CN116099189A - Information processing method and device in game, electronic equipment and storage medium - Google Patents

Information processing method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN116099189A
CN116099189A CN202111332701.1A CN202111332701A CN116099189A CN 116099189 A CN116099189 A CN 116099189A CN 202111332701 A CN202111332701 A CN 202111332701A CN 116099189 A CN116099189 A CN 116099189A
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China
Prior art keywords
recovery
prop
attribute
game
props
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CN202111332701.1A
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Chinese (zh)
Inventor
罗书翰
胡志鹏
刘勇成
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111332701.1A priority Critical patent/CN116099189A/en
Publication of CN116099189A publication Critical patent/CN116099189A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides an information processing method and device in a game, electronic equipment and a storage medium, wherein a game interaction interface of the game comprises a first attack control window position and a recovery control window position, and the method comprises the following steps: displaying a first attack control in a first attack control window position; responding to a first trigger instruction aiming at a first attack control, and controlling a player character in the game to execute a first attack action; acquiring attribute values of player characters in various attribute dimensions; selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension; displaying a function button corresponding to the first restoring prop in a restoring control window of the game interactive interface; and responding to a second trigger instruction aiming at the first recovery prop, and controlling the player character to recover the attribute value corresponding to the first recovery prop. The scheme can reduce the operation difficulty of the game and improve the participation degree of the player.

Description

Information processing method and device in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of internet technologies, and in particular, to a method and an apparatus for processing information in a game, an electronic device, and a storage medium.
Background
Props generally refer to any decorative, arrangeable, movable item in a scene. There are also props in games, which are items that provide convenience to the game player, and which are typically obtained by the game player doing tasks or by purchasing them.
The recovery props refer to props that recover vitality, defensive power, or durability of equipment, such as a blood return props, a armor return props, and durability of repair equipment.
Disclosure of Invention
In long-term researches, the applicant finds that the props are generally arranged at the middle and lower parts of the screen, the finger operation is inconvenient, the types of restoring props are various, and players need to think about which restoring props are selected to be used in the game process, so that the operation difficulty is increased, and the adhesiveness of the game players to game application is reduced.
The embodiment of the application provides an information processing method and device in a game, electronic equipment and a storage medium, which are used for reducing the operation difficulty of the game and improving the participation degree of a player.
In a first aspect, the present application provides a method for processing information in a game, where a game interaction interface of the game includes a first attack control window bit and a recovery control window bit, the method includes:
displaying a first attack control on the first attack control window;
responding to a first trigger instruction aiming at the first attack control, and controlling a player character in the game to execute a first attack action;
acquiring attribute values of the player character in various attribute dimensions;
selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
displaying a function button corresponding to the first restoring prop in the window position of the restoring control of the game interactive interface;
and responding to a second trigger instruction aiming at the first recovery prop, and controlling the player character to recover the attribute value corresponding to the first recovery prop.
In an embodiment, the plurality of attribute dimensions includes several of a vitality attribute dimension, a defensive attribute dimension, a mental attribute dimension, and an equipment durability attribute dimension;
the vitality attribute dimension corresponds to a recovered vitality prop; the defensive force attribute dimension corresponds to a restoring defensive force prop; the mental attribute dimension corresponds to a mental restoration property and the equipment durability corresponds to an equipment durability restoration property.
In an embodiment, the type of the recovery prop displayed by the recovery control window position is changed in response to a third trigger instruction for the recovery control window position.
In an embodiment, the recovery control window bit includes a prop switching button, and the responding to the third trigger instruction for the recovery control window bit changes a category of the recovery prop displayed by the recovery control window bit, including:
responding to a third trigger instruction aiming at the prop switching button, and switching from displaying the function button corresponding to one recovery prop to displaying the function button corresponding to the other recovery prop according to a preset prop switching sequence.
In an embodiment, the selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension includes:
according to the recovery props corresponding to each attribute dimension and the attribute values of the player characters in each attribute dimension, selecting a first recovery prop which is recommended preferentially from multiple recovery props according to preset prop priority use rules.
