CN113134240B - Game score updating method and device and electronic equipment - Google Patents

Game score updating method and device and electronic equipment Download PDF

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Publication number
CN113134240B
CN113134240B CN202110508197.XA CN202110508197A CN113134240B CN 113134240 B CN113134240 B CN 113134240B CN 202110508197 A CN202110508197 A CN 202110508197A CN 113134240 B CN113134240 B CN 113134240B
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attack
virtual object
attribute value
target
instruction
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CN113134240A (en
Inventor
胡佳胜
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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    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a game score updating method, a game score updating device and electronic equipment; the method comprises the following steps: responding to a first attack instruction, determining an attack target, controlling a first virtual object to reduce the attribute value of the attack target, determining that the attribute value is lower than a preset threshold value and the attack score of the first virtual object does not reach the task requirement of a game task, and recovering the attribute value of the attack target; and responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object. In the mode, when the number of the attack targets in the game scene is small or the number of the first virtual objects is large, the attack targets do not need to be searched for many times, and the attack targets do not need to be refreshed and revived, so that the game task can be completed in a short time, and the game experience of a user is improved; meanwhile, the system does not need to frequently refresh the revival attack target, so that the equipment operation resources are saved.

Description

Game score updating method and device and electronic equipment
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and an apparatus for updating game achievements, and an electronic device.
Background
Some game tasks require a user to eliminate a specified number of monsters, and to complete the task, the user needs to find a specified number of monsters in the game scene and eliminate them. However, if multiple users all need to complete the same task in a short period of time, the number of monsters in the game scene may be insufficient to support all users to complete the task. For example, when a game is just started, a large number of users are rushed in a short time, the game starts at the same starting point and the same game task is completed, and the number of monster is insufficient. If the number of monster in the game scene is insufficient, the user who does not complete the task needs to wait for the refresh and reviving of the destroyed monster, and if the refreshing time of the monster is longer, the user needs to wait for longer time to complete the task, so that the game experience of the user is poor; if the monster refresh time is shorter, the monster refresh operation may occupy more device computing resources.
Disclosure of Invention
In view of the above, the present invention aims to provide a game score updating method, apparatus and electronic device, so that a user can complete a game task in a shorter time, and increase the game experience of the user; meanwhile, the system does not need to frequently refresh the reviving attack target, so that the equipment operation resource is saved.
In a first aspect, an embodiment of the present invention provides a game score updating method, where a graphical user interface is provided by a terminal device, where the graphical user interface includes a first virtual object and at least one second virtual object, and the method includes: responding to a first attack instruction, determining an attack target corresponding to the first attack instruction, and controlling a first virtual object to reduce an attribute value of the attack target, wherein the attack target is a virtual object in at least one second virtual object; determining that the attribute value is lower than a preset threshold value, and the attack score of a first virtual object controlled by a first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of an attack target; and responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object.
The method further comprises the following steps: determining that the attack score of the first virtual object controlled by the first attack instruction meets the task requirement of the game task, and determining that the first virtual object completes the game task.
The step of determining the attack target corresponding to the first attack instruction in response to the first attack instruction includes: responding to the first attack instruction, and determining an attack range of the first attack instruction; determining that a plurality of attacked objects are included in the attack range, and determining an attack target from the plurality of attacked objects; the aggressor object belongs to at least a portion of the second virtual object.
The step of determining an attack target from a plurality of attacked objects includes: and determining an attacked object closest to the first virtual object from the plurality of attacked objects as an attack target.
The step of determining an attack target from a plurality of attacked objects includes: obtaining an attacked object in a battle-free state from a plurality of attacked objects; and determining an attack target from the attacked objects in the battle-free state.
The attack targets receive the appointed number of attack instructions at the same time, and the attribute value of the attack targets is reduced aiming at each attack instruction.
After the step of responding to the first attack instruction and determining the attack target corresponding to the first attack instruction and controlling the first virtual object to reduce the attribute value of the attack target, the method further comprises the following steps: receiving a second attack instruction aiming at the attack target, and reducing the attribute value of the attack target; wherein the second attack instruction and the first attack instruction control different first virtual objects; and reducing the attribute value of the first virtual object controlled by the first attack instruction, and maintaining the attribute value of the first virtual object controlled by the second attack instruction.
The method further comprises the following steps: and after determining that the first virtual object controlled by the first attack instruction completes the game task, continuing to receive the second attack instruction, and reducing the attribute value of the first virtual object controlled by the second attack instruction.
