Virtual character state control method and device, storage medium and computer device

CN122582589APending Publication Date: 2026-08-18GUANGZHOU YIWAN NETWORK TECH CO LTD
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Patent Information

Application Number
CN202610823869.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-08
Publication Date
2026-08-18

AI Technical Summary

Technical Problem

该方式下,用户单次操作失败即丧失后续交互机会,无法通过多次持续交互逐步推进转化进程,导致交互过程缺乏累积性和持续性

Benefits of technology

本申请提供的虚拟角色的状态控制方法、装置、存储介质及计算机设备,通过响应交互操作逐步更新虚拟角色的转化进度,并将更新后的转化进度向玩家进行展示,以及根据转化进度是否达到阈值来判断是否完成状态转化,使得虚拟角色的状态转化过程不再是被动自动转化,也不是单次交互直接判定结果,而是支持用户通过多次交互逐步累积推进转化进程,使得玩家能够直观感知转化进程并持续参与交互,既提升了用户参与感和交互沉浸感,也让转化过程具备累积性和持续性,能够有效优化玩家的游戏体验,同时可以延长用户针对虚拟角色状态转化的交互时长;而当转化进度达到预设进度阈值时,本申请不仅可以将虚拟角色从第一状态转化为第二状态,还创造性地将转化后的虚拟角色归入玩家的虚拟资产池,使其从待转化的中立数据,质变为玩家可直接支配和利用的有效游戏资产。这种资产性的正向反馈,极大增强了玩家的成就感和沉浸感,并为后续的能力培养、资源配置等深度交互奠定了逻辑基础,从根本上提升了虚拟资源的利用效率和玩家的长期参与意愿。

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Abstract

The state control method and device of a virtual role, the storage medium and the computer device provided by the application gradually update the conversion progress of the virtual role by responding to the interactive operation, and the updated conversion progress is displayed to the player, and whether the state conversion is completed is determined according to whether the conversion progress reaches a threshold value, so that the player can intuitively perceive the conversion process and continuously participate in the interaction, which not only improves the user participation and interaction immersion, but also makes the conversion process cumulative and continuous, and can effectively optimize the game experience of the player; when the conversion progress reaches the preset progress threshold value, the application not only converts the virtual role from the first state to the second state, but also classifies the converted virtual role into the virtual asset pool of the player, so that it becomes an effective game asset that can be directly controlled and used by the player. The positive feedback of this asset greatly enhances the sense of achievement and immersion of the player, and fundamentally improves the utilization efficiency of virtual resources.
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Description

Technical Field

[0001] This application relates to the field of virtual interaction technology, and in particular to a method, apparatus, storage medium and computer equipment for controlling the state of a virtual character. Background Technology

[0002] With the rapid development of the gaming industry, players' demands for depth and interactivity in game experiences are constantly increasing. Modern games not only pursue visual presentation and smooth controls, but also focus on enhancing player immersion and strategic depth through rich interactive mechanisms. The state transitions of virtual characters, as one of the core interactive elements in games, directly impact the player's gaming experience and the system's resource utilization efficiency.

[0003] In existing technologies, the state transition control of virtual characters mainly adopts the following methods: Firstly, there is the passive conversion method without interaction. This means that the virtual character automatically completes the state conversion after meeting preset conditions (such as time reaching the target or attribute meeting the target). Users cannot actively participate in or intervene in the conversion process, resulting in a lack of user interactivity and insufficient immersion.

[0004] Secondly, there's the direct determination method based on a single interaction. This means that when a user performs an interaction with a virtual character (such as "persuasion," "recruitment," or "surrender"), the system determines whether the conversion is successful or failed based on random probability or attribute comparison, with the result immediately confirmed. Under this method, a single failed operation results in the user losing the opportunity for subsequent interactions, making it impossible to gradually advance the conversion process through multiple continuous interactions, thus lacking accumulation and continuity in the interaction process.

[0005] Therefore, the state transition process of virtual characters in existing technologies suffers from insufficient user interactivity and immersion, and the interaction process lacks accumulation and continuity, which affects the player's gaming experience and the system's resource utilization efficiency. Summary of the Invention

[0006] The purpose of this application is to at least address one of the aforementioned technical deficiencies, particularly the technical defects in the state transition process of virtual characters in the prior art, which include insufficient user interactivity and immersion, as well as a lack of cumulative and continuous interaction, thus affecting the player's gaming experience and the system's resource utilization efficiency.

[0007] This application provides a method for controlling the state of a virtual character, the method comprising: In response to an interactive operation performed on a virtual character in the first state, the conversion progress of the virtual character is updated according to a preset progress update rule and displayed to the player; Determine whether the updated conversion progress has reached the preset progress threshold; If the condition is not met, the virtual character remains in the first state and continues to respond to subsequent interactive operations performed on the virtual character. If the condition is met, the virtual character will be transformed from the first state to the second state, and the transformed virtual character will be added to the player's virtual asset pool.

[0008] Optionally, the step of updating the transformation progress of the virtual character according to a preset progress update rule in response to an interactive operation performed on the virtual character in the first state includes: In response to a random incremental operation performed on a virtual character in a first state, a first progress increment corresponding to the random incremental operation is determined according to a preset random algorithm; Obtain the current conversion progress of the first virtual character, and update the conversion progress of the virtual character based on the first progress increment and the current conversion progress.

[0009] Optionally, the step of updating the transformation progress of the virtual character according to a preset progress update rule in response to an interactive operation performed on the virtual character in the first state includes: In response to an item-assisted operation performed on a virtual character in a first state, the item type corresponding to the target item used when performing the item-assisted operation is obtained; Determine the second progress increment corresponding to the item-assisted operation based on the item type; Obtain the current conversion progress of the virtual character, and update the conversion progress of the virtual character according to the second progress increment and the current conversion progress.

[0010] Optionally, the prop-assisted operation in response to the virtual character in the first state includes: In response to a state transition of a virtual character in a first state, a target item is randomly selected from a preset set of auxiliary items, and the target item is used to perform an item-assisted operation on the virtual character. Alternatively, in response to a state transition of a virtual character in a first state, the recommended item displayed on the current interface, generated based on the associated feature information of the virtual character, is used as the target item, and the target item is used to perform an item-assisted operation on the virtual character.

[0011] Optionally, generating recommended items based on the association feature information of the virtual character includes: Obtain the associated feature information of the virtual character, including loyalty parameters, relationship parameters with a specified object, and personality tags; Based on the associated feature information and a preset recommendation rule, a target auxiliary tool that matches the associated feature information is determined; Obtain the target auxiliary item from the preset set of auxiliary items, and use the target auxiliary item as the recommended item.

[0012] Optionally, determining the second progress increment corresponding to the item-assisted operation based on the item type includes: Obtain the personality tags of the virtual character and determine whether the personality tags and the item type satisfy a preset matching relationship; If so, then determine the basic progress increment based on the item type, determine the additional progress increment based on the matching relationship, and determine the second progress increment corresponding to the item-assisted operation based on the basic progress increment and the additional progress increment. Otherwise, the second progress increment corresponding to the item-assisted operation is determined directly based on the item type.

[0013] Optionally, the step of updating the transformation progress of the virtual character according to a preset progress update rule in response to an interactive operation performed on the virtual character in the first state includes: In response to a third-party assistance operation performed on a virtual character in a first state, a third progress increment corresponding to the third-party assistance operation is determined, wherein the third progress increment is a fixed unit value, and each virtual character is pre-set with a first maximum number of times the third-party assistance operation can be performed within a first preset time period; Obtain the current conversion progress of the virtual character, and update the conversion progress of the virtual character based on the third progress increment and the current conversion progress.

[0014] Optionally, before determining the third progress increment corresponding to the third-party assisted operation, the method further includes: Determine whether the third-party assistance operation has reached the first maximum number of times; If so, then no further operations will be performed; Otherwise, execute the third progress increment and subsequent operations corresponding to the determined third-party assistance operation.