In an embodiment, the selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension includes:
and selecting the recovery props corresponding to the attribute dimensions with the lowest attribute values as the first recovery props according to the recovery props corresponding to each attribute dimension and the attribute values of the player characters in each attribute dimension.
In an embodiment, after the responding to the second trigger instruction for the first recovery prop, controlling the player character to recover the attribute value corresponding to the first recovery prop, the method further includes:
selecting a second recovery prop from the multiple recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
and displaying the function button corresponding to the second restoring prop on the restoring control window of the game interactive interface.
In a second aspect, the present application provides an information processing apparatus in a game, where a game interaction interface of the game includes a first attack control window bit and a recovery control window bit, the apparatus includes:
the attack control display module is used for displaying a first attack control on the first attack control window;
the attack action control module is used for responding to a first trigger instruction aiming at the first attack control and controlling a player character in the game to execute a first attack action;
the attribute value acquisition module is used for acquiring attribute values of the player character in various attribute dimensions;
the prop selection module is used for selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
the button display module is used for displaying the function button corresponding to the first recovery prop on the recovery control window position of the game interactive interface;
and the attribute recovery module is used for responding to a second trigger instruction aiming at the first recovery prop and controlling the player character to recover the attribute value corresponding to the first recovery prop.
In a third aspect, the present application provides an electronic device, comprising: a processor; a memory for storing processor-executable instructions; wherein the processor is configured to perform the method of processing information in a game according to the first aspect of the present application.
In a fourth aspect, the present application provides a computer-readable storage medium storing a computer program executable by a processor to perform the method of processing information in a game according to the first aspect of the present application.
The information processing method, the information processing device, the electronic equipment and the storage medium in the game can be applied to a game client, and the recovery props which can be preferentially used are recommended to a player at the recovery control window, so that all the recovery props do not need to be displayed one by one, the prop types displayed by a game interaction interface are reduced, the player does not need to spend too much time to think about the types of the recovery props in the course of a game, especially in a stressed combat, the operation difficulty of the game is greatly reduced, and the game experience of the player is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following description will briefly explain the drawings that are required to be used in the embodiments of the present application.
Fig. 1 is an application scenario schematic diagram of an information processing method in a game according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application;
FIG. 3 is a flowchart of an information processing method in a game according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of interface effects of an information processing method in a game according to an embodiment of the present disclosure;
FIG. 5 is a flowchart of a method for processing information in a game according to another embodiment of the present disclosure based on the corresponding embodiment of FIG. 3;
fig. 6 is a schematic structural diagram of an information processing apparatus in a game provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only to distinguish the description, and are not to be construed as indicating or implying relative importance.
Fig. 1 is an application scenario schematic diagram of an information processing method in a game according to an embodiment of the present application. As shown in fig. 1, the application scenario includes a client 101 and a server 102, where the client 101 and the server 102 communicate through a wireless network. For example, the client 101 may be a massively multiplayer online role playing class (MMORPG) game software application and the server 102 may be a backend server or a server cluster of the MMORPG game software application. In an embodiment, the client 101 may execute the information processing method in the game provided in the embodiment of the present application, so as to prompt the player to preferentially use the type of the restoring prop, reduce the number of restoring controls of the game interaction interface, and reduce the operation difficulty of the player.
In another embodiment, the server 102 may obtain attribute values of the player character in multiple attribute dimensions; and selecting a first recovery prop which is recommended preferentially from the multiple recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension. And the client 101 displays the function button corresponding to the first recovery prop in the prop column of the game interactive interface, so that the type of the recovery prop which is preferentially used by the player can be prompted, the data processing capacity of the client 101 can be reduced, the running efficiency of the client 101 is improved, and the blocking is avoided.
Fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application. The electronic device 200 may be used to perform the information processing method in the game provided in the embodiment of the present application. As shown in fig. 2, the electronic device 200 includes: one or more processors 202, one or more memories 204 storing processor-executable instructions. Wherein the processor 202 is configured to execute the information processing method in the game provided in the following embodiments of the present application.
