Search

CN-122006233-A - Fight control method and device in game and electronic equipment

CN122006233ACN 122006233 ACN122006233 ACN 122006233ACN-122006233-A

Abstract

The invention provides a fight control method, a fight control device and electronic equipment in a game, wherein a graphical user interface is provided through first terminal equipment, the graphical user interface displays a virtual scene, the virtual scene comprises a first virtual object, the first virtual object can execute automatic fight in the virtual scene, the method comprises the steps of responding to setting operation for the first virtual object, determining a target behavior mode of the first virtual object, and controlling the first virtual object to execute fight according to the target behavior mode in the fight process. In the mode, in game play, a player can not only plan object movement, skill release and teammate collocation, but also set a behavior mode of each virtual object, and the combat behaviors of the virtual objects are adjusted through the behavior modes, so that more game strategies are provided for the player, the tiredness of the player to the game after the player is familiar with the game strategies is reduced, and further the game experience of the player is improved.

Inventors

  • XU ZHANHAO

Assignees

  • 网易(杭州)网络有限公司

Dates

Publication Date
20260512
Application Date
20260205

Claims (14)

  1. 1. A battle control method in a game, characterized in that a graphical user interface is provided through a first terminal device, the graphical user interface displaying a virtual scene, the virtual scene including a first virtual object, the first virtual object being capable of executing automatic battle in the virtual scene, the method comprising: determining a target behavior pattern of the first virtual object in response to a setting operation for the first virtual object; And in the fight process, controlling the first virtual object to execute fight behaviors according to the target behavior mode.
  2. 2. The method according to claim 1, wherein the method further comprises: acquiring combat performance data of the first virtual object in a history combat process; Determining a target emotional state of the first virtual object according to the combat performance data; And controlling the first virtual object to execute the fight behavior according to the target behavior mode, including: And controlling the first virtual object to execute the fight behavior according to the target emotion state and the target behavior mode.
  3. 3. The method according to claim 2, wherein the method further comprises: Acquiring current object attribute information of the first virtual object, wherein the object attribute information comprises at least one of equipment information of the first virtual object and grade information of the first virtual object; The determining the target emotional state of the first virtual object according to the combat performance data comprises the following steps: And determining the target emotion state of the first virtual object according to the combat performance data and the object attribute information.
  4. 4. The method of claim 2, wherein determining the target emotional state of the first virtual object from the combat performance data comprises: detecting whether the current combat round is an initial combat round of the game; If the current combat round is the initial combat round, determining the target emotional state as a non-emotional state; And if the current combat round is not the initial combat round, acquiring combat performance data of the first virtual object in the previous combat round to determine a target emotional state of the first virtual object.
  5. 5. The method of claim 2, wherein the combat performance data includes at least one of a number of shots, a length of time to live, a number of injuries caused, a number of injuries suffered by the first virtual object during the historical combat.
  6. 6. The method of claim 1, wherein the target behavior pattern comprises a first behavior pattern and a second behavior pattern; And controlling the first virtual object to execute the fight behavior according to the target behavior mode, wherein the fight behavior comprises at least one of the following steps: Controlling the first virtual object to preferentially execute output behaviors and/or increase attack frequency under the condition that the target behavior mode indicates the first behavior mode; And controlling the first virtual object to preferentially execute the evasion behavior and/or reduce the probability of being struck in the condition that the target behavior mode indicates the second behavior mode.
  7. 7. The method of claim 2, wherein the target emotional state is one of a plurality of preset emotional states, the plurality of preset emotional states corresponding to different behavioral gain parameters or behavioral reduction parameters, respectively; And controlling the first virtual object to execute the fight action according to the target emotional state and the target action mode, including: And adjusting the fight behavior of the first virtual object in the target behavior mode by using the behavior gain parameter or the behavior subtraction parameter corresponding to the target emotion state.
  8. 8. The method according to claim 1, wherein the method further comprises: Displaying a state identification of the first virtual object in the graphical user interface, the state identification being used to characterize the target behavior pattern of the first virtual object.
  9. 9. The method according to claim 2, wherein the method further comprises: and displaying an emotion mark of the first virtual object on the graphical user interface, wherein the emotion mark is used for representing the target emotion state of the first virtual object.
  10. 10. The method of claim 1, wherein the virtual scene includes a second virtual object, the first virtual object and the second virtual object belong to different game camps, the first virtual object is controlled by the first terminal device, and the second virtual object is controlled by the second terminal device, the method further comprising: and sending the mode information corresponding to the target behavior mode to the second terminal equipment so that a graphical user interface provided by the second terminal equipment displays a state identifier indicating the target behavior mode of the first virtual object.
  11. 11. The method according to claim 2, wherein a second virtual object is included in the virtual scene, the first virtual object and the second virtual object belong to different game camps, the first virtual object is controlled by the first terminal device, and the second virtual object is controlled by the second terminal device, the method further comprising: And sending the state information corresponding to the target emotional state to the second terminal equipment, so that a graphical user interface provided by the second terminal equipment displays the emotional identifier indicating the target emotional state of the first virtual object.
  12. 12. A battle control apparatus in a game, characterized in that a graphical user interface is provided by a first terminal device, the graphical user interface displaying a virtual scene including a first virtual object therein, the first virtual object being capable of executing automatic battle in the virtual scene, the apparatus comprising: A behavior pattern determining module for determining a target behavior pattern of the first virtual object in response to a setting operation for the first virtual object; And the fight behavior control module is used for controlling the first virtual object to execute fight behavior according to the target behavior mode in the fight process.
  13. 13. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of battle control in a game of any one of claims 1-11.
  14. 14. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of combat control in a game according to any of claims 1 to 11.