[0015] Optionally, before updating the conversion progress of the virtual character according to a preset progress update rule, the method further includes: Obtain a second maximum number of times the interactive operation can be performed within a second preset time period, which is pre-set for the virtual character. The second maximum number of times includes a free maximum number of times and a paid maximum number of times. Determine whether the interaction operation has reached the second maximum number of times; If so, then no further operations will be performed; Otherwise, the conversion progress of the virtual character and subsequent operations are updated according to the preset progress update rules.

[0016] Optionally, updating the conversion progress of the virtual character according to a preset progress update rule includes: Obtain the current success rate parameter of the virtual character; Determine whether the interaction operation was successful based on the current success rate parameter. If the interaction is successful, the conversion progress of the virtual character will be updated according to the preset incremental update rules. If the interaction fails, the conversion progress of the virtual character will be updated according to the preset failure increment value.

[0017] Optionally, it also includes: Upon confirming the success of this interaction, the current success rate parameter of the virtual character is increased according to the preset success rate update rule; When it is determined that the interaction has failed, the current success rate parameter of the virtual character remains unchanged.

[0018] Optionally, the method further includes: When this interaction fails, determine whether the number of interactions of the virtual character within the third preset time period has reached the upper limit for the third interaction. If the target is not met, a secondary interaction option is provided. In response to the triggering of the secondary interaction option, the user is allowed to consume special resources and / or change the interaction strategy. The special resources are used to improve the success rate parameter of the next interaction. If the condition has been met, no further action will be taken.

[0019] Optionally, the virtual character has an initial conversion progress when it first enters the first state; The initial conversion progress is determined based on the event results when the virtual character is placed into the first state, and the attribute strength of the participating objects in the event is positively correlated with the initial conversion progress.

[0020] Optionally, after adding the virtual character after the state transformation to the player's virtual asset pool, the method further includes: Determine the master control object associated with the virtual character after the state transformation, and assign the virtual character after the state transformation to the master control object; Obtain the qualification parameters of the virtual character after the state transformation; Based on the attribute values ​​of the master control object and the qualification parameters, the ability parameters of the virtual character after the state transformation in the second state are generated.

[0021] Optionally, the master control object includes at least three types of attributes; The step of generating the ability parameters of the virtual character in the second state after the state transformation, based on the attribute values ​​of the main control object and the qualification parameters, includes: Based on the first attribute value of the master control object and the qualification parameters, the first ability value of the virtual character after the state transformation is generated; Based on the second attribute value of the master control object and the qualification parameter, the second ability value of the virtual character after the state transformation is generated; Based on the third attribute value of the master control object and the qualification parameters, the third ability value of the virtual character after the state transformation is generated.

[0022] Optionally, after adding the virtual character after the state transformation to the player's virtual asset pool, the method further includes: Establish the loyalty parameters of the virtual character after the state transition; In response to the virtual character participating in a specified event after the state transition, the loyalty parameter is increased according to a preset loyalty increase rule; If it is detected that the virtual character after the state transition does not participate in the specified event within the fourth preset time period, the loyalty parameter is reduced according to the preset loyalty reduction rule.

[0023] This application also provides a virtual character state control device, including: The progress update module is used to respond to interactive operations performed on the virtual character in the first state, update the transformation progress of the virtual character according to the preset progress update rules, and display it to the player; The progress judgment module is used to determine whether the updated conversion progress has reached the preset progress threshold. A continuous response module is used to maintain the virtual character in the first state if the condition is not met, and to continuously respond to subsequent interactive operations performed on the virtual character. The state transition module is used to, if the condition is met, transition the virtual character from the first state to the second state and add the transitioned virtual character to the player's virtual asset pool.

[0024] This application also provides a computer-readable storage medium storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the virtual character state control method as described in any of the above embodiments.

[0025] This application also provides a computer device, including: one or more processors, and memory; The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the virtual character state control method as described in any of the above embodiments.

[0026] As can be seen from the above technical solutions, the embodiments of this application have the following advantages: The virtual character state control method, device, storage medium, and computer equipment provided in this application gradually update the transformation progress of the virtual character in response to interactive operations, display the updated transformation progress to the player, and determine whether the state transformation is complete based on whether the transformation progress reaches a threshold. This makes the virtual character state transformation process no longer a passive automatic transformation, nor a result directly determined by a single interaction, but rather allows users to gradually accumulate and advance the transformation process through multiple interactions. This enables players to intuitively perceive the transformation process and continuously participate in the interaction, which not only enhances user participation and interactive immersion, but also makes the transformation process cumulative and continuous, effectively optimizing the player's game experience and extending the user's interaction time for virtual character state transformation. When the transformation progress reaches a preset progress threshold, this application not only transforms the virtual character from the first state to the second state, but also creatively incorporates the transformed virtual character into the player's virtual asset pool, transforming it from neutral data awaiting transformation into effective game assets that the player can directly control and utilize. This positive feedback on assets greatly enhances players' sense of accomplishment and immersion, and lays the logical foundation for subsequent in-depth interactions such as ability development and resource allocation, fundamentally improving the utilization efficiency of virtual resources and players' long-term willingness to participate. Attached Figure Description

[0027] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0028] Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application; Figure 2 A flowchart illustrating the virtual character state control method provided in this application embodiment; Figure 3 This application provides a diagram showing the conversion progress of the updated virtual character in an embodiment of the present application. Figure 4 This is an example of an interface diagram showing the process of converting a wild pet into a friendly pet, as provided in an embodiment of this application. Figure 5This application provides illustrations of the feeding process during the capture of wild pets in its embodiments. Figure 6 An interface illustration provided for an embodiment of this application showing the use of various strategies and tools to persuade someone to surrender; Figure 7 This is an interface diagram illustrating the progress of converting wild pets, as provided in an embodiment of this application. Figure 8 A schematic diagram of the structure of a virtual character state control device provided in an embodiment of this application; Figure 9 This is a schematic diagram of the internal structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0029] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0030] With the rapid development of the gaming industry, players' demands for depth and interactivity in game experiences are constantly increasing. Modern games not only pursue visual presentation and smooth controls, but also focus on enhancing player immersion and strategic depth through rich interactive mechanisms. The state transitions of virtual characters, as one of the core interactive elements in games, directly impact the player's gaming experience and the system's resource utilization efficiency. In existing solutions, common virtual character state transitions typically employ a mechanism that directly determines the result of a single interaction, or the system automatically completes the state transition. Players can only passively wait for the result, unable to intuitively perceive the transition process or actively participate in and continuously advance it.

[0031] For example, a single draw or capture operation directly determines success or failure. Failure requires the player to start over, preventing the accumulation and retention of initial investment. This not only severely depletes player patience but also leads to frustration due to the extremely low success rate, reducing player engagement. Furthermore, automatic conversion schemes completely deprive players of any sense of participation. The entire conversion process is transparent to the player, offering no interactive enjoyment or sense of accomplishment, and the converted virtual character fails to evoke sufficient emotional connection. To address these technical problems in existing technologies, this application proposes a virtual character state control method that effectively solves the aforementioned issues.

[0032] Furthermore, before describing the specific implementation process of this application, the application environment of this application will first be described. Please refer to [link / reference needed]. Figure 1 , Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application; Figure 1 The application architecture includes server 110 and client 120. Server 110 can be of various types, such as a game server or application server. It is used to store game data, process player requests, and execute the core logic for controlling the state of virtual characters. Server 110 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. Client 120 can be a terminal device such as a smartphone, tablet, personal computer, or smartwatch. Players interact with the game system through the graphical user interface of client 120, such as triggering the state transformation of virtual characters and viewing the transformation progress. Server 110 and client 120 establish a communication connection through a network to achieve real-time data transmission and synchronization. For example, client 120 sends interactive operations for virtual characters to server 110, and server 110 returns real-time transformation progress.

[0033] It is understood that the above-mentioned virtual character state control method can run on a personal mobile terminal, or on server 110, or on a third-party device to provide virtual character state control; the specific virtual character state control method can run in the above-mentioned device as a program, or as a system component in the above-mentioned device, or as a cloud service program. The specific operating mode depends on the actual scenario and is not limited here.