The processor 202 may be a device comprising a Central Processing Unit (CPU), an image processing unit (GPU) or other form of processing unit having data processing and/or instruction execution capabilities, may process data from other components in the electronic device 200, and may also control other components in the electronic device 200 to perform desired functions.
The memory 204 may include one or more computer program products that may include various forms of computer-readable storage media, such as volatile memory and/or non-volatile memory. The volatile memory may include, for example, random Access Memory (RAM) and/or cache memory (cache), and the like. The non-volatile memory may include, for example, read Only Memory (ROM), hard disk, flash memory, and the like. One or more computer program instructions may be stored on the computer readable storage medium that may be executed by the processor 202 to implement the information processing method in a game described below. Various applications and various data, such as various data used and/or generated by the applications, may also be stored in the computer readable storage medium.
In one embodiment, the electronic device 200 shown in FIG. 2 may also include an input device 206, an output device 208, and a data acquisition device 210, which are interconnected by a bus system 212 and/or other form of connection mechanism (not shown). It should be noted that the components and structures of the electronic device 200 shown in fig. 2 are exemplary only and not limiting, as the electronic device 200 may have other components and structures as desired.
The input device 206 may be a device used by a user to input instructions and may include one or more of a keyboard, mouse, microphone, touch screen, and the like. The output device 208 may output various information (e.g., images or sounds) to the outside (e.g., a user), and may include one or more of a display, a speaker, and the like. The data acquisition device 210 may acquire images of the subject and store the acquired images in the memory 204 for use by other components. The data acquisition device 210 may be a camera, for example.
In an embodiment, the devices in the example electronic apparatus 100 for implementing the information processing method in the game of the embodiment of the present application may be integrally disposed, or may be separately disposed, such as integrally disposing the processor 202, the memory 204, the input device 206, and the output device 208, and separately disposing the data acquisition device 210.
In an embodiment, the example electronic device 200 for implementing the in-game information processing method of the embodiments of the present application may be implemented as a smart device such as a computer, notebook, desktop, smart phone, or the like.
Referring to fig. 3, a flow chart of a method for processing information in a game according to an embodiment of the present application is shown, where a game interaction interface of the game includes a first attack control window bit and a recovery control window bit, and the method may be executed by the electronic device 100 shown in fig. 1, and the method includes S310-S360:
step S310: and displaying the first attack control in the first attack control window.
The first attack control window bit refers to an area for displaying the first attack control. The game interactive interface can be used for displaying different attack controls by a plurality of attack control window bits. The first attack control and the first attack control window bit refer to any one of the attack controls and an area where the attack control is displayed. For example, the first attack control may be a shooting control.
Step S320: and responding to a first trigger instruction aiming at the first attack control, and controlling the player character in the game to execute a first attack action.
The player can click the first attack control, and the client side where the player is located receives a first trigger instruction aiming at the first attack control, and can control the player character to execute a first attack action corresponding to the first attack control, for example, control the player character to execute shooting action.
Step S330: and acquiring attribute values of the player character in various attribute dimensions.
The attributes in the game comprise character attributes, and common attacks, speeds, forces, life values and the like; there are item attributes, typically used to add character attributes, and there are offensive forces, defensive forces, acceleration values, etc. in general. Such virtual attributes are typically represented by a number (i.e., attribute value), generally, the higher the number, the better the attribute.
In an embodiment, the plurality of attribute dimensions includes several of a vitality attribute dimension (e.g., blood volume), a defensive force attribute dimension (e.g., armor value), a mental force attribute dimension (magic force), and an equipment durability attribute dimension; the vitality attribute dimension corresponds to a recovery vitality prop, and the defensive attribute dimension corresponds to a recovery defensive prop; the mental attribute dimension corresponds to a restitution prop and the equipment durability attribute dimension corresponds to a restitution equipment durability prop.
The vitality attribute dimension is used for representing the remaining physical strength of the player character, and the player character is eliminated when the attribute value of the vitality attribute dimension is 0. The defensive properties dimension is used to characterize the ability of a player character to resist injury, for example, when injury is given to the player character at 100 points, the actual injury suffered is reduced to 60 points. The mental attribute dimension is used to characterize the player's ability to release skill and corporate skills.
