updating the current life value of the non-player control character based on the attack instruction and the defense instruction;
in one embodiment, updating the current life value of the non-player controlled character based on the attack and defense instructions comprises: calculating a life attenuation value generated by the attack instruction aiming at the non-player control role and calculating a life reply value generated by the defense instruction; the current life value of the non-player controlled character is updated based on the life decay value and the life reply value.
Fig. 3 is a schematic diagram of a game scenario according to an embodiment of the present invention, and in an example, the game scenario includes two camps, namely, camps a and camps B, where a player character of the camps a includes a member 1, a member 2, and a member 3, and a player character of the camps B includes a member 4 and a member 5, where the member 1, the member 2, the member 3, the member 4, and the member 5 respectively issue attack instructions to the middle non-player-controlled character, resulting in injury values of m1, m2, m3, m4, and m5, convert the injury values into life attenuation values of n1, n2, n3, n4, and n5, respectively, and after the non-player-controlled character receives the attack, trigger a defense instruction, the life return value is k, the life initial value is h, and the current life value of the non-player-controlled character is calculated as h + k- (n1+ n2+ n3+ n4+ n5), and is updated in real time according to an update cycle.
And S13, deleting the non-player control character in the game scene when the current life value of the non-player control character reaches a preset threshold value.
Optionally, the preset threshold is 0, and when the life value of the non-player-controlled character is 0, the non-player-controlled character is casualty in the game scene.
In some embodiments of this embodiment, the method further comprises: when the current life value of the non-player-controlled character reaches a preset threshold value, positioning a second player character in a plurality of player characters in battle, wherein the second player character is the player character which outputs an attack instruction to the non-player-controlled character at the last moment before the current life value of the non-player-controlled character reaches the preset threshold value and generates a life attenuation value; and allocating second game resources to the second player character, allocating first share of third game resources to all player characters of the designated formation where the second player character is located, and allocating second share of third game resources to all player characters of other formations except the designated formation, wherein the first share is larger than the second share.
This embodiment can be implemented by the following method when positioning the second player character: when a player character triggers and sends an attack instruction, a time stamp is carried in the attack instruction, before non-player control character casualty, the game server normally receives and stores the attack instruction, after the non-player control character casualty, the game server refuses to receive or delete invalid attack instructions, and a sender corresponding to the attack instruction with the latest time stamp is positioned as a second player character by analyzing the time stamp in the attack instruction; before the non-player-controlled character casualty, the game server receives the attack instruction sent by the game client, sorts the attack instruction according to the receiving time, refuses to receive or delete the invalid attack instruction after the non-player-controlled character casualty, and positions the sender corresponding to the attack instruction as a second player character by searching the last attack instruction in the sequence.
In some implementation scenarios of this embodiment, when the current life value of the non-player-controlled character reaches the preset threshold, the method further includes: generating a virtual item in a game scene; responding to a carrying instruction of a third player character, binding the virtual prop to the third player character, and starting a carrying timer; and if the carrying timer reaches the preset duration, generating a fourth game resource in the game scene based on the virtual prop.
Optionally, the virtual item may be a non-player-controlled item such as a treasure box, and after the virtual item is generated and after a certain time, the virtual item may be opened, and a game resource may be generated in a game scene, and a player character may obtain the generated game resource.
In some examples, a virtual item may be transferred between multiple player characters, for example, between two player characters in the same battle, and when a player character is killed by a player character in another battle, a player character in another battle may also obtain a virtual item through the transfer. After binding the virtual item to the third player character, further comprising: in response to a transfer instruction (e.g., a transfer request, kill, etc.) by the fifth player character for the virtual item, the virtual item is re-bound to the fifth player character and the launch timer is restarted.
In some examples, generating the fourth game resource in the game scene based on the virtual item includes: responding to an opening instruction of a fourth player character, and reading the carrying time length of the virtual item, wherein the fourth player character is the current carrying character of the virtual item; generating a third game resource in the game scene based on the carrying time length, wherein the third game resource is positively correlated with the carrying time length.
Optionally, the carrying duration of the virtual item may be the carrying duration of the fourth player character, that is, the current timing duration of the carrying timer, or may be a duration from generation to start, and may be obtained by calculating the total duration of the carrying timer, as long as the time is recorded when the carrying timer is restarted each time.