[0034] The specific implementation methods of this application will be described in detail below. For ease of understanding, the virtual character state control method proposed in this application will be specifically explained with reference to the accompanying drawings. Figure 2 , Figure 2 The flowchart illustrating the virtual character state control method provided in this application embodiment can specifically include the following steps: In one embodiment, this application provides a method for controlling the state of a virtual character, the method including: S110: In response to an interactive operation performed on a virtual character in the first state, update the transformation progress of the virtual character according to a preset progress update rule and display it to the player.

[0035] In this step, when the virtual character in its first state is displayed to the player in the graphical user interface, the player can interact with the virtual character by clicking, dragging, or other operations. The interaction can be in various forms that conform to the game settings, such as feeding, interacting, and recruiting. After the system responds to the operation, it updates the conversion progress according to the pre-set rules and displays the updated progress in real time in the corresponding area of ​​the graphical user interface, so that the player can check the current progress at any time.

[0036] In this application, "virtual character" refers to a virtual object in a game that can be interacted with by players and has independent attribute settings. The "first state" refers to the initial state of the virtual character before it has been tamed, captured, persuaded to surrender, or recruited by the player. Examples include wild virtual monsters in the wild, neutral NPC characters awaiting recruitment, and prisoners of war captured during the reconquest of territory. At this time, the virtual character is not considered the player's virtual asset; the player can only perform corresponding interactive operations to advance the transformation progress. These interactive operations include, but are not limited to, feeding items, interacting, completing related tasks, and initiating special challenges. The number of operations and the types of resources consumed can be pre-set according to the actual gameplay to adapt to different game scenario requirements. The transformation progress is used to represent the cumulative progress of the current virtual character towards completing the transformation state. It can be displayed to the player in the form of a progress bar or progress value on the client's graphical user interface, allowing the player to intuitively grasp the current transformation progress.

[0037] Indicatively, such as Figure 3 As shown, Figure 3 This application provides a diagram showing the conversion progress of the updated virtual character in an embodiment of the present application. Figure 3 In the game, when a player interacts with a virtual character in its first state, the system can obtain the progress increment corresponding to this interaction and add the progress increment to the original conversion progress to complete the update. Different interaction strategies, different interaction props, and different attribute operation initiating characters can all correspond to different progress increments, thus providing players with more strategic options.

[0038] S120: Determine whether the updated conversion progress has reached the preset progress threshold; if not, execute S130; if it has, execute S140.

[0039] In this step, after updating the conversion progress of the virtual character through S110, this application can compare the updated conversion progress with the preset progress threshold to determine whether the current accumulated progress meets the requirements for completing the state conversion, so as to carry out subsequent operations.

[0040] The preset progress threshold can be set differently based on the rarity and ability strength of the virtual character. The higher the rarity and the stronger the ability of the virtual character, the higher the corresponding progress threshold should be, in order to match the numerical balance design requirements of the game. Alternatively, the preset progress threshold can also be set to a fixed value, such as 100%, which is uniformly set by the designers according to the overall gameplay rhythm to adapt to the simple and lightweight gameplay scenarios.

[0041] S130: Keep the virtual character in the first state and continue to respond to subsequent interactive operations performed on the virtual character.

[0042] In this step, when S120 determines whether the updated conversion progress has reached the preset progress threshold, if the comparison determines that the updated conversion progress has not reached the preset progress threshold, it means that the current cumulative progress does not meet the requirements for state conversion. Therefore, the virtual character remains in the first state and will not change its affiliation. Players can continue to initiate new interactive operations on the virtual character to continuously accumulate conversion progress. The previously accumulated progress will also be completely retained and will not be cleared or reset because a single interaction fails to complete the conversion, thus avoiding the situation where the player's early investment is wasted.

[0043] S140: Transform the virtual character from the first state to the second state, and add the transformed virtual character to the player's virtual asset pool.

[0044] In this step, S120 determines whether the updated conversion progress has reached the preset progress threshold. When the updated conversion progress reaches or exceeds the preset progress threshold, it can be determined that the state conversion condition is met. At this time, the virtual character's state can be changed from the first state, which cannot be controlled by the player, to the second state, which can be controlled and used by the player. At the same time, the virtual character that has completed the conversion is added to the player's virtual asset pool, becoming a formal game asset that the player can freely call, cultivate, and configure, thus completing the entire state control process.

[0045] The second state in this application refers to a mature state where the virtual character has been recruited and subdued by a player, and can be configured, trained, and used by the player in the game. At this point, the virtual character officially belongs to the player, who can perform various operations on it according to gameplay needs, making full use of its attributes and abilities to serve the game's progress. Compared to the first state, virtual characters in the second state can directly participate in various core gameplay elements, providing players with core benefits such as combat power and skills, and are effective virtual assets that can generate real value in the game.

[0046] For example, in a game scenario where players capture pets in the wild, a pet initially in a wild state (i.e., the first state) will, after being fed the corresponding items multiple times by the player, accumulate enough progress to reach a preset threshold. At this point, the pet will transform from a wild, uncontrollable state into a pet that the player can add to their team, train, and upgrade (i.e., the second state), and will automatically be added to the player's pet asset list for later use. (Illustratively, as shown...) Figure 4 As shown, Figure 4 This is an example of an interface diagram showing the process of converting a wild pet into a friendly pet, as provided in an embodiment of this application. Figure 4 After conversion, pets can be added to the pet asset list, where players can view the converted pets. Throughout the process, the player's progress from each feeding is fully preserved; progress is not cleared due to a single failed capture attempt. This maintains the player's sense of accomplishment and allows them to clearly see the capture progress, significantly optimizing the capture gameplay experience.

[0047] In the above embodiments, the transformation progress of the virtual character is gradually updated by responding to interactive operations, and the updated transformation progress is displayed to the player. The completion of the state transformation is determined based on whether the transformation progress reaches a threshold. This makes the virtual character's state transformation process no longer a passive, automatic transformation, nor a result determined by a single interaction. Instead, it allows users to gradually accumulate and advance the transformation process through multiple interactions, enabling players to intuitively perceive the transformation progress and continuously participate in the interaction. This enhances user engagement and immersion, and makes the transformation process cumulative and continuous, effectively optimizing the player's gaming experience and extending the interaction time for virtual character state transformation. When the transformation progress reaches a preset threshold, this application not only transforms the virtual character from the first state to the second state but also creatively incorporates the transformed virtual character into the player's virtual asset pool, transforming it from neutral data awaiting transformation into effective game assets that the player can directly control and utilize. This positive feedback of asset ownership greatly enhances the player's sense of accomplishment and immersion, and lays the logical foundation for subsequent deep interactions such as ability development and resource allocation, fundamentally improving the utilization efficiency of virtual resources and the player's long-term participation willingness.

[0048] In one embodiment, S110, responding to an interactive operation performed on a virtual character in the first state, and updating the transformation progress of the virtual character according to a preset progress update rule, may include: S111: In response to a random incremental operation performed on a virtual character in the first state, a first progress increment corresponding to the random incremental operation is determined according to a preset random algorithm.

[0049] S112: Obtain the current conversion progress of the first virtual character, and update the conversion progress of the virtual character according to the first progress increment and the current conversion progress.

[0050] In this embodiment, the interactive operation performed by the player on the virtual character in the first state can be an incremental operation with random attributes. In this case, the system will randomly select the first progress increment corresponding to this operation within a preset increment range according to a preset random probability distribution algorithm. This increment is then added to the virtual character's current conversion progress to obtain the updated conversion progress. This randomized progress increment design can bring different results to each interactive operation, increasing the randomness and fun of the interaction process and providing players with more surprises.

[0051] For example, the preset increment range in this application can be set to 5% to 15%. After each player performs an interactive operation, a specific progress increment will be randomly generated within this range. The increment for each operation is not fixed. There may be lucky situations with extremely high increments or situations with low increments, making the entire progress process more random and uncertain. This matches the user operation habits of traditional gacha games and can also bring more variety to the gameplay.

[0052] In one embodiment, S110, responding to an interactive operation performed on a virtual character in the first state, and updating the transformation progress of the virtual character according to a preset progress update rule, may include: S211: In response to an item-assisted operation performed on a virtual character in the first state, obtain the item type corresponding to the target item used when performing the item-assisted operation.