The task requirements of the game task include: attack succeeds in specifying a number of attack targets; determining that the attribute value is lower than a preset threshold value and the attack score of a first virtual object controlled by a first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of an attack target, wherein the step comprises the following steps: determining that the attribute value of the attack target is lower than a preset threshold value, and determining that the attack of the attack target is successful; and counting the current number of attack targets of which the first virtual object is successfully attacked by the first attack instruction, determining that the current number is smaller than the designated number, and recovering the attribute value of the attack target to the maximum attribute value of the attack target.
In a second aspect, an embodiment of the present invention provides a game score updating apparatus, which provides a graphical user interface through a terminal device, where the graphical user interface includes a first virtual object and at least one second virtual object, and the apparatus includes: the first attack module is used for responding to the first attack instruction, determining an attack target corresponding to the first attack instruction, and controlling the first virtual object to reduce the attribute value of the attack target, wherein the attack target is a virtual object in at least one second virtual object; the attribute value processing module is used for determining that the attribute value is lower than a preset threshold value, the attack score of the first virtual object controlled by the first attack instruction does not reach the task requirement of the game task, and recovering the attribute value of the attack target; and the second attack module is used for responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object.
In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, where the memory stores machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the game score updating method described above.
In a fourth aspect, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the game achievements updating method described above.
The embodiment of the invention has the following beneficial effects:
the game score updating method, the game score updating device and the electronic equipment respond to the first attack instruction, determine an attack target corresponding to the first attack instruction, and control the first virtual object to reduce the attribute value of the attack target, wherein the attack target is a virtual object in at least one second virtual object; determining that the attribute value is lower than a preset threshold value, and the attack score of a first virtual object controlled by a first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of an attack target; and responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object. In the mode, when the attribute value of the attack target is lower than a preset threshold value, the attribute value of the attack target is recovered, the first virtual object can continuously send an attack instruction to the attack target until a game task is completed, when the number of the attack targets in a game scene is small or the number of the first virtual objects is large, the attack target does not need to be searched for many times, and the attack target does not need to be refreshed and revived, so that the game task can be completed in a short time, and the game experience of a user is increased; meanwhile, the system does not need to frequently refresh the revival attack target, so that the equipment operation resources are saved.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, it being obvious that the drawings in the description below are some embodiments of the invention and that other drawings may be obtained from these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of a game score update method according to an embodiment of the present invention;
FIG. 2 is a flowchart of another method for updating game achievements according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a game score update apparatus according to an embodiment of the present invention;
Fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
The following is a brief description of terms used herein:
virtual object
Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The virtual object is a Character that a Player controls through an input device, or is an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment fight by training, or is a Non-Player Character (NPC) set in a virtual environment fight. Optionally, the virtual object is a virtual character playing an athletic in the virtual scene. Optionally, the number of virtual objects in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited in the embodiment of the present application. In one possible implementation, a user can control a virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., as well as control the virtual object to fight other virtual objects using skills, virtual props, etc., provided by the application.
The game score updating method in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device. When the game score updating method runs on the server, the game score updating method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the game score updating method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a game, a user receives a task of eliminating how many monsters are needed, then the user finds a corresponding number of monsters on a game scene or a game map, and eliminates all the monsters, and the game system prompts the completion of the task. Such tasks are common in mainline novice tasks in games. In a game, a plurality of users are in the same game scene, a certain number of monster is usually set in the game scene, and after a certain monster is eliminated, the monster can be refreshed after waiting for the refresh time. If more users or fewer monsters exist in the game scene, the situation that the number of the monsters is insufficient can occur, the users who do not complete the tasks need to wait for the refresh and reviving of the destroyed monsters, if the refresh time of the monsters is longer, the users need to wait for longer time to complete the tasks, so that the game experience of the users is poor; if the monster refresh time is shorter, the monster refresh operation may occupy more device computing resources.
Based on the above problems, the embodiment of the invention provides a game score updating method, a game score updating device and electronic equipment. In this embodiment, the user may also be referred to as a player.
In a possible implementation manner, the embodiment of the invention provides a method for updating game achievements in a game, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in a cloud interaction system. Providing a graphical user interface through the terminal device, wherein the graphical user interface comprises a first virtual object and at least one second virtual object; the first virtual object may be a virtual object controlled by a user, and the user may control the first virtual object to move in the game scene, or may control the first virtual object to send an attack instruction or release related skills. The second virtual object may be a virtual object controlled by a user or may be a virtual object controlled by a non-user. The second virtual object in the game scene can be one or a plurality of second virtual objects, and the user can control the first virtual object to send out a first attack instruction, determine an attack target corresponding to the first attack instruction and reduce the attribute value of the attack target. The attribute values herein may be life values, guard values, or other attribute values.