When the weapon equipment is attacked, the current durability is reduced; the current durability of armour (e.g. hat, armour, necklace) is reduced when attacked. When the durability is reduced to 0, the damage to the piece of equipment is eliminated. The player must pay attention to the current durability of the equipment at all times and make repairs to restore the current durability of the equipment before the equipment is damaged.
Within the game are props that restore the vitality of the character, commonly referred to as blood return props, such as blood clotting pills, roxburgh rose; props with restorative defenses, commonly referred to as armor-returning props, such as armor powder, sha; also, the durability of the prosthetic equipment, commonly referred to as a rehabilitation equipment durability prop, such as a pearl, may be enhanced by embedding the pearl on the equipment. The equipment may include, among other things, armor, weapons, wear as a decoration, and the like. Mental retardation, commonly referred to as blue retardation, such as Fu Wen, liquid medicine, etc.
S340: and selecting a first recovery prop from the multiple recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension.
The first restoring prop refers to a restoring prop corresponding to an attribute value which is required to be restored by the current player and is displayed preferentially according to the current condition of each attribute value of the player.
During the game activity of the player, various attribute values can generate certain loss along with the activity, and the player can use the recovery prop to recover certain values of the corresponding attribute values. For example, when one or more of the player's vitality, defensive power, and equipment durability are lost, a preferentially usable recovery prop, referred to herein as a first recovery prop, is recommended to the player according to certain algorithms according to rules set in the game. The first recovery prop may be any one of a blood return prop, a armor return prop, a recovery equipment durability prop, and the like.
In an embodiment, according to the recovery props corresponding to each attribute dimension and the attribute values of the player character in each attribute dimension, a first recovery prop which is recommended preferentially can be selected from multiple recovery props according to preset prop priority usage rules.
The player can set a prop priority use rule before starting a game according to own conditions and preferences, and can set a first recovery prop which is preferentially displayed by himself, for example, if the vitality is not in a full state, the recovery prop is preferentially recommended. The prop priority usage rules may also order displayed recovery props, for example, return props may be prioritized over return props, which may be prioritized over return weapon props, and players may be recommended to use return props when life, defenses, and weapon durability are impaired.
For example, the prop-preferred use rule may be to set a priority to recommend a prop back when the blood volume is below 50%, and to compare the armor value with the weapon durability value when the blood volume is above 50%, and to recommend a corresponding recovery prop when the value is low. The prop priority usage rules may be set according to the specific situation.
In an embodiment, according to the recovery props corresponding to each attribute dimension and the attribute values of the player character in each attribute dimension, the recovery props corresponding to the attribute dimension with the lowest attribute value may be selected as the first recovery props.
For example, the prop-preferred-use rule may be a resume prop corresponding to an attribute dimension that preferentially recommends to the player the lowest attribute value. The client can automatically judge the attribute dimension with the lowest value in the current attribute values of the player, and preferentially display the recovery prop corresponding to the attribute dimension with the lowest value. For example, 80% of life force, 75% of defensive force and 20% of equipment durability, the attribute value of equipment durability may be considered to be the lowest, and the first recommended recovered prop may be one recovering equipment durability, such as pearl, precious stone.
S350: and displaying a function button corresponding to the first restoring prop in the window position of the restoring control of the game interactive interface. Each recovery prop has a corresponding function button. The icon patterns of the function buttons of different recovery props are different, so that a player can conveniently distinguish which recovery props are currently recommended.
The resume control window bit refers to the area where the resume control is displayed. The client can display a first restoring prop recommended to the player to use in a restoring control window position of the game interactive interface, the first restoring prop is provided with a corresponding function button, and the display function button can be an icon for displaying the first restoring prop. The recovery control window bit can be arranged at the upper right of the display interface, so that the player can click operation conveniently.
It should be noted that, in the embodiment of the present application, it is not necessary to display all the restoring props in the game interactive interface to allow the player to make a selection, and only the restoring props recommended to the player are displayed in the window position of the restoring control, so that the number of controls in the game interactive interface is reduced, and the operation difficulty is reduced.