[0053] S212: Determine the second progress increment corresponding to the item-assisted operation based on the item type.

[0054] S213: Obtain the current conversion progress of the virtual character, and update the conversion progress of the virtual character according to the second progress increment and the current conversion progress.

[0055] In this embodiment, the player's interaction with the virtual character in the first state can be an interaction assisted by using a specified item. The system first identifies the specific type of the target item used by the player. Different types of items correspond to different tiers of the second progress increment. After confirming the increment, it is then added to the current conversion progress to complete the update. This design not only incentivizes players to consume corresponding in-game item resources through the differentiated increments brought by items of different qualities, improving the efficiency of resource circulation within the game, but also provides players with the space to choose their own progress speed. Players who want to complete the conversion quickly can directly use high-increment, high-quality items; those who are not in a hurry can use low-increment, ordinary items to accumulate slowly, satisfying the operational preferences of different players.

[0056] Indicatively, in one implementation, such as Figure 5 As shown, Figure 5 This is a diagram illustrating the feeding process when capturing wild pets, as provided in this application embodiment. In the scenario of capturing wild pets, ordinary grass items can correspond to a fixed progress increment of 10%, while high-quality exotic fruit items can correspond to a fixed progress increment of 30%. Players can freely choose which item to use to advance the progress based on their own item reserves and conversion needs, making the gameplay more flexible.

[0057] In another implementation, such as Figure 6 As shown, Figure 6 This application provides an interface illustration for using various strategies and tools to persuade prisoners of war to surrender, as provided in its embodiments. In scenarios involving persuading prisoners of war to surrender, different prisoners possess different personalities (e.g., loyalty, cowardice, pragmatism). This application allows the use of different strategies and tools for this purpose, such as psychological warfare, coercion, enticement, and counter-espionage. Different strategies and tools increase the effectiveness of their respective strategies and tools. Players can select corresponding strategies and tools based on the prisoner's personality to achieve higher progress increments and improve the efficiency of persuasion. This targeted tool usage design further enhances the strategic depth of the gameplay, allowing players to choose appropriate interaction methods based on the attributes of the target virtual character, avoiding gameplay fatigue caused by monotonous interactions.

[0058] In the above embodiments, by identifying the type of target item used by the player and matching the corresponding progress increment, it not only realizes the differentiated setting of the progress increment, but also provides players with the space to choose their own interaction strategy. Players can flexibly choose the pace of progress according to their own resource reserves and progress needs. At the same time, the targeted item matching design can also enhance the strategic nature of the gameplay, enrich the player's interaction choices, avoid the boredom brought by a single gameplay, and further enhance the fun of the game process.

[0059] In one embodiment, the prop-assisted operation in S211 in response to the virtual character in the first state may include: S2111: In response to a state transition of a virtual character in a first state, a target item is randomly selected from a preset set of auxiliary items, and the target item is used to perform an item-assisted operation on the virtual character.

[0060] S2112: Alternatively, in response to a state transition of a virtual character in a first state, a recommended item displayed on the current interface, generated based on the associated feature information of the virtual character, is used as the target item, and the target item is used to perform an item-assisted operation on the virtual character.

[0061] In this embodiment, when a player performs an item-assisted operation on a virtual character in the first state, two methods for selecting the target item are provided: The first is a random selection method, where the system randomly selects an item from a preset set of auxiliary items as the target item for this operation. This eliminates the need for manual selection by the player, simplifying the operation process and making it suitable for lightweight operation scenarios that prioritize fast interaction. The second is a recommended selection method, where the system pre-extracts relevant characteristic information about the virtual character to be converted, such as character personality, attribute preferences, and background settings. Based on this characteristic information, the system matches and filters the most suitable recommended item from the item library and displays it on the interface. The player can directly select the recommended item to complete the operation. This method provides clear operational guidance for players who have difficulty making choices and also strengthens the strategic logic of the gameplay through recommended matching, enhancing the player's sense of immersion. Players can freely choose the corresponding item acquisition method according to their own operating habits, catering to the needs of players with different operating preferences.

[0062] When randomly selecting target items, the system uses a weighted random algorithm. Items of different rarities have different selection weights, with lower rarity items having higher selection weights. This aligns with the typical distribution of items in the game and ensures the reasonableness of the random selection results. In the recommended item display section, recommended items typically offer higher progress increments compared to other ordinary items, guiding players to prioritize items suitable for their target virtual character. This strengthens the strategic guidance of the gameplay and helps players quickly understand the gameplay logic of item and character matching.

[0063] In one embodiment, S2112 generating recommended items based on the association feature information of the virtual character may include: S21121: Obtain the associated feature information of the virtual character, the associated feature information including loyalty parameters, relationship parameters with a specified object, and personality tags.

[0064] S21122: Based on the associated feature information and the preset recommendation rules, determine the target auxiliary prop that matches the associated feature information.

[0065] S21123: Obtain the target auxiliary item from the preset auxiliary item set, and use the target auxiliary item as a recommended item.

[0066] In this embodiment, when generating recommended items based on the associated feature information of virtual characters, this application can first extract multi-dimensional associated feature information of virtual characters. This information directly reflects the core attribute characteristics of virtual characters and can provide accurate judgment basis for item matching. Then, the obtained feature information is substituted into preset recommendation rules. The rules pre-store the appropriate item types corresponding to different features, thus quickly filtering out target auxiliary items that perfectly match the current feature information. Finally, the target auxiliary item is retrieved from the system's preset auxiliary item set and directly displayed in the interactive interface as a recommendation result for players to choose from. This recommendation logic based on associated features can accurately match the characteristics of target virtual characters, ensuring the suitability of recommended items, avoiding the problem of recommendation results being disconnected from character attributes, ensuring the rationality of the recommendation logic, and making the design of the entire state transition gameplay more in line with the character setting, further enhancing the immersive experience of the gameplay.

[0067] For example, in a scenario where prisoners of war are persuaded to surrender, a prisoner with the personality tag "utilitarian" will be matched with a "golden reward" or "bribe" as the target auxiliary item, which can provide a higher progress increment compared to other items. If the prisoner's personality tag is "loyal," then the matched target auxiliary item will be the "psychological warfare and counter-espionage" strategy item. This ensures that virtual characters with different characteristics can obtain the corresponding recommended items, making the strategy matching logic more rigorous and self-consistent.

[0068] It is understandable that when obtaining the associated feature information of virtual characters, this application can set different feature extraction dimensions according to the current game scene. The associated feature information to be extracted will also be different in different game scenes. There is no need to be bound by a fixed extraction range, as long as it can support the item matching logic.

[0069] For example, in the scenario of capturing wild pets, the relevant feature information that needs to be extracted can be the pet's dietary preferences. Pets with a "herbivorous" diet are recommended to use "grass", while pets with a "carnivorous" diet are recommended to use "fresh meat". Pets with different preferences can get a higher progress increment after eating the corresponding recommended items than after using non-recommended items. This makes the gameplay logic of capturing pets more in line with real-world cognition and further enhances the rationality and fun of the gameplay.

[0070] The recommendation rules in this application are pre-configured based on game scenarios and virtual character traits. Different game scenarios can customize and adjust the matching logic of the recommendation rules, and new feature-item correspondences can be added as game versions are updated. This allows for flexible adaptation to the design needs of different game types and demonstrates strong scalability. Essentially, these rules establish a correspondence between virtual character traits and item value, making the strategic logic of state transition gameplay clearer and deepening the character design through trait matching. This makes virtual characters more realistic and recognizable, further enhancing the player's interactive immersion.

[0071] In one embodiment, determining the second progress increment corresponding to the item-assisted operation based on the item type in step S212 may include: S2121: Obtain the personality tag of the virtual character and determine whether the personality tag and the item type satisfy a preset matching relationship.

[0072] S2122: If so, determine the basic progress increment according to the item type, determine the additional progress increment according to the matching relationship, and determine the second progress increment corresponding to the item-assisted operation based on the basic progress increment and the additional progress increment.