First, referring to a flowchart of a game score update method shown in fig. 1, the method includes:
step S102, responding to a first attack instruction, determining an attack target corresponding to the first attack instruction, and controlling a first virtual object to reduce an attribute value of the attack target, wherein the attack target is a virtual object in at least one second virtual object;
in most cases, the game system generates a game task for the first virtual object, and generates a prompt message of the game task in the form of text or voice. In this embodiment, a game task is generally a task that requires attack on a specified number of specific virtual objects in a game scene, or causes a specified injury value to a specific virtual object, or the like; the specific virtual object herein may be a monster, enemy object or other virtual object in the game scene, and the second virtual object may be understood as a characteristic virtual object herein. After receiving the game task, the virtual object required to be attacked by the game task, such as monster, or monster of a specific type, needs to be found first; attack skills are then released for the virtual object. And after receiving the attack skill releasing operation, the terminal equipment can generate the first attack instruction. In one manner, the first attack instruction may be sent to the game server, which responds to the first attack instruction and performs the steps of the present embodiment. In another manner, the terminal device responds to the first attack instruction and executes the steps in this embodiment, and then synchronizes the attack score of the first virtual object to the server.
The first attack instruction may be a target attack instruction or a range attack instruction; the attack operation of the first attack instruction can hurt the virtual object, namely the attack target corresponding to the first attack instruction, and the virtual object needs to meet the requirement of the game task. The attack target corresponding to the first attack instruction may be one or more virtual objects in the second virtual object. The damage value to the attack target can be determined according to factors such as the attack duration, the distance and the like of the first attack instruction, so that the attribute value of the attack target is reduced. The attribute values herein may be life values, guard values, or other attribute values.
Step S104, determining that the attribute value is lower than a preset threshold value and the attack score of the first virtual object controlled by the first attack instruction does not reach the task requirement of the game task, and recovering the attribute value of the attack target;
in the initial state, when the attack target is not attacked, the attribute value of the attack target has the maximum attribute value, and when a user attacks the attack target, the attribute value of the attack target is reduced. The preset threshold may be preset, for example, may be set to 1, and when the attribute value of the attack target becomes 0, it may be determined that the attribute value of the attack target is lower than the preset threshold.
When the attribute value of the attack target is lower than a preset threshold value, the attack target may die or is about to die, and at the moment, whether the attack score of the first virtual object controlled by the first attack instruction reaches the task requirement of the game task is required to be judged; for example, if the task requirement of the game task is that a specified number of attack targets are attacked and killed, the system counts the number of attack targets that the first user attacks and kills after sending out the game task, so as to obtain the attack score of the first virtual object; if the task requirement of the game task is an assigned damage value to the attack target, the system counts the damage value of the first virtual object to the attack target, namely the attack score of the first virtual object, after the game task is sent out.
In general, a game task requires to attack and kill a plurality of attack targets, and if fewer attack targets are set in a game scene, a user needs to search for and kill the plurality of attack targets one by one in the related art until the attack score of a first virtual object reaches the task requirement of the game task. In this embodiment, if the attack score of the first virtual object controlled by the first attack instruction does not meet the task requirement of the game task, the attribute value of the attack target is recovered, and the first attack instruction can be continuously sent out for the attack target; in this embodiment, a plurality of attack targets are not required to be found any more, and a game task can be completed by only attacking one attack target. Specifically, when the attribute value of the attack target is reduced by controlling the first virtual object, and the attribute value of the attack target is lower than the preset threshold, the attack target does not die or disappear, but the attribute value of the attack target is restored, for example, the attribute value of the attack target can be restored to the maximum attribute value. After the attribute value of the attack target is recovered, the first virtual object can continue to send the first attack instruction aiming at the attack target, and meanwhile, the system counts the attack score of the first user.
If the task requirement of the game task is high, the above step S104 may need to be executed multiple times to enable the attack score of the first virtual object to reach the task requirement, where the attack target needs to recover the attribute value multiple times. As an example, the target of the attack is a monster, assuming that the task requires to hit 5 monsters, after the first virtual object finds 1 monster and issues a first attack instruction for that monster, when the attribute value of the monster decreases below the above-mentioned preset threshold, the system may count that the first user hit 1 monster, and then restore the attribute value of the monster, so that the first virtual object may continue to issue the first attack instruction for that monster, and so on until it counts that the first user hit 5 monsters.