In this embodiment, when the game server settles the bonus, the bonus is distributed in the form of game resources, which may be virtual resources in the form of virtual gold, credits, prop fragments, skill fragments, and the like, including team bonus of personal bonus and camp, players (no matter which party camp) participating in the event may obtain the bonus of participation, summoned players may obtain additional bonus (such as sunflower pedigree fragments), camp in which the player is located obtains additional bonus, and players who finally hit and kill the BOSS and camp in which the player is located may also obtain additional bonus.
Optionally, the event message broadcast by the online player character within the preset map range of the game scene includes the following examples:
example one: broadcasting an event message to all online player characters of the game server;
to ensure that all players can participate in the game, all players may be allowed to participate, without differentiating between play, broadcasting event messages to all online player characters.
Example two: and selecting N camps closest to the total combat value of calling the camps from the M camps, wherein the calling of the camps is the camps where the player characters are called to call the props.
In one embodiment based on example two, selecting N of the M avails in the game scenario comprises: respectively counting the total combat values of M camps in the game server; and selecting N camps closest to the total combat value of calling the camps from the M camps, wherein the calling of the camps is the camps where the player characters are called to call the props.
In one example, selecting the N camps among the M camps that are closest to the total combat value that summons the camps includes: the total combat values of the M camps are sequenced to obtain a combat value sequence, the sequence position of the camps where a first player character (the player character triggering and calling the prop) is located in the combat value sequence, N camps are selected in the combat value sequence by taking the sequence position as a center position, and when the sequence position is at the ending position of the combat value sequence, the N camps with the minimum sequence distance with the sequence position can be selected in the combat value sequence.
In some examples, when there are many online players of the game server, in order to ensure the experience of each player and the fairness and playability of the game, in the event, the total fighting capacity of a plurality of camps participating in the event is the same or similar (obtained by calculating the attribute values of the attack power, the defense power, the movement power, the blood returning power, the skill collocation and the like of all players in the camps), when M-party camps are included in the map, after each BOSSs is summoned, the players of N (N < M) camps are notified to participate, the total fighting capacity of the N camps is closest to the total fighting capacity of the camps in which the players summoning the BOSSs are located, or the maximum difference value of the total fighting capacity of the N camps does not exceed the preset value.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
Example 2
In this embodiment, a broadcasting apparatus of an event message is further provided, which is used to implement the foregoing embodiments and preferred embodiments, and the description already made is omitted. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 4 is a block diagram of an event message broadcasting apparatus according to an embodiment of the present invention, as shown in fig. 4, the apparatus including: a monitoring module 40, a first obtaining module 42, a first determining module 44, a first generating module 46, a broadcasting module 48, wherein,
the monitoring module 40 is used for monitoring whether the calling prop is triggered in a game scene;
a first obtaining module 42, configured to obtain a trigger time and a trigger position of the summoning item if the summoning item is triggered in the game scene;
a first judging module 44, configured to judge whether the trigger time and the trigger position match a preset condition;
a first generating module 46, configured to activate the summoning item if the trigger time and the trigger position match a preset condition, and generate a non-player controlled character corresponding to the summoning item in the game scene, where the non-player controlled character is a non-camping character in the game scene;
and a broadcasting module 48, configured to broadcast an event message to an online player character within a preset map range of the game scene, where the event message is used to notify that the non-player controlled character appears in the current game scene.
Optionally, the apparatus further comprises: the first positioning module is used for positioning and triggering a first player character of a calling prop according to a triggering instruction if the calling prop is triggered in a game scene after the monitoring module monitors whether the calling prop is triggered in the game scene; a first assigning module to assign a first game resource to the first player character, wherein the first game resource is to unlock a designated skill button.
Optionally, the first generating module includes: the reading unit is used for reading rendering resources and AI scripts of the non-player control roles from a preset non-player control role resource library; and the generating unit is used for rendering and generating the character form of the non-player control character at the appointed position of the game scene by using the rendering resource and configuring the AI script for the character form.