Step S360: and responding to a second trigger instruction aiming at the first recovery prop, and controlling the player character to recover the attribute value corresponding to the first recovery prop.
The player may click on the first recovery prop displayed in the window position of the recovery control, so that the client where the player is receives a second trigger instruction for the first recovery prop. The client side where the player is can control the player character to recover the attribute value corresponding to the first recovery prop. For example, the first recovery prop may be a bolus, the use of which may restore blood volume by 50%, and the player may increase blood volume by 50% after clicking the bolus displayed in the recovery control window position.
According to the information processing method in the game, the recovery props which can be preferentially used are recommended to the player at the window position of the recovery control, so that the player does not need to spend too much time to think about the type of the recovery props in the course of the game, especially in the course of a stressful battle, and the operation difficulty of the game is greatly reduced. The display interface can be arranged at the upper right corner of the display interface, so that the clicking operation of the fingers of a player is facilitated.
In an embodiment, the method provided in the embodiment of the application further includes: and responding to a third trigger instruction aiming at the recovery control window position, and changing the category of the recovery prop displayed by the recovery control window position.
The categories of the restoring props can be various categories such as blood returning, nail returning, weapon returning durability and the like, and if a player is not satisfied with the first restoring props displayed by the restoring control window position, for example, the first restoring props are props of the nail returning category, the player can click the restoring control window position, so that the categories of the restoring props displayed by the restoring control window position are actively switched. For example, clicking may be followed by switching to displaying the blood-return prop.
The switching function of the restoring props can enable all restoring props to be integrated in the window position of the restoring control, all restoring props do not need to be displayed on a game interaction interface, and the requirement of personalized selection of players can be met.
In an embodiment, the recovery control window position may include a prop switching button, and responding to the third trigger instruction for the recovery control window position changes a category of the recovery prop displayed by the recovery control window position, and may specifically include: responding to a third trigger instruction for the prop switching buttons, and switching from displaying the function buttons corresponding to one type of recovery prop to displaying the function buttons corresponding to the other type of recovery prop according to a preset prop switching sequence.
The prop switching button is used to switch the displayed recovery props, for example, to switch the first recovery prop currently displayed.
In the game, according to the current values of a plurality of attributes such as vitality, defending ability of a armor, durability of equipment and the like of a player, a function button corresponding to a first recovery prop recommended to be preferentially used is displayed on a game interaction interface. The player can click the function button corresponding to the first recovery prop, and also can click the prop switching button. The prop switching button can be displayed near the function button of the first recovery prop, and the specific display position is convenient for the user to operate.
For example, the first recovery prop button displays a blood return prop, and the player currently prefers to recover the armour's defensive power, and the player can click a switch button to switch from the function button displaying the blood return prop to the function button displaying the nail return prop. If the player has set the prop priority use rule before the game starts and has set the next displayed prop of the prop, then after clicking the switch button, the prop will switch to the prop. If the player does not set the prop priority use rule, after clicking and switching, the system judges the recovery prop corresponding to the current second attribute value to be recovered according to a certain rule.
Fig. 4 is a schematic diagram of a game interface of an information processing method in a game according to an embodiment of the present application, where a resume prop button 71 and a prop switch button 72 may be disposed at a window position of a resume control in an upper right corner of the interface, so as to facilitate quick clicking operations by a player. When the player needs to use the armor back, blood back, or recovery rig durability prop, the recovery prop button 71 may be clicked. Resume prop button 71 may be represented by an icon corresponding to each resume prop. If the icon of the first recovery prop is currently displayed, clicking the icon of the first recovery prop can directly apply the first recovery prop. If the player wants to use other types of props preferentially, he clicks the prop switch button 72 to switch.
Referring to fig. 5, a flowchart of a method for processing information in a game according to another embodiment of the present application is shown, and the method may be executed by the electronic device 100 shown in fig. 1, and after the step S360, the method further includes S370-S380:
s370: and selecting a second recovery prop from the multiple recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension.