Step S106, in response to the first attack instruction of the attack target after the attribute value is recovered, the attribute value of the attack target after the attribute value is recovered is controlled to be reduced by the first virtual object, and the attack score of the first virtual object is updated.
In the process of controlling the first virtual object to reduce the attribute value of the attack target after recovering the attribute value, the attack score of the first virtual object can be counted and updated in real time. For example, each time the attribute value of the attack target is reduced to a preset threshold value, the first virtual object attack can be counted to succeed in one attack target until the number of attack targets succeeded in the first virtual object attack meets the game task. Determining that the attack score of the first virtual object controlled by the first attack instruction meets the task requirement of the game task, and determining that the first virtual object completes the game task. At this time, the issuing of the first attack instruction may be stopped.
The number of attack targets in the present embodiment may be one or more. For example, if the user only finds one attack target from the game scene, the steps can be executed for the attack target until the task requirement of the game task is met; if the user only finds a plurality of attack targets from the game scene, the steps can be executed for the attack targets at the same time, and at the moment, the attribute values of the attack targets need to be updated at the same time; an attack target can also be determined from a plurality of attack targets, and the steps are executed aiming at the attack target until the task requirement of the game task is met.
The main purpose of this embodiment is that when the attribute value of the current attack target is low or the attack target is about to die, the user continuously attacks the attack target by recovering the attribute value of the attack target, so as to complete the game task, without needing to search other attack targets separately or wait for refreshing and reviving the attack target.
According to the game score updating method, the first attack instruction is responded, the attack target corresponding to the first attack instruction is determined, the first virtual object is controlled to reduce the attribute value of the attack target, and the attack target is a virtual object in at least one second virtual object; determining that the attribute value is lower than a preset threshold value, and the attack score of a first virtual object controlled by a first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of an attack target; and responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object. In the mode, when the attribute value of the attack target is lower than a preset threshold value, the attribute value of the attack target is recovered, the first virtual object can continuously send an attack instruction to the attack target until a game task is completed, when the number of the attack targets in a game scene is small or the number of the first virtual objects is large, the attack target does not need to be searched for many times, and the attack target does not need to be refreshed and revived, so that the game task can be completed in a short time, and the game experience of a user is increased; meanwhile, the system does not need to frequently refresh the revival attack target, so that the equipment operation resources are saved.
In a specific implementation manner, in the game task, the first attack instruction only reduces the attribute value of the attack target. For example, if in a game scenario, there are many attack targets that can be used to complete a game task, and the positions of these attack targets are relatively more aggregated, the first attack instruction may attack multiple attack targets at the same time, and at this time, in order to avoid a situation that after the first virtual object completes the game task, multiple attack targets are killed, so that a subsequent player needs to wait for refreshing and reviving the attack targets, in this embodiment, after determining the attack target corresponding to the first attack instruction, the first attack instruction only reduces the attribute value of the attack target, and even if other attack targets are within the attack range of the first attack instruction, the attribute values of other attack targets remain unchanged. In a specific example, in order to complete a current game task, the first virtual object sets the number of attack targets corresponding to the first attack instruction as one, and only reduces the attribute value of the one attack target when the first attack instruction is sent, and the attribute values of other attack targets are not affected by the first attack instruction. Other attack targets may be used by other users to complete game tasks.
In the mode, a designated attack target is allocated to each user, in the process of completing a game task, only the attribute value of the designated attack target is reduced, the game task is completed by damaging the designated attack target, other attack targets can be used for other users to complete the game task, so that a plurality of users are not influenced by each other when completing the game task, the users do not need to wait for refreshing and reviving the attack target, the game task can be completed in a shorter time, and the game experience of the users is increased; in addition, more attack targets are not required to be set in the game scene so as to meet the requirement that a plurality of players simultaneously complete game tasks in the early stage of game service, and more resources are not required to be occupied by the attack targets for refreshing and reviving, so that equipment operation resources are saved.