Optionally, the apparatus further comprises: the detection module is used for detecting attack instructions output by a plurality of struggling player characters and detecting defense instructions output by the non-player control characters after the broadcast module broadcasts event messages in the player characters within the preset map range of the game scene; an update module to update a current life value of the non-player controlled character based on the attack and defense instructions; and the deleting module is used for deleting the non-player control role in the game scene when the current life value of the non-player control role reaches a preset threshold value.
Optionally, the update module includes: a calculating unit, configured to calculate a life decay value generated by the attack instruction for the non-player-controlled character, and calculate a life reply value generated by the defense instruction; an updating unit for updating the current life value of the non-player controlled character based on the life decay value and the life reply value.
Optionally, the apparatus further comprises: a second positioning module, configured to position a second player character among the plurality of banked player characters when a current life value of the non-player controlled character reaches a preset threshold, where the second player character is a player character that outputs an attack instruction to the non-player controlled character at a last moment before the current life value of the non-player controlled character reaches the preset threshold and generates a life attenuation value; the second configuration module is used for allocating second game resources to the second player character, allocating first share of third game resources to all player characters of a designated camp where the second player character is located, and allocating second share of third game resources to all player characters of other campuses except the designated camp, wherein the first share is larger than the second share.
Optionally, the apparatus further comprises: the second generation module is used for generating a virtual item in the game scene when the current life value of the non-player control role reaches a preset threshold value; the first binding module is used for responding to a carrying instruction of a third player character, binding the virtual prop to the third player character and starting a carrying timer; and the third generation module is used for generating a fourth game resource in the game scene based on the virtual prop if the carrying timer reaches a preset duration.
Optionally, the third generating module includes: the reading unit is used for responding to an opening instruction of a fourth player character and reading the carrying time length of the virtual item, wherein the fourth player character is the current carrying character of the virtual item; a generating unit, configured to generate a third game resource in the game scene based on the carrying duration, wherein the third game resource is positively correlated with the carrying duration.
Optionally, the apparatus further comprises: and the second binding module is used for responding to a transfer instruction of a fifth player character aiming at the virtual item after the first binding module binds the virtual item to the third player character, re-binding the virtual item to the fifth player character and restarting the carrying timer.
Optionally, the broadcasting module includes one of: a first broadcasting unit for broadcasting the event message to all online player characters of a game server; the second broadcasting unit is used for selecting N camps from M camps of the game scene, wherein the game scene comprises a plurality of camps competing for game resources, and each camps comprises a plurality of player characters; and broadcasting the event message to the player roles of the N camps, wherein M is more than or equal to N, and M and N are positive integers.
Optionally, the second broadcasting unit includes: the counting subunit is used for respectively counting the total combat values of M battles in the game server; and the selecting subunit is used for selecting N camps which are closest to the total combat value of calling the camps from the M camps, wherein the calling camps are the camps where the roles of the players are called by the calling props.
Optionally, the first determining module includes: the judging unit is used for judging whether the triggering time is matched with a preset time period or not and judging whether the triggering position is in an camping range where a first player character is positioned, wherein each camping range comprises a plurality of player characters, and a map range in the game scene comprises a plurality of camping ranges; the determining unit is used for determining that the triggering time and the triggering position are matched with preset conditions if the triggering time is matched with a preset time period and the triggering position is in the marketing range where the first player character is positioned; and if the triggering time does not match the preset time period and/or the triggering position is not in the camping range of the camping of the first player character, determining that the triggering time and the triggering position do not match the preset condition.
Optionally, the apparatus further comprises: the second obtaining module is used for obtaining the number of first players of the current online player in the game scene and/or obtaining the number of second players of the current online player in the game scene, wherein the current players are in enemy battle in the game scene, before the monitoring module monitors whether the summoning prop is triggered in the game scene; the second judging module is used for judging whether the number of the first players is larger than a first threshold value and/or judging whether the number of the second players is larger than a second threshold value; and the determining module is used for determining whether the calling prop is triggered in a game scene or not if the number of the first players is larger than a first threshold value and/or the number of the second players is larger than a second threshold value.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Example 3
Fig. 5 is a structural diagram of an electronic device according to an embodiment of the present invention, and as shown in fig. 5, the electronic device includes a processor 51, a communication interface 52, a memory 53 and a communication bus 54, where the processor 51, the communication interface 52, and the memory 53 complete communication with each other through the communication bus 54, and the memory 53 is used for storing a computer program;
the processor 51 is configured to implement the following steps when executing the program stored in the memory 53: monitoring whether a calling prop is triggered in a game scene; if the calling prop is triggered in the game scene, acquiring the triggering time and the triggering position of the calling prop; judging whether the trigger time and the trigger position are matched with a preset condition; if the trigger time and the trigger position are matched with a preset condition, activating the calling prop, and generating a non-player control role corresponding to the calling prop in the game scene, wherein the non-player control role is a non-camping role in the game scene; and broadcasting an event message by the online player character within the preset map range of the game scene, wherein the event message is used for informing that the non-player control character appears in the current game scene.