[0073] S2123: Otherwise, directly determine the second progress increment corresponding to the item-assisted operation based on the item type.

[0074] In this embodiment, when determining the second progress increment corresponding to the item-assisted operation based on the item type, this application can first determine whether the item type used by the player this time meets the preset matching relationship with the personality tag of the current virtual character. If the match is successful, an additional progress increment as a matching reward will be added in addition to the basic progress increment corresponding to the item type. Finally, the basic increment and the additional increment will be added together to obtain the total second progress increment of this operation. If the matching relationship is not met, the basic progress increment corresponding to the item type will be directly used as the second progress increment of this operation, and no additional increment reward will be added.

[0075] For example, when a prisoner of war with the personality tag "cowardly" chooses a "coercion" type strategy item, the preset matching relationship between the personality and the item is met. Therefore, in addition to the 20% base progress increase that comes with the "coercion" item, an additional 15% matching reward increase will be obtained. In the end, this operation can obtain a total progress increase of 35%, which is much higher than the base increase benefit when there is no match.

[0076] This matching reward mechanism can positively incentivize players to actively choose appropriate items based on the characteristics of their virtual characters, enhance their understanding of strategic matching gameplay, further improve the strategic depth of the gameplay, and at the same time, the additional reward settings can also give players more positive feedback, increasing their enthusiasm for exploring matching patterns.

[0077] In one embodiment, S110, responding to an interactive operation performed on a virtual character in the first state, and updating the transformation progress of the virtual character according to a preset progress update rule, may include: S311: In response to a third-party assistance operation performed on a virtual character in a first state, a third progress increment corresponding to the third-party assistance operation is determined, wherein the third progress increment is a fixed unit value, and each virtual character is pre-set with a first upper limit on the number of times the third-party assistance operation can be performed within a first preset time period.

[0078] S312: Obtain the current conversion progress of the virtual character, and update the conversion progress of the virtual character according to the third progress increment and the current conversion progress.

[0079] In this embodiment, as Figure 7 As shown, Figure 7 This is an interface diagram illustrating the progress of converting wild pets, as provided in an embodiment of this application. Figure 7 In addition to directly clicking and using items to advance the conversion progress, players can also invite other players or NPCs in the game to assist in advancing the progress. Each third-party assistance operation will provide a fixed unit value of third-party progress increment. At the same time, in order to prevent players from quickly completing the progress through multiple assistance operations and disrupting the gameplay balance, this application will pre-set the upper limit of the number of third-party assistance operations that can be performed by each virtual character within a first preset time period. For example, a maximum of 5 third-party assistance operations can be accepted per natural day. This ensures that players can use external forces to speed up the progress while maintaining the overall rhythm balance of the gameplay.

[0080] This design can activate social interaction between players in the game. Players can invite friends to help advance the transformation progress of virtual characters, increase the frequency of interaction between players, and enhance the social attributes of the game. At the same time, the fixed increment plus daily limit will not disrupt the progress rhythm of the gameplay itself. It can provide players with additional progress channels without affecting the overall balance of the gameplay.

[0081] In one embodiment, before determining the third progress increment corresponding to the third-party assistance operation in S311, the following may also be included: S3111: Determine whether the third-party assistance operation has reached the first maximum number of times.

[0082] S3112: If so, then no subsequent operations will be performed.

[0083] S3113: Otherwise, execute the third progress increment and subsequent operations corresponding to the determined third-party assistance operation.

[0084] In this embodiment, upon receiving a third-party assistance request, the system first checks the number of times the current virtual character has received third-party assistance within a first preset time period to confirm whether the preset limit has been reached. If the limit has been reached, a prompt indicating that the number of assistance attempts has been exhausted is directly displayed, and no further progress increment is provided; if the limit has not been reached, the current third-party assistance operation is allowed to proceed normally, and the corresponding third progress increment is calculated and the conversion progress is updated subsequently.

[0085] This pre-verification mechanism can quickly intercept excessive assistance requests without performing redundant progress calculations. It also ensures that the limit on the number of requests is implemented from the process perspective, preventing rule loopholes from disrupting the gameplay balance and ensuring the rigor of the rules for third-party assistance gameplay.

[0086] In one embodiment, before updating the transformation progress of the virtual character according to a preset progress update rule in S110, the process may further include: S101: Obtain a second maximum number of times the interactive operation can be performed within a second preset time period, which is pre-set for the virtual character, wherein the second maximum number of times includes a free maximum number of times and a paid maximum number of times.

[0087] S102: Determine whether the interaction operation has reached the second maximum number of times.

[0088] S103: If so, then no further operations will be performed.

[0089] S104: Otherwise, perform the update of the virtual character's conversion progress and subsequent operations according to the preset progress update rules.

[0090] In this embodiment, before executing interactive operations to advance the conversion progress, the system first checks the number of interactive operations that the current virtual character has already performed within the second preset time period to confirm whether the preset limit has been reached. This limit is divided into a free limit and a paid limit. Players can perform a certain number of interactive operations for free each day. If the free attempts are exhausted, players can purchase additional interactive operations by paying a specified amount of in-game currency. Once the total number of free and paid attempts reaches the limit, no further interactive operations can be performed that day.

[0091] This tiered limit design prevents players from rapidly completing conversions within a short period, thus slowing down the overall gameplay pace. It also provides a payment-accelerated channel for players with urgent conversion needs, balancing the different needs of both regular and paying players. Furthermore, the total limit on the number of attempts prevents excessive spending from disrupting gameplay balance and ensures fairness at different stages of the game. This pre-emptive attempt verification process also intercepts requests exceeding the limit at the source, ensuring the effective implementation of the limit rules, preventing loopholes, and enhancing the overall rigor of the gameplay rules.

[0092] In one embodiment, updating the transformation progress of the virtual character according to a preset progress update rule in S110 may include: S411: Obtain the current success rate parameter of the virtual character.

[0093] S412: Determine whether the current interactive operation was successful based on the current success rate parameter.

[0094] S413: If the interaction is successful, the conversion progress of the virtual character is updated according to the preset incremental update rules.

[0095] S414: If the interaction fails, update the conversion progress of the virtual character according to the preset failure increment value.

[0096] In this embodiment, each time an interactive operation is performed on a virtual character to advance the conversion progress, the success rate parameter can be used to determine whether the operation is successful. Only if the operation is successful will the corresponding amount of conversion progress be updated according to the preset incremental rules. If the operation fails, only a small amount of conversion progress will be updated according to the preset failure increment value. Alternatively, the failure increment value can be set to 0, so that no conversion progress will be increased if the operation fails.

[0097] For example, if the initial success rate parameter of the current virtual character is 60%, and the randomly generated result of this interaction falls within the success range, the progress increment can be obtained normally; if the randomly generated result falls within the failure range, this operation will only increase the failure increment by 5%, or will not increase the conversion progress at all.

[0098] Furthermore, in this application, when the virtual character is first in the first state, it has an initial conversion progress. The initial success rate parameter can be determined based on the initial conversion progress. The higher the initial conversion progress, the higher the corresponding initial success rate parameter will be. As the conversion progress is updated with each interaction operation, the success rate parameter will also be adjusted synchronously with the conversion progress, so that the success rate always matches the current progress stage, which is more in line with the logical understanding of the gameplay.

[0099] This random success rate mechanism adds uncertainty to each interaction, preventing the conversion progress from advancing linearly according to the number of operations. It makes the gameplay more unpredictable, increases the randomness and excitement of the gameplay, enhances the player's anticipation and participation for each operation, and further improves the fun of the gameplay. At the same time, it can also prevent players from making steady progress with each operation, reducing the repetitive and boring feeling of the gameplay. In addition, the success rate can also be dynamically adjusted as the conversion progresses, making the random fluctuations of the gameplay more controllable and balancing the relationship between randomness and gameplay rhythm.

[0100] In one embodiment, it may further include: S415: When the interaction is confirmed to be successful, the current success rate parameter of the virtual character is increased according to the preset success rate update rule.

[0101] S416: When it is determined that the interaction has failed, keep the current success rate parameter of the virtual character unchanged.