The attack skills in the game generally comprise target attack skills and scope attack skills, for which only one attack target is usually attacked and damaged, and when the first attack instruction belongs to the target attack skills, the target attacked by the first attack instruction is the attack target corresponding to the first attack instruction. But for a range of attack skills, attacks can be made and hurt against all attack targets within the skill attack range, which can lead to other users having difficulty in completing game tasks due to lack of attack targets. Based on this, in this embodiment, in response to the first attack instruction, an attack range of the first attack instruction is determined; the attack range is determined to comprise a plurality of attacked objects, and an attack target is determined from the plurality of attacked objects. Specifically, the number of attack targets corresponding to one user may be preset, for example, for a certain game task, one first virtual object corresponds to only one attack target, and when the attack range includes a plurality of attackeable objects, one of the attackeable objects is taken as the attack object corresponding to the first attack instruction. According to the method, a small number of attack targets can be distributed for each user, game tasks are completed through the small number of attack targets, the problem that a large number of attack targets are killed by clicking and other users are required to wait for target refreshing and reviving is solved, and game experience of the users is improved.
In a specific implementation manner, when determining an attack target from a plurality of attacked objects, an attacked object closest to the first virtual object from the plurality of attacked objects may be determined as the attack target. The first virtual object may be understood as a virtual object corresponding to the first user in the game scene, and may also be referred to as a virtual character; an attackeable object may be understood as an object for which a first attack instruction may attack and cause damage, the attackeable object belonging to at least a part of the second virtual object.
If the plurality of the most recent attackeable objects from the first virtual object are included, the plurality of the most recent attackeable objects may be all taken as attack targets, and a specified number of attack targets may be selected from the plurality of the most recent attackeable objects. If the attackeable object closest to the first virtual object is not available as an attack target for the first virtual object due to certain constraints, a further attackeable object may be selected as an attack target.
In another specific implementation manner, when an attack target is determined from a plurality of attacked objects, the attacked object in a battle-free state can be obtained from the plurality of attacked objects; and determining an attack target from the attacked objects in the battle-free state. The combat-off state can also be understood as an idle state, i.e. the attacked object is in the combat-off state if the attacked object is not currently being given by the user nor is it injured by the attack skills. In this case, in general, the system sets that one attack target can fight only one first virtual object at the same time, and an attackeable object in a fight state can no longer be an attack object of the first virtual object controlled by other users.
In addition, the two implementation manners of determining the attack target may be combined with each other, for example, the attackeable object closest to the first virtual object is determined from a plurality of attackeable objects, and if the attackeable object is participating in a battle with other first virtual objects, the attack object may be determined from the attackeable objects in the idle state randomly or according to factors such as distance.
The method can rapidly and orderly distribute attack targets for the users, and is beneficial to the users to efficiently complete game tasks.
In the above embodiment, it is mentioned that, in order to complete a game task, a relatively fixed attack target is allocated to the first virtual object, so that the first virtual object completes the game task, and the number of allocated attack targets is generally smaller. Meanwhile, for a certain attack target, only one first virtual object can participate in the fight at the same time, or a plurality of first virtual objects can participate in the fight at the same time, at the moment, the attack target receives a designated number of attack instructions at the same time, and the attribute value of the attack target is reduced for the attack instructions sent by each user. The specified number may be preset, and specifically, a numerical value of the specified number may be determined according to the number of attack targets or the number of first virtual objects.
For example, when there are more attack targets or fewer first virtual objects, the specified number may be set to 1, that is, one attack target receives only one attack instruction and participates in a battle at the same time, the attack instruction generates damage to the attack target, and the attribute value of the attack target is reduced. For another example, when the number of attack targets is small or the number of first virtual objects is large, the designated number may be set to a value of 2, 3 or more, that is, one attack target may simultaneously accept a plurality of attack instructions and participate in a battle, each attack instruction may cause damage to the attack target, and the attribute value of the attack target may also decrease.
By the method, the requirement that a plurality of players finish the same game task at the same time can be further met, the user does not need to wait for refreshing and reviving the attack target, and more attack targets are not required to be set, so that the efficiency of the game task finishing by the user is improved, and the resource occupation amount of refreshing and reviving the attack target can be saved.
When the attack targets of a plurality of users are the same, the first virtual object controlled by each user participates in a fight with the attack target at the same time, and in the fight process, the attack target can also hurt the first virtual object controlled by the user. The attack target may cause injury to each first virtual object engaged in combat with the target, or may cause injury to a portion of the first virtual objects engaged in combat. In a specific manner, the first virtual object of the attack target, which generates the injury, may be determined according to the order in which the user and the attack target participate in the battle. For example, the first virtual object of the first user first sends a first attack instruction to the attack target, and when the first virtual object controlled by the first user fights against the attack target, attribute values of the attack target and the first virtual object controlled by the first user are reduced. As shown in fig. 2, when there are other users who attack the attack target, the following steps are performed:
Step 202, receiving a second attack instruction aiming at an attack target, and reducing the attribute value of the attack target; wherein the second attack instruction and the first attack instruction control different first virtual objects;
the first attack instruction is sent by a first user and is used for controlling a first virtual object corresponding to the first user; the second attack instruction is sent by a second user and used for controlling the first virtual object corresponding to the second user.