The second recovery prop refers to a recovery prop which is re-selected according to the current condition of each attribute value of the player after the attribute which is required to be recovered by the player first is recovered to a certain value after the first recovery prop is applied, and is called as the second recovery prop for distinguishing. In an embodiment, after the attribute dimension corresponding to the first recovery prop is recovered to a preset value, for example, 100%, the recovery prop recommended most preferably is continuously determined as the second recovery prop according to the attribute values of the remaining attribute dimensions.
If the player sets a prop use rule before the game starts, a second recovery prop will be displayed in the order of the prop use rule.
For example, if the player is combat, the values corresponding to the three attributes of vitality, defensive power and equipment durability are reduced to a certain extent, wherein the value of vitality is the lowest, and the value of equipment durability is the second, then the use button of the blood back prop for restoring vitality is preferentially displayed on the interactive interface, which is the first restoring prop. After the player clicks the button of the first recovery prop, the value of the vitality will be raised to a certain extent by applying the prop, assuming a state of fullness, after which the icon of the button will display the icon of the second recovery prop, in this case the prop icon of the durability of the recovery equipment.
If the player has preset the equipment usage rules: the blood return props are used preferentially, and the armor prop and the recovery equipment durability props are used secondarily. Then in this example, the finished prop would be used and the prop would be displayed preferentially according to the player setting.
S380: and displaying the function button corresponding to the second restoring prop on the restoring control window of the game interactive interface.
The client displays the second recovery prop recommended to the player to use in the recovery control window position of the game interaction interface, and at the moment, the function button which originally displays the first recovery prop is changed into the function button which displays the second recovery prop, so that after the player character recovers the attribute value corresponding to the first recovery prop, the client can continuously recommend the most suitable recovery prop to the player, and the player can conveniently and quickly select the required recovery prop.
Fig. 6 is a schematic structural diagram of an information processing device in a game according to an embodiment of the present application. The game interaction interface of the game comprises a first attack control window position and a recovery control window position. As shown in fig. 6, the in-game information processing apparatus 600 may include: attack control display module 610, attack action control module 620, attribute value acquisition module 630, prop selection module 640, button display module 650, and attribute recovery module 660.
An attack control display module 610, configured to display a first attack control on the first attack control window;
an attack action control module 620, configured to control a player character in the game to execute a first attack action in response to a first trigger instruction for the first attack control;
an attribute value obtaining module 630, configured to obtain attribute values of the player character in multiple attribute dimensions;
the prop selection module 640 is configured to select a first recovery prop from multiple recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
the button display module 650 is configured to display, at the recovery control window position of the game interactive interface, a function button corresponding to the first recovery prop;
and the attribute recovery module 660 is configured to control the player character to recover the attribute value corresponding to the first recovery prop in response to the second trigger instruction for the first recovery prop.
The implementation process of the functions and roles of each module in the above device is specifically shown in the implementation process of the corresponding steps in the information processing method in the above game, and will not be described herein again.
An embodiment of the present application further provides a storage medium, including: a program, when executed by the electronic device 100, causes the electronic device 100 to perform all or part of the method flow in the above embodiments. The storage medium may be a magnetic Disk, an optical Disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a Flash Memory 102 (Flash Memory), a Hard Disk (HDD), or a Solid State Drive (SSD), etc. The storage medium may also include a combination of the types of memory 102 described above.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored on a computer readable storage medium. Based on such understanding, the technical solution of the present application 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, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of the embodiments of the present application. 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 several embodiments provided in the present application, the disclosed apparatus and method may be implemented in other manners. The apparatus embodiments described above are merely illustrative, for example, flow diagrams and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, the functional modules in the embodiments of the present application may be integrated together to form a single part, or each module may exist alone, or two or more modules may be integrated to form a single part.
The foregoing description is only of the preferred embodiments of the present application and is not intended to limit the same, but rather, various modifications and variations may be made by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application should be included in the protection scope of the present application.