[0102] In this embodiment, when the interaction is successful, the current success rate parameter of the virtual character can be increased according to the preset success rate update rule, so as to improve the success probability of the next interaction. However, if the interaction fails, the current success rate parameter will not be adjusted and will remain unchanged.

[0103] For example, this application can set the initial success rate parameter to 60%. After a successful interaction, the success rate parameter increases by 5%, and the success probability of the next interaction becomes 65%. This allows players to accumulate positive benefits with each successful operation, reducing the risk of failure in subsequent operations. This cumulative success rate mechanism provides players with continuous positive feedback. As the conversion progresses, the success probability increases, which not only aligns with players' psychological expectations as they gradually approach conversion success but also reduces the frustration caused by consecutive failures later on, optimizing the player's operating experience. Furthermore, it makes the probability mechanism more tiered, further enriching the rhythm and layers of gameplay and balancing the fluctuations in experience caused by random mechanisms.

[0104] In one embodiment, the method may further include: S417: When the interaction fails, determine whether the number of interactions of the virtual character within the third preset time period has reached the upper limit of the third number.

[0105] S418: If not achieved, a secondary interaction option is provided. In response to the triggering of the secondary interaction option, the user is allowed to consume special resources and / or change the interaction strategy. The special resources are used to improve the success rate parameter of the next interaction.

[0106] S419: If the condition has been met, no further action will be taken.

[0107] In this embodiment, when a player's interaction with a virtual character fails, the system first checks the total number of interactions the virtual character has performed within the third preset time period to confirm whether the preset third interaction limit has been reached. If the limit has not been reached, the system provides the player with a second interaction option. After triggering this option, the player can choose to consume specified special resources to increase the success rate of the next interaction, or choose to directly change the interaction strategy and use other types of items or operation methods to try again, giving the player a chance to remedy the failed operation. If the third interaction limit has been reached, the second interaction option will not be provided, and the current interaction process will end directly.

[0108] The third preset time period and the third maximum number of interactions can be consistent with the second preset time period and the second maximum number of interactions mentioned above, or they can be set independently according to gameplay needs, without sharing the same rules with the global interaction limit. This secondary interaction recovery mechanism gives players who fail an operation room to recover, preventing a single failure from directly affecting the overall conversion progress and reducing the frustration caused by consecutive failures. At the same time, the design of consuming special resources to increase the success rate also gives players more strategic options, further enriching the strategic dimension of the gameplay and enhancing the player's sense of participation.

[0109] In one embodiment, the virtual character has an initial conversion progress when it first enters the first state.

[0110] The initial conversion progress is determined based on the event results when the virtual character is placed into the first state, and the attribute strength of the participating objects in the event is positively correlated with the initial conversion progress.

[0111] In this embodiment, when a virtual character is placed into the first state through an event, the initial conversion progress can be calculated based on the sum of the attribute strengths of all objects participating in the event. The higher the attribute strength of the participating objects, the higher the corresponding initial conversion progress will be. This allows players to receive positive feedback on their investment in the event preparation stage and obtain a higher starting point for conversion progress in advance. This incentivizes players to invest more resources in preparation for the pre-event, strengthens the overall connection between the pre-event and the subsequent conversion gameplay, and makes the logic of the entire gameplay chain more coherent.

[0112] For example, if a player's pet has a higher total attack power and a higher battle score in the pre-capture battle, the initial conversion progress of the wild pet when it enters the tamable state after a successful capture will be higher. Players will not need to start from scratch to advance the progress and can complete the entire conversion process faster, allowing players to get a direct positive reward for their efforts in the pre-capture battle.

[0113] In one embodiment, after adding the virtual character after the state transition to the player's virtual asset pool in step S140, it may further include: S150: Determine the master control object associated with the virtual character after the state transformation, and assign the virtual character after the state transformation to the master control object.

[0114] S151: Obtain the qualification parameters of the virtual character after the state transformation.

[0115] S152: Based on the attribute values ​​of the main control object and the qualification parameters, generate the ability parameters of the virtual character after the state transformation in the second state.

[0116] In this embodiment, after a player adds a transformed virtual character to their asset pool, they first need to identify the controlling entity associated with that virtual character. This controlling entity is the core entity the player uses to command and nurture the virtual character. The virtual character is then directly assigned to this controlling entity for easy management. Next, the player obtains the virtual character's pre-defined attribute parameters, which represent the character's inherent attribute range; these parameters vary between different virtual characters. Finally, combining the controlling entity's own attribute bonuses with the virtual character's original attribute parameters, a pre-defined formula is used to calculate the virtual character's final ability parameters in its second state. This ensures that the final ability parameters retain the virtual character's inherent traits while also benefiting from the controlling entity's attribute bonuses. This allows players to indirectly enhance the abilities of the transformed virtual character by nurturing the controlling entity, strengthening the connection between the controlling entity and the newly transformed virtual character.

[0117] In this application, when determining the master control object associated with the virtual character, the default master control object under the player account corresponding to the conversion operation initiator can be used as the associated object by default. Alternatively, a selection interface can pop up after the conversion, allowing the player to select the master control object to be bound from the existing master control object list. Furthermore, based on the characteristic matching rules between the virtual character and each master control object, the application can recommend master control objects that match the virtual character to the player in order to adapt to the management and development needs of different players.

[0118] In this application, the qualification parameters of the virtual character are the inherent attribute range of the virtual character, which directly determines the basic value of its ability parameters. The attribute bonus of the main control object provides additional benefits on this basis. The design of combining the two to generate the final ability parameters not only ensures the characteristic differences between different virtual characters, but also allows players to gain additional benefits from their development and accumulation, strengthens the continuity of the development chain, and allows players to receive multi-dimensional feedback on their development investment.

[0119] Furthermore, when this application calculates and generates the final ability parameters of a virtual character in the second state using a preset formula, the preset formula can set different weight ratios for the ability parameters. The aptitude parameter, as a basic value, occupies the main weight, while the attribute bonus of the main control object, as an additional benefit, occupies the secondary weight. In this way, while ensuring the differences in the abilities of virtual characters, it can also reflect the benefits brought by the player's cultivation of the main control object, further enriching the player's cultivation path, allowing players with different cultivation directions to obtain corresponding growth feedback, and preventing the situation where the newly acquired virtual character's abilities are completely detached from the player's cultivation accumulation, thus ensuring the continuity of the gameplay growth system.

[0120] For example, if a player wants to convert a captured wild tiger into a usable battle pet, they need to designate a trained tamer as the main control target for that pet. If the tamer has an attribute bonus of "increasing the attack power of all captured pets by 10%", and the wild tiger's original attack power aptitude is 80 points, then the tiger's actual attack power will be calculated as 80 × (1 + 10%) = 88 points. This allows the player's early investment in training the tamer to be directly converted into an increase in the new pet's strength, further strengthening the logical connection within the player's development system and improving the overall integrity of the development gameplay.

[0121] This parameter generation method can bind the previous development results with the abilities of the newly acquired virtual character, allowing the player's early development investment to continue to generate benefits. At the same time, it makes the abilities of the newly acquired virtual character more in line with the player's current development progress, avoiding the problem of the ability being out of touch with the player's current game stage, and improving the continuity and rationality of the development gameplay.

[0122] In one embodiment, the master object may include at least three types of attributes.

[0123] In step S152, based on the attribute values ​​of the main control object and the qualification parameters, the ability parameters of the virtual character in the second state after the state transformation are generated, which may include: S1521: Generate the first ability value of the virtual character after the state transformation based on the first attribute value of the main control object and the qualification parameter.

[0124] S1522: Generate the second ability value of the virtual character after the state transformation based on the second attribute value of the main control object and the qualification parameter.

[0125] S1523: Generate the third ability value of the virtual character after the state transformation based on the third attribute value of the main control object and the qualification parameter.