And 204, reducing the attribute value of the first virtual object controlled by the first attack instruction, and maintaining the attribute value of the first virtual object controlled by the second attack instruction.
Specifically, when the second user sends a second attack instruction aiming at the attack target, the second attack instruction can cause damage to the attack target, but the attack target does not cause damage to a second virtual object controlled by the second user, and the attribute value of the second virtual object is kept unchanged.
Step 206, after determining that the first virtual object controlled by the first attack instruction completes the game task, continuing to receive the second attack instruction, and reducing the attribute value of the first virtual object controlled by the second attack instruction.
Because the first user firstly sends the first attack instruction to the attack target, the first virtual object controlled by the first attack instruction finishes the game task before the first virtual object controlled by the second attack instruction, the first attack instruction is usually not sent to the attack target after the first virtual object controlled by the first attack instruction finishes the game task, the first virtual object controlled by the first attack instruction is out of war with the attack target, at the moment, the attack target does not hurt the first virtual object controlled by the first attack instruction, but the first virtual object controlled by the second attack instruction is not out of war, at the moment, the attack target hurts the first virtual object controlled by the second attack instruction, and the attribute value of the first virtual object controlled by the second attack instruction is reduced.
When the number of the users participating in the battle with the attack target is multiple, injuries are generated to the users according to the sequence of the users participating in the battle, and after the users finish the game tasks, task rewards can be distributed fairly. For example, the attack target is provided with only one bonus, which is given to the first user who completes the game task when a plurality of users attack the attack target.
To facilitate understanding of the foregoing embodiments, the present embodiment provides a specific game task, where task requirements of the game task include: attack succeeds in specifying a number of attack targets; determining that the attribute value of the attack target is lower than a preset threshold value, and determining that the attack of the attack target is successful; and counting the current number of attack targets of which the first virtual object is successfully attacked by the first attack instruction, determining that the current number is smaller than the designated number, and recovering the attribute value of the attack target to the maximum attribute value of the attack target.
For example, the challenge target is monster and the task requirement includes 5 monsters that were successful in the challenge. If the maximum life value of a monster is 100, a user is required to inflict 500 injury to the monster, the life value may also be referred to as blood volume. When the first attack instruction is given to the monster, the life value of the monster is continuously reduced, when the life value of the monster is 0, the monster dies and disappears in the related art, but in the embodiment, when the life value of the monster is 0, the first virtual object controlled by the first attack instruction can be understood to be 1 monster successfully attacked by the first virtual object, the number of monster successfully attacked by the first virtual object is counted, if the number of monster successfully attacked by the first virtual object is less than 5, the monster cannot die, but the life value of the monster is restored to 100 from 0, so that the first virtual object can continuously send the first attack instruction to the monster. The process of recovering the vital value of the monster from 0 to 100 may also be referred to as the process of blood volume filling.
When a plurality of users send attack instructions to the same attack target, the damage value of the first virtual object corresponding to each user to the attack target can be counted, when the damage value meets the task requirement, the first virtual object corresponding to the user can stop sending the attack instructions to the attack target, for example, 5 monsters are successfully attacked by the task requirement, the attribute value of each monster is 100, and when the damage value of the first virtual object corresponding to the user to the monster reaches 500, the first virtual object can be determined to finish the game task.
In practical application, based on the embodiment, the user can only damage one or a small number of attack targets, after the game task is completed, the system can take off the task, so that other players can challenge the attack targets, and the number and time of monster refreshing are effectively reduced. Meanwhile, on a game scene or a scene map, excessive attack targets are not required to be manufactured to meet the requirement of large-scale inflow of early-stage users, and a large amount of resources are occupied when the attack targets are refreshed at a later stage.
Corresponding to the above method embodiment, referring to a schematic structural diagram of a game score updating device shown in fig. 3, the device includes:
The first attack module 30 is configured to determine an attack target corresponding to the first attack instruction in response to the first attack instruction, and control the first virtual object to reduce an attribute value of the attack target, where the attack target is a virtual object in the at least one second virtual object;
the attribute value processing module 32 is configured to determine that the attribute value is lower than a preset threshold and the attack score of the first virtual object controlled by the first attack instruction does not reach the task requirement of the game task, and recover the attribute value of the attack target;
the second attack module 34 is configured to control the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and update the attack score of the first virtual object in response to the first attack instruction of the attack target after the attribute value is recovered.