Optionally, after monitoring whether the summoning prop is triggered in the game scene, the method further includes: if the summoning prop is triggered in a game scene, positioning and triggering a first player character of the summoning prop according to a triggering instruction; assigning a first game resource to the first player character, wherein the first game resource is for unlocking a designated skill button.
Optionally, generating a non-player controlled character corresponding to the summoning item in the game scene includes: reading rendering resources and AI scripts of the non-player control roles from a preset non-player control role resource library; and using the rendering resources to render and generate the role form of the non-player control role at the appointed position of the game scene, and configuring the AI script for the role form.
Optionally, after the player character within the preset map range of the game scene broadcasts the event message, the method further includes: detecting attack instructions output by a plurality of banked player characters, and detecting defense instructions output by the non-player-controlled character; updating a current life value of the non-player-controlled character based on the attack and defense instructions; and when the current life value of the non-player control character reaches a preset threshold value, deleting the non-player control character in the game scene.
Optionally, updating the current life value of the non-player-controlled character based on the attack instruction and the defense instruction comprises: calculating a life attenuation value generated by the attack instruction for the non-player controlled character and calculating a life return value generated by the defense instruction; updating a current life value of the non-player-controlled character based on the life decay value and the life reply value.
Optionally, the method further includes: when the current life value of the non-player-controlled character reaches a preset threshold value, positioning a second player character in the plurality of banked player characters, wherein the second player character is the player character which outputs an attack instruction to the non-player-controlled character at the last moment before the current life value of the non-player-controlled character reaches the preset threshold value and generates a life attenuation value; allocating second game resources to the second player character, allocating first share of third game resources to all player characters of a designated camp in which the second player character is positioned, and allocating second share of third game resources to all player characters of other campuses except the designated camp, wherein the first share is larger than the second share.
Optionally, when the current life value of the non-player-controlled character reaches a preset threshold, the method further includes: generating a virtual item in the game scene; responding to a carrying instruction of a third player character, binding the virtual prop to the third player character, and starting a carrying timer; and if the carrying timer reaches the preset duration, generating a fourth game resource in the game scene based on the virtual prop.
Optionally, generating a fourth game resource in the game scene based on the virtual item includes: responding to an opening instruction of a fourth player character, and reading the carrying time length of the virtual item, wherein the fourth player character is the current carrying character of the virtual item; generating a third amount of a fourth game resource in the game scenario based on the carrying duration, wherein the third amount is positively correlated with the carrying duration.
Optionally, after binding the virtual item to the third player character, the method further comprises: in response to a transfer instruction for the virtual item by a fifth player character, re-binding the virtual item to the fifth player character and restarting the carriage timer.
Optionally, the online player character broadcasting event message within the preset map range of the game scene includes one of: broadcasting the event message to all online player characters of a game server; selecting N camps from M camps of the game scene, wherein the game scene comprises a plurality of camps competing for game resources, and each camp comprises a plurality of player characters; and broadcasting the event message to the player roles of the N camps, wherein M is more than or equal to N, and M and N are positive integers.
Optionally, selecting N camps among the M camps of the game scene includes: respectively counting the total combat values of M camps in the game server; and selecting N camps closest to the total combat value of calling the camps from the M camps, wherein the calling camps are the camps where the player characters are called by the calling props.