[0126] In this embodiment, the three attributes of the main control object correspond to the calculation of ability values ​​in three different directions for the virtual character. Each attribute only specifically affects the ability value in its corresponding direction and will not interfere with the ability values ​​in other directions. The first, second, and third attributes correspond to the basic abilities in three different dimensions of the virtual character, such as output-type abilities, survival-type abilities, and functional support-type abilities. The ability value in each dimension is calculated and generated jointly by the attribute of the main control object in the corresponding dimension and the aptitude parameters of the virtual character in the corresponding dimension. This makes the correspondence of attribute bonuses clearer and the logic of ability value influence more explicit. Players can more clearly plan the development direction of their main control object, and specifically cultivate the corresponding attributes to strengthen the corresponding dimension abilities of the newly transformed virtual character. This improves the clarity of the development strategy, avoids the problem of unclear development direction due to chaotic attribute bonuses, makes the player's strategy choices clearer, and enhances the depth of gameplay strategy.

[0127] In one specific implementation, when the virtual character is a prisoner of war converted into a personal guard, the guard's basic abilities include martial arts, defense, and leadership. Martial arts affects the guard's attack power, defense affects the guard's health, and leadership affects the guard's defense. The three types of attributes of the main control object can include martial prowess, stamina, and command. Among them, the main control object's martial prowess corresponds to the first attribute, affecting the guard's martial arts ability; stamina corresponds to the second attribute, affecting the guard's defense ability; and command corresponds to the third attribute, affecting the guard's leadership ability. When players cultivate the main control object, choosing to increase the martial prowess attribute will give the converted guard a higher martial arts ability; choosing to increase the command attribute will give the guard a higher leadership ability, perfectly adapting to the player's different guard development needs.

[0128] The personal guards' aptitude parameters provide base values ​​for each dimension of ability. The higher the martial arts aptitude, the higher the base martial arts ability value generated. Regardless of the amount of attribute bonuses from the main character, the personal guards retain their inherent ability characteristics. This prevents the abilities of personal guards of the same type from becoming completely homogenized simply because the main character's attributes are the same, ensuring the ability differences between different virtual characters. This dimension-based calculation method makes the impact path of attribute bonuses clearer, preserving the inherent aptitude differences of virtual characters while ensuring that the main character's training investment is precisely applied to the corresponding ability dimensions, further optimizing the strategic experience of the development gameplay.

[0129] In one embodiment, after adding the virtual character after the state transition to the player's virtual asset pool in step S140, it may further include: S160: Establish the loyalty parameters of the virtual character after the state transition.

[0130] S161: In response to the virtual character participating in a specified event after the state transition, increase the loyalty parameter according to the preset loyalty enhancement rules.

[0131] S162: If it is detected that the virtual character after the state transition has not participated in the specified event within the fourth preset time period, the loyalty parameter is reduced according to the preset loyalty reduction rule.

[0132] In this embodiment, after a player completes the conversion of a virtual character and adds it to the asset pool, an independent loyalty parameter is established for that virtual character to reflect its level of recognition towards the player and the controlling entity. Subsequently, whenever the converted virtual character participates in a specified type of event alongside the player or the controlling entity, its loyalty parameter will increase according to preset rules. If it is detected that the virtual character has not been scheduled to participate in any specified event for a fourth consecutive preset period, its loyalty parameter will gradually decrease according to preset loyalty reduction rules.

[0133] The specific duration of the fourth preset time period can be freely set according to the overall gameplay rhythm. It can be set to a fixed natural time unit, such as a natural day or natural week, or it can be set to a dynamic duration calculated based on the frequency of player participation in events, such as the number of player logins or event sessions. The preset loyalty reduction rule refers to reducing loyalty by a fixed percentage every unit of time, or dynamically increasing the reduction percentage based on the idle time, with longer periods of inactivity resulting in greater loyalty reductions.

[0134] For example, if a general acquired through conversion is not deployed by the player for 30 consecutive days, their loyalty will decrease by 5 points each week. However, if deployed to defend the main city or participate in siege battles, their loyalty will increase by 2 points for each victory. When the loyalty parameter drops below a preset threshold, negative events such as virtual character defection or passive resistance may be triggered, forcing players to allocate deployment opportunities rationally. This prevents players from focusing on developing only a few fixed characters, leaving other converted virtual characters idle for extended periods. It increases the utilization rate of all converted virtual characters and encourages players to experiment with more character combinations, enriching gameplay lineup strategies. This dynamic loyalty mechanism makes converted virtual characters more realistic, simulating real-world subordinate relationships. It also guides players to adjust their development strategies, exploring the uses of different virtual characters in a balanced way, avoiding gameplay fatigue caused by fixed lineups, and enhancing gameplay richness.

[0135] As the loyalty parameter changes, the virtual character's ability bonuses are usually adjusted accordingly. The higher the loyalty, the greater the ability bonus, which further strengthens the incentive effect of the mechanism and enhances the long-term development fun of the gameplay.

[0136] The virtual character state control device provided in the embodiments of this application is described below. The virtual character state control device described below can be referred to in correspondence with the virtual character state control method described above.

[0137] In one embodiment, such as Figure 8 As shown, Figure 8 This application provides a schematic diagram of the structure of a virtual character state control device according to an embodiment of the present application; the present application also provides a virtual character state control device, which may include a progress update module 210, a progress judgment module 220, a continuous response module 230, and a state transition module 240, specifically including the following: The progress update module 210 is used to respond to the interactive operation performed on the virtual character in the first state, update the transformation progress of the virtual character according to the preset progress update rules, and display it to the player.

[0138] The progress judgment module 220 is used to determine whether the updated conversion progress has reached the preset progress threshold.

[0139] The continuous response module 230 is used to keep the virtual character in the first state if the condition is not met, and to continuously respond to subsequent interactive operations performed on the virtual character.

[0140] The state transition module 240 is used to, if the state is reached, transition the virtual character from the first state to the second state and add the transitioned virtual character to the player's virtual asset pool.

[0141] In the above embodiments, the transformation progress of the virtual character is gradually updated by responding to interactive operations, and the updated transformation progress is displayed to the player. The completion of the state transformation is determined based on whether the transformation progress reaches a threshold. This makes the virtual character's state transformation process no longer a passive, automatic transformation, nor a result determined by a single interaction. Instead, it allows users to gradually accumulate and advance the transformation process through multiple interactions, enabling players to intuitively perceive the transformation progress and continuously participate in the interaction. This enhances user engagement and immersion, and makes the transformation process cumulative and continuous, effectively optimizing the player's gaming experience and extending the interaction time for virtual character state transformation. When the transformation progress reaches a preset threshold, this application not only transforms the virtual character from the first state to the second state but also creatively incorporates the transformed virtual character into the player's virtual asset pool, transforming it from neutral data awaiting transformation into effective game assets that the player can directly control and utilize. This positive feedback of asset ownership greatly enhances the player's sense of accomplishment and immersion, and lays the logical foundation for subsequent deep interactions such as ability development and resource allocation, fundamentally improving the utilization efficiency of virtual resources and the player's long-term participation willingness.

[0142] In one embodiment, this application also provides a computer-readable storage medium storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the virtual character state control method as described in any of the above embodiments.

[0143] In one embodiment, this application also provides a computer device, including: one or more processors, and memory.

[0144] The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the virtual character state control method as described in any of the above embodiments.

[0145] Indicatively, such as Figure 9 As shown, Figure 9 This is a schematic diagram of the internal structure of a computer device 300 provided in an embodiment of this application. The computer device 300 can be provided as a server. (Refer to...) Figure 9 The computer device 300 includes a processing component 302, which further includes one or more processors, and memory resources represented by memory 301 for storing instructions executable by the processing component 302, such as application programs. The application programs stored in memory 301 may include one or more modules, each corresponding to a set of instructions. Furthermore, the processing component 302 is configured to execute instructions to perform the virtual character state control method of any of the above embodiments.

[0146] The computer device 300 may also include a power supply component 303 configured to perform power management of the computer device 300, a wired or wireless network interface 304 configured to connect the computer device 300 to a network, and an input / output (I / O) interface 305. The computer device 300 may operate on an operating system stored in memory 301, such as Windows Server™, Mac OS X™, Unix™, Linux™, Free BSD™, or similar.

[0147] Those skilled in the art will understand that Figure 9 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0148] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.