The game score updating device responds to the first attack instruction, determines an attack target corresponding to the first attack instruction, and controls the first virtual object to reduce the attribute value of the attack target, wherein the attack target is a virtual object in at least one second virtual object; determining that the attribute value is lower than a preset threshold value, and the attack score of a first virtual object controlled by a first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of an attack target; and responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object. In the mode, when the attribute value of the attack target is lower than a preset threshold value, the attribute value of the attack target is recovered, the first virtual object can continuously send an attack instruction to the attack target until a game task is completed, when the number of the attack targets in a game scene is small or the number of the first virtual objects is large, the attack target does not need to be searched for many times, and the attack target does not need to be refreshed and revived, so that the game task can be completed in a short time, and the game experience of a user is increased; meanwhile, the system does not need to frequently refresh the revival attack target, so that the equipment operation resources are saved.
The device further comprises: the task completion module is used for determining that the attack score of the first virtual object controlled by the first attack instruction reaches the task requirement of the game task and determining that the first virtual object completes the game task.
The first attack module is further configured to: responding to the first attack instruction, and determining an attack range of the first attack instruction; determining that a plurality of attacked objects are included in the attack range, and determining an attack target from the plurality of attacked objects; wherein the aggressor object belongs to at least a portion of the second virtual object.
The first attack module is further configured to: and determining an attacked object closest to the first virtual object from the plurality of attacked objects as an attack target.
The first attack module is further configured to: obtaining an attacked object in a battle-free state from a plurality of attacked objects; and determining an attack target from the attacked objects in the battle-free state.
The attack targets receive the appointed number of attack instructions at the same time, and the attribute value of the attack targets is reduced aiming at each attack instruction.
The device further comprises: a third attack module for: receiving a second attack instruction aiming at the attack target, and reducing the attribute value of the attack target; wherein the second attack instruction and the first attack instruction control different first virtual objects; and reducing the attribute value of the first virtual object controlled by the first attack instruction, and maintaining the attribute value of the first virtual object controlled by the second attack instruction.
The device further comprises: a fourth attack module, configured to: and after determining that the first virtual object controlled by the first attack instruction completes the game task, continuing to receive the second attack instruction, and reducing the attribute value of the first virtual object controlled by the second attack instruction.
The task requirements of the game task include: attack succeeds in specifying a number of attack targets; the attribute value processing module is further configured to: determining that the attribute value is lower than a preset threshold value and the attack score of a first virtual object controlled by a first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of an attack target, wherein the step comprises the following steps: determining that the attribute value of the attack target is lower than a preset threshold value, and determining that the attack of the attack target is successful; and counting the current number of attack targets of which the first virtual object is successfully attacked by the first attack instruction, determining that the current number is smaller than the designated number, and recovering the attribute value of the attack target to the maximum attribute value of the attack target.
The present embodiment also provides an electronic device including a processor and a memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the game score updating method described above. The electronic device may be a server or a terminal device.
Referring to fig. 4, the electronic device includes a processor 100 and a memory 101, the memory 101 storing machine executable instructions executable by the processor 100, the processor 100 executing the machine executable instructions to implement the game score updating method described above.
Further, the electronic device shown in fig. 4 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
The memory 101 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 4, but not only one bus or type of bus.
The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and, in combination with its hardware, performs the steps of the method of the previous embodiment.
The present embodiment also provides a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the game achievements updating method described above.
The game score updating method, apparatus, electronic device and computer program product of the storage medium provided by the embodiments of the present invention include a computer readable storage medium storing program codes, and the instructions included in the program codes may be used to execute the method described in the foregoing method embodiment, and specific implementation may refer to the method embodiment and will not be described herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again.
In addition, in the description of embodiments of the present invention, unless explicitly stated and limited otherwise, the terms "mounted," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; can be mechanically or electrically connected; can be directly connected or indirectly connected through an intermediate medium, and can be communication between two elements. The specific meaning of the above terms in the present invention will be understood by those skilled in the art in specific cases.
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 this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention for illustrating the technical solution of the present invention, but not for limiting the scope of the present invention, and although the present invention has been described in detail with reference to the foregoing examples, it will be understood by those skilled in the art that the present invention is not limited thereto: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.