Optionally, the determining whether the trigger time and the trigger position match a preset condition includes: judging whether the trigger time is matched with a preset time period or not, and judging whether the trigger position is in an camping range where a first player character is positioned or not, wherein each camping range comprises a plurality of player characters, and a map range in the game scene comprises a plurality of camping ranges; if the triggering time is matched with a preset time period and the triggering position is in the camping range of the camping of the first player character, determining that the triggering time and the triggering position are matched with a preset condition; and if the triggering time does not match the preset time period and/or the triggering position is not in the camping range of the camping of the first player character, determining that the triggering time and the triggering position do not match the preset condition.
Optionally, before monitoring whether the summoning prop is triggered in the game scene, the method further includes: acquiring the number of first players of the current online players in the game scene, and/or acquiring the number of second players of the current online players struggled by an enemy in the game scene; judging whether the number of the first players is larger than a first threshold value and/or judging whether the number of the second players is larger than a second threshold value; and if the number of the first players is larger than a first threshold value and/or the number of the second players is larger than a second threshold value, determining whether monitoring the calling prop is triggered in a game scene.
The communication bus mentioned in the above terminal may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The communication bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown, but this does not mean that there is only one bus or one type of bus.
The communication interface is used for communication between the terminal and other equipment.
The Memory may include a Random Access Memory (RAM) or a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. Optionally, the memory may also be at least one memory device located remotely from the processor.
The Processor may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the Integrated Circuit may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component.
In yet another embodiment provided by the present application, a computer-readable storage medium is further provided, which has instructions stored therein, and when the instructions are executed on a computer, the instructions cause the computer to execute the data processing method of the risk level in any one of the above embodiments.
In yet another embodiment provided by the present application, there is also provided a computer program product containing instructions which, when run on a computer, cause the computer to perform the method for risk-level data processing as described in any of the above embodiments.
In the above embodiments, the implementation may be wholly or partially realized by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, cause the processes or functions described in accordance with the embodiments of the application to occur, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a network of computers, or other programmable device. The computer instructions may be stored in a computer readable storage medium or transmitted from one computer readable storage medium to another, for example, from one website site, computer, server, or data center to another website site, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, Digital Subscriber Line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device, such as a server, a data center, etc., that incorporates one or more of the available media. The usable medium may be a magnetic medium (e.g., floppy Disk, hard Disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., Solid State Disk (SSD)), among others.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be 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 through some interfaces, units or modules, and may be in an electrical 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 of 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 integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit 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 may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes 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: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.
Claims (16)
1. A method for broadcasting an event message, comprising:
monitoring whether a calling prop is triggered in a game scene;
if the calling prop is triggered in the game scene, acquiring the triggering time and the triggering position of the calling prop;
judging whether the trigger time and the trigger position are matched with a preset condition;
if the trigger time and the trigger position are matched with a preset condition, activating the calling prop, and generating a non-player control role corresponding to the calling prop in the game scene, wherein the non-player control role is a non-camping role in the game scene;
and broadcasting an event message by the online player character within the preset map range of the game scene, wherein the event message is used for informing that the non-player control character appears in the current game scene.
2. The method of claim 1, wherein after monitoring whether a summoning prop is triggered in a game scene, the method further comprises:
if the summoning prop is triggered in a game scene, positioning and triggering a first player character of the summoning prop according to a triggering instruction;
assigning a first game resource to the first player character, wherein the first game resource is for unlocking a designated skill button.
3. The method of claim 1, wherein generating a non-player controlled character in the game scene that corresponds to the summoning prop comprises:
reading rendering resources and AI scripts of the non-player control roles from a preset non-player control role resource library;
and using the rendering resources to render and generate the role form of the non-player control role at the appointed position of the game scene, and configuring the AI script for the role form.
4. The method of claim 1, wherein after a player character within a preset map range of the game scene broadcasts an event message, the method further comprises:
detecting attack instructions output by a plurality of banked player characters, and detecting defense instructions output by the non-player-controlled character;
updating a current life value of the non-player-controlled character based on the attack and defense instructions;
and when the current life value of the non-player control character reaches a preset threshold value, deleting the non-player control character in the game scene.
5. The method of claim 4, wherein updating the current life value of the non-player-controlled character based on the attack and defense instructions comprises:
calculating a life attenuation value generated by the attack instruction for the non-player controlled character and calculating a life return value generated by the defense instruction;
updating a current life value of the non-player-controlled character based on the life decay value and the life reply value.