[0149] The various embodiments in this specification are described in a progressive manner. Each embodiment focuses on the differences from other embodiments. The various embodiments can be combined as needed, and the same or similar parts can be referred to each other.

[0150] The above description of the disclosed embodiments enables those skilled in the art to make or use this application. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for controlling the state of a virtual character, characterized in that, The method includes: In response to an interactive operation performed on a virtual character in the first state, the conversion progress of the virtual character is updated according to a preset progress update rule and displayed to the player; Determine whether the updated conversion progress has reached the preset progress threshold; If the condition is not met, the virtual character remains in the first state and continues to respond to subsequent interactive operations performed on the virtual character. If the condition is met, the virtual character will be transformed from the first state to the second state, and the transformed virtual character will be added to the player's virtual asset pool.

2. The method according to claim 1, characterized in that, The step of responding to an interactive operation performed on a virtual character in a first state and updating the transformation progress of the virtual character according to a preset progress update rule includes: In response to a random incremental operation performed on a virtual character in a first state, a first progress increment corresponding to the random incremental operation is determined according to a preset random algorithm; Obtain the current conversion progress of the first virtual character, and update the conversion progress of the virtual character based on the first progress increment and the current conversion progress.

3. The method according to claim 1, characterized in that, The step of responding to an interactive operation performed on a virtual character in a first state and updating the transformation progress of the virtual character according to a preset progress update rule includes: In response to an item-assisted operation performed on a virtual character in a first state, the item type corresponding to the target item used when performing the item-assisted operation is obtained; Determine the second progress increment corresponding to the item-assisted operation based on the item type; Obtain the current conversion progress of the virtual character, and update the conversion progress of the virtual character according to the second progress increment and the current conversion progress.

4. The method according to claim 3, characterized in that, The item-assisted operation in response to a virtual character in the first state includes: In response to a state transition of a virtual character in a first state, a target item is randomly selected from a preset set of auxiliary items, and the target item is used to perform an item-assisted operation on the virtual character. Alternatively, in response to a state transition of a virtual character in a first state, the recommended item displayed on the current interface, generated based on the associated feature information of the virtual character, is used as the target item, and the target item is used to perform an item-assisted operation on the virtual character.

5. The method according to claim 4, characterized in that, The step of generating recommended items based on the association feature information of the virtual character includes: Obtain the associated feature information of the virtual character, including loyalty parameters, relationship parameters with a specified object, and personality tags; Based on the associated feature information and a preset recommendation rule, a target auxiliary tool that matches the associated feature information is determined; Obtain the target auxiliary item from the preset set of auxiliary items, and use the target auxiliary item as the recommended item.

6. The method according to claim 3, characterized in that, The step of determining the second progress increment corresponding to the item-assisted operation based on the item type includes: Obtain the personality tags of the virtual character and determine whether the personality tags and the item type satisfy a preset matching relationship; If so, then determine the basic progress increment based on the item type, determine the additional progress increment based on the matching relationship, and determine the second progress increment corresponding to the item-assisted operation based on the basic progress increment and the additional progress increment. Otherwise, the second progress increment corresponding to the item-assisted operation is determined directly based on the item type.

7. The method according to claim 1, characterized in that, The step of responding to an interactive operation performed on a virtual character in a first state and updating the transformation progress of the virtual character according to a preset progress update rule includes: In response to a third-party assistance operation performed on a virtual character in a first state, a third progress increment corresponding to the third-party assistance operation is determined, wherein the third progress increment is a fixed unit value, and each virtual character is pre-set with a first maximum number of times the third-party assistance operation can be performed within a first preset time period; Obtain the current conversion progress of the virtual character, and update the conversion progress of the virtual character based on the third progress increment and the current conversion progress.

8. The method according to claim 7, characterized in that, Before determining the third progress increment corresponding to the third-party assisted operation, the method further includes: Determine whether the third-party assistance operation has reached the first maximum number of times; If so, then no further operations will be performed; Otherwise, execute the third progress increment and subsequent operations corresponding to the determined third-party assistance operation.

9. The method according to claim 1, characterized in that, Before updating the conversion progress of the virtual character according to the preset progress update rules, the method further includes: Obtain a second maximum number of times the interactive operation can be performed within a second preset time period, which is pre-set for the virtual character. The second maximum number of times includes a free maximum number of times and a paid maximum number of times. Determine whether the interaction operation has reached the second maximum number of times; If so, then no further operations will be performed; Otherwise, the conversion progress of the virtual character and subsequent operations are updated according to the preset progress update rules.

10. The method according to claim 1, characterized in that, The step of updating the conversion progress of the virtual character according to a preset progress update rule includes: Obtain the current success rate parameter of the virtual character; Determine whether the interaction operation was successful based on the current success rate parameter. If the interaction is successful, the conversion progress of the virtual character will be updated according to the preset incremental update rules. If the interaction fails, the conversion progress of the virtual character will be updated according to the preset failure increment value.

11. The method according to claim 10, characterized in that, Also includes: Upon confirming the success of this interaction, the current success rate parameter of the virtual character is increased according to the preset success rate update rule; When it is determined that the interaction has failed, the current success rate parameter of the virtual character remains unchanged.

12. The method according to claim 10, characterized in that, The method further includes: When this interaction fails, determine whether the number of interactions of the virtual character within the third preset time period has reached the upper limit for the third interaction. If the target is not met, a secondary interaction option is provided. In response to the triggering of the secondary interaction option, the user is allowed to consume special resources and / or change the interaction strategy. The special resources are used to improve the success rate parameter of the next interaction. If the condition has been met, no further action will be taken.

13. The method according to claim 1, characterized in that, The virtual character has an initial conversion progress when it first enters the first state; The initial conversion progress is determined based on the event results when the virtual character is placed into the first state, and the attribute strength of the participating objects in the event is positively correlated with the initial conversion progress.

14. The method according to any one of claims 1-13, characterized in that, After adding the virtual character after the state transformation to the player's virtual asset pool, the process also includes: Determine the master control object associated with the virtual character after the state transformation, and assign the virtual character after the state transformation to the master control object; Obtain the qualification parameters of the virtual character after the state transformation; Based on the attribute values ​​of the master control object and the qualification parameters, the ability parameters of the virtual character after the state transformation in the second state are generated.

15. The method according to claim 14, characterized in that, The master control object includes at least three types of attributes; The step of generating the ability parameters of the virtual character in the second state after the state transformation, based on the attribute values ​​of the main control object and the qualification parameters, includes: Based on the first attribute value of the master control object and the qualification parameters, the first ability value of the virtual character after the state transformation is generated; Based on the second attribute value of the master control object and the qualification parameter, the second ability value of the virtual character after the state transformation is generated; Based on the third attribute value of the master control object and the qualification parameters, the third ability value of the virtual character after the state transformation is generated.

16. The method according to any one of claims 1-13, characterized in that, After adding the virtual character after the state transformation to the player's virtual asset pool, the process also includes: Establish the loyalty parameters of the virtual character after the state transition; In response to the virtual character participating in a specified event after the state transition, the loyalty parameter is increased according to a preset loyalty increase rule; If it is detected that the virtual character after the state transition does not participate in the specified event within the fourth preset time period, the loyalty parameter is reduced according to the preset loyalty reduction rule.

17. A virtual character state control device, characterized in that, include: The progress update module is used to respond to interactive operations performed on the virtual character in the first state, update the transformation progress of the virtual character according to the preset progress update rules, and display it to the player; The progress judgment module is used to determine whether the updated conversion progress has reached the preset progress threshold. A continuous response module is used to maintain the virtual character in the first state if the condition is not met, and to continuously respond to subsequent interactive operations performed on the virtual character. The state transition module is used to, if the condition is met, transition the virtual character from the first state to the second state and add the transitioned virtual character to the player's virtual asset pool.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform the steps of the virtual character state control method as described in any one of claims 1 to 16.

19. A computer device, characterized in that, include: One or more processors, and memory; The memory stores computer-readable instructions, which, when executed by the one or more processors, perform the steps of the virtual character state control method as described in any one of claims 1 to 16.