Claims (11)

1. A game achievement updating method, characterized in that a graphical user interface is provided through a terminal device, wherein the graphical user interface comprises a first virtual object and at least one second virtual object, and the method comprises:
responding to a first attack instruction, determining an attack target corresponding to the first attack instruction, and controlling the first virtual object to reduce the attribute value of the attack target, wherein the attack target is a virtual object in the at least one second virtual object;
Determining that the attribute value is lower than a preset threshold value, and that the attack score of a first virtual object controlled by the first attack instruction does not reach the task requirement of a game task, and recovering the attribute value of the attack target;
responding to a first attack instruction of the attack target after recovering the attribute value, controlling the first virtual object to reduce the attribute value of the attack target after recovering the attribute value, and updating the attack score of the first virtual object;
the task requirements of the game task include: attack succeeds in specifying a number of attack targets;
the step of determining that the attribute value is lower than a preset threshold and the attack score of the first virtual object controlled by the first attack instruction does not reach the task requirement of the game task, and recovering the attribute value of the attack target includes:
determining that the attribute value of the attack target is lower than a preset threshold value, and determining that the attack of the attack target is successful;
and counting the current number of attack targets, the first attack instruction controls the first virtual object to attack successfully, determining that the current number is smaller than the specified number, and recovering the attribute value of the attack target to the maximum attribute value of the attack target.
2. The method according to claim 1, wherein the method further comprises: determining that the attack score of the first virtual object controlled by the first attack instruction meets the task requirement of the game task, and determining that the first virtual object completes the game task.
3. The method of claim 1, wherein the step of determining, in response to a first attack instruction, an attack target to which the first attack instruction corresponds comprises:
responding to a first attack instruction, and determining an attack range of the first attack instruction;
determining that a plurality of attacked objects are included in the attack range, and determining an attack target from the plurality of attacked objects; wherein the aggressor object belongs to at least a portion of the second virtual object.
4. The method of claim 3, wherein the step of determining that the scope of attack includes a plurality of attacked objects, and wherein the step of determining an attack target from the plurality of attacked objects comprises:
and determining the attacked object closest to the first virtual object from the plurality of attacked objects as the attack target.
5. The method of claim 3, wherein the step of determining that the scope of attack includes a plurality of attacked objects, and wherein the step of determining an attack target from the plurality of attacked objects comprises:
Obtaining an attacked object in a battle-free state from the plurality of attacked objects;
and determining the attack target from the attacked objects in the battle-free state.
6. The method of claim 1, wherein the attack target receives a specified number of attack instructions simultaneously and reduces the attribute value of the attack target for each of the attack instructions.
7. The method of claim 1, wherein in response to a first attack instruction, determining an attack target corresponding to the first attack instruction, and after the step of controlling the first virtual object to reduce an attribute value of the attack target, the method further comprises:
receiving a second attack instruction aiming at the attack target, and reducing the attribute value of the attack target; wherein the second attack instruction and the first attack instruction control different first virtual objects;
and reducing the attribute value of the first virtual object controlled by the first attack instruction, and maintaining the attribute value of the first virtual object controlled by the second attack instruction.
8. The method of claim 7, wherein the method further comprises:
and after the first virtual object controlled by the first attack instruction is determined to complete the game task, continuing to receive the second attack instruction, and reducing the attribute value of the first virtual object controlled by the second attack instruction.
9. A game achievements updating apparatus, wherein a graphical user interface is provided by a terminal device, the graphical user interface including a first virtual object and at least a second virtual object, the apparatus comprising:
the first attack module is used for responding to a first attack instruction, determining an attack target corresponding to the first attack instruction, and controlling the first virtual object to reduce the attribute value of the attack target, wherein the attack target is a virtual object in the at least one second virtual object;
the attribute value processing module is used for determining that the attribute value is lower than a preset threshold value, the attack score of the first virtual object controlled by the first attack instruction does not reach the task requirement of the game task, and recovering the attribute value of the attack target;
the second attack module is used for responding to a first attack instruction of the attack target after the attribute value is recovered, controlling the first virtual object to reduce the attribute value of the attack target after the attribute value is recovered, and updating the attack score of the first virtual object;
the task requirements of the game task include: attack succeeds in specifying a number of attack targets;
the attribute value processing module is further configured to: determining that the attribute value of the attack target is lower than a preset threshold value, and determining that the attack of the attack target is successful; and counting the current number of attack targets, the first attack instruction controls the first virtual object to attack successfully, determining that the current number is smaller than the specified number, and recovering the attribute value of the attack target to the maximum attribute value of the attack target.
10. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the game achievements updating method of any of claims 1-8.
11. A machine-readable storage medium storing machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the game achievements updating method of any of claims 1-8.
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