Claims (10)

1. An information processing method in a game is characterized in that a game interaction interface of the game comprises a first attack control window position and a recovery control window position, and the method comprises the following steps:
displaying a first attack control on the first attack control window;
responding to a first trigger instruction aiming at the first attack control, and controlling a player character in the game to execute a first attack action;
acquiring attribute values of the player character in various attribute dimensions;
selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
displaying a function button corresponding to the first restoring prop in the window position of the restoring control of the game interactive interface;
and responding to a second trigger instruction aiming at the first recovery prop, and controlling the player character to recover the attribute value corresponding to the first recovery prop.
2. The method of claim 1, wherein the plurality of attribute dimensions includes several of a vitality attribute dimension, a defensive attribute dimension, a mental attribute dimension, and an equipment durability attribute dimension;
the vitality attribute dimension corresponds to a recovered vitality prop; the defensive force attribute dimension corresponds to a restoring defensive force prop; the mental attribute dimension corresponds to a restoring mental prop, and the equipment durability corresponds to a restoring equipment durability prop.
3. The method according to claim 1, wherein the method further comprises:
and responding to a third trigger instruction aiming at the recovery control window position, and changing the category of the recovery prop displayed by the recovery control window position.
4. The method of claim 3, wherein the resume control window bit includes a prop toggle button, and wherein the changing the category of resume props displayed by the resume control window bit in response to a third trigger instruction for the resume control window bit includes:
responding to a third trigger instruction aiming at the prop switching button, and switching from displaying the function button corresponding to one recovery prop to displaying the function button corresponding to the other recovery prop according to a preset prop switching sequence.
5. The method of claim 1, wherein selecting a first recovery stage from a plurality of recovery stages based on the recovery stage corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension comprises:
according to the recovery props corresponding to each attribute dimension and the attribute values of the player characters in each attribute dimension, selecting a first recovery prop which is recommended preferentially from multiple recovery props according to preset prop priority use rules.
6. The method of claim 1, wherein selecting a first recovery stage from a plurality of recovery stages based on the recovery stage corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension comprises:
and selecting the recovery props corresponding to the attribute dimensions with the lowest attribute values as the first recovery props according to the recovery props corresponding to each attribute dimension and the attribute values of the player characters in each attribute dimension.
7. The method of claim 1, wherein after the responding to the second trigger instruction for the first recovery stage property controls the player character to recover the attribute value corresponding to the first recovery stage property, the method further comprises:
selecting a second recovery prop from the multiple recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
and displaying the function button corresponding to the second restoring prop on the restoring control window of the game interactive interface.
8. An information processing device in a game, wherein a game interaction interface of the game comprises a first attack control window position and a recovery control window position, the device comprises:
the attack control display module is used for displaying a first attack control on the first attack control window;
the attack action control module is used for responding to a first trigger instruction aiming at the first attack control and controlling a player character in the game to execute a first attack action;
the attribute value acquisition module is used for acquiring attribute values of the player character in various attribute dimensions;
the prop selection module is used for selecting a first recovery prop from a plurality of recovery props according to the recovery props corresponding to each attribute dimension and the attribute value of the player character in each attribute dimension;
the button display module is used for displaying the function button corresponding to the first recovery prop on the recovery control window position of the game interactive interface;
and the attribute recovery module is used for responding to a second trigger instruction aiming at the first recovery prop and controlling the player character to recover the attribute value corresponding to the first recovery prop.
9. An electronic device, the electronic device comprising:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to perform the in-game information processing method of any one of claims 1-7.
10. A computer-readable storage medium, characterized in that the storage medium stores a computer program executable by a processor to perform the information processing method in a game according to any one of claims 1 to 7.
CN202111332701.1A 2021-11-11 2021-11-11 Information processing method and device in game, electronic equipment and storage medium Pending CN116099189A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111332701.1A CN116099189A (en) 2021-11-11 2021-11-11 Information processing method and device in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111332701.1A CN116099189A (en) 2021-11-11 2021-11-11 Information processing method and device in game, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN116099189A true CN116099189A (en) 2023-05-12

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111332701.1A Pending CN116099189A (en) 2021-11-11 2021-11-11 Information processing method and device in game, electronic equipment and storage medium

Country Status (1)

Country Link
CN (1) CN116099189A (en)

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