6. The method of claim 4, further comprising:
when the current life value of the non-player-controlled character reaches a preset threshold value, positioning a second player character in the plurality of banked player characters, wherein the second player character is the player character which outputs an attack instruction to the non-player-controlled character at the last moment before the current life value of the non-player-controlled character reaches the preset threshold value and generates a life attenuation value;
allocating second game resources to the second player character, allocating first share of third game resources to all player characters of a designated camp in which the second player character is positioned, and allocating second share of third game resources to all player characters of other campuses except the designated camp, wherein the first share is larger than the second share.
7. The method of claim 4, wherein when the current life value of the non-player controlled character reaches a preset threshold, the method further comprises:
generating a virtual item in the game scene;
responding to a carrying instruction of a third player character, binding the virtual prop to the third player character, and starting a carrying timer;
and if the carrying timer reaches the preset duration, generating a fourth game resource in the game scene based on the virtual prop.
8. The method of claim 7, wherein generating a fourth game resource in the game scene based on the virtual item comprises:
responding to an opening instruction of a fourth player character, and reading the carrying time length of the virtual item, wherein the fourth player character is the current carrying character of the virtual item;
generating a third amount of a fourth game resource in the game scenario based on the carrying duration, wherein the third amount is positively correlated with the carrying duration.
9. The method of claim 7, wherein after binding the virtual item to the third player character, the method further comprises:
in response to a transfer instruction for the virtual item by a fifth player character, re-binding the virtual item to the fifth player character and restarting the carriage timer.
10. The method of claim 1, wherein broadcasting event messages by online player characters within a preset map of the game scene comprises one of:
broadcasting the event message to all online player characters of a game server;
selecting N camps from M camps of the game scene, wherein the game scene comprises a plurality of camps competing for game resources, and each camp comprises a plurality of player characters; and broadcasting the event message to the player roles of the N camps, wherein M is more than or equal to N, and M and N are positive integers.
11. The method of claim 10, wherein selecting N camps among the M camps of the game scene comprises:
respectively counting the total combat values of M camps in the game server;
and selecting N camps closest to the total combat value of calling the camps from the M camps, wherein the calling camps are the camps where the player characters are called by the calling props.
12. The method of claim 1, wherein determining whether the trigger time and the trigger position match a preset condition comprises:
judging whether the trigger time is matched with a preset time period or not, and judging whether the trigger position is in an camping range where a first player character is positioned or not, wherein each camping range comprises a plurality of player characters, and a map range in the game scene comprises a plurality of camping ranges;
and if the triggering time is matched with a preset time period and the triggering position is in the marketing range of the marketing of the first player character, determining that the triggering time and the triggering position are matched with a preset condition.
13. The method of claim 1, wherein prior to monitoring whether a summoning prop is triggered in a game scene, the method further comprises:
acquiring the number of first players of the current online players in the game scene, and/or acquiring the number of second players of the current online players struggled by an enemy in the game scene;
judging whether the number of the first players is larger than a first threshold value and/or judging whether the number of the second players is larger than a second threshold value;
and if the number of the first players is larger than a first threshold value and/or the number of the second players is larger than a second threshold value, determining whether monitoring the calling prop is triggered in a game scene.
14. An apparatus for broadcasting an event message, comprising:
the monitoring module is used for monitoring whether the calling prop is triggered in a game scene;
the first acquisition module is used for acquiring the trigger time and the trigger position of the calling prop if the calling prop is triggered in the game scene;
the first judgment module is used for judging whether the trigger time and the trigger position are matched with a preset condition or not;
the generating module is used for activating the summoning prop and generating a non-player control role corresponding to the summoning prop in the game scene if the triggering time and the triggering position are matched with a preset condition, wherein the non-player control role is a non-camping role in the game scene;
and the broadcasting module is used for broadcasting an event message in an online player role in a preset map range of the game scene, wherein the event message is used for informing that the non-player control role appears in the current game scene.
15. A storage medium, in which a computer program is stored, wherein the computer program is arranged to perform the method of any of claims 1 to 13 when executed.
16. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to execute the computer program to perform the method of any of claims 1 to 13.
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