Description

Fight control method and device in game and electronic equipment Technical Field The present disclosure relates to the field of game control technologies, and in particular, to a method and an apparatus for controlling combat in a game, and an electronic device. Background In the current battle flag game, the core is a strategy playing method of round system and grid battle field, and players need to complete a battle target by planning character movement, skill release and army collocation. However, the game strategy is single, so that the player is easy to feel tired of the game after being familiar with the game strategy, the game experience of the player is poor, the retention rate of the game is reduced to a certain extent, the game server idles, and the system resource is wasted. Disclosure of Invention Accordingly, an object of the present disclosure is to provide a method, an apparatus and an electronic device for controlling combat in a game, in which in a game, a player can not only plan object movement, skill release, teammate collocation, but also set a behavior pattern of each virtual object, and adjust combat behaviors of the virtual objects through the behavior pattern, so as to provide more game strategies for the player, so as to reduce tiredness of the player to the game after the player is familiar with the game strategies, and further improve game experience of the player. In a first aspect, an embodiment of the present disclosure provides a method for controlling combat in a game, where a graphical user interface is provided by a first terminal device, where the graphical user interface displays a virtual scene, the virtual scene includes a first virtual object, and the first virtual object is capable of executing automatic combat in the virtual scene, and the method includes determining a target behavior pattern of the first virtual object in response to a setting operation for the first virtual object, and controlling the first virtual object to execute an combat behavior according to the target behavior pattern during combat. In a second aspect, an embodiment of the present disclosure provides a combat control apparatus in a game, where a graphical user interface is provided through a first terminal device, where the graphical user interface displays a virtual scene, the virtual scene includes a first virtual object, and the first virtual object is capable of executing automatic combat in the virtual scene, where the apparatus includes determining a target behavior pattern of the first virtual object in response to a setting operation for the first virtual object, and controlling the first virtual object to execute a combat behavior according to the target behavior pattern during combat. In a third aspect, embodiments of the present disclosure provide an electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of combat control in a game of any of the first aspects. In a fourth aspect, embodiments of the present disclosure provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement a method of combat control in a game of any of the first aspects. The embodiment of the disclosure brings the following beneficial effects: The invention provides a fight control method, a fight control device and electronic equipment in a game, wherein a graphical user interface is provided through first terminal equipment, the graphical user interface displays a virtual scene, the virtual scene comprises a first virtual object, the first virtual object can execute automatic fight in the virtual scene, the method comprises the steps of responding to setting operation for the first virtual object, determining a target behavior mode of the first virtual object, and controlling the first virtual object to execute fight according to the target behavior mode in the fight process. In the mode, in game play, a player can not only plan object movement, skill release and teammate collocation, but also set a behavior mode of each virtual object, and the combat behaviors of the virtual objects are adjusted through the behavior modes, so that more game strategies are provided for the player, the tiredness of the player to the game after the player is familiar with the game strategies is reduced, and further the game experience of the player is improved. Additional features and advantages of the disclosure will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of the disclosure. The objectives and other advantages of the disclosure will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawing