Virtual character status settlement method, system, storage medium and electronic device

By receiving and processing skill command information, settlement is carried out based on changes in the state quantization value of virtual characters, the problem of poor turn-based combat settlement accuracy is solved, and more accurate and consistent settlement results are achieved.

CN114452650BActive Publication Date: 2025-04-25GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202210118519.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-08
Publication Date
2025-04-25
Estimated Expiration
2042-02-08

AI Technical Summary

Technical Problem

The settlement method of existing turn-based combat is poor in accuracy, and it is easy to cause the skill effect to be interrupted by the trigger effect due to the mutual coupling of different effects, resulting in the settlement result not meeting expectations.

Method used

By receiving the skill command information sent by the user terminal, the current state quantization value of the virtual character before the virtual character is processed by the skill and the state quantization value consumed by the processing skill, and the current state quantization value of the virtual character is determined, and settlement is made based on the state quantization value.

Benefits of technology

Improve the accuracy of turn-based combat settlement, avoid state quantization value errors caused by serial calculations, and ensure the accuracy and consistency of settlement results.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a virtual character state settlement method, system, storage medium and electronic device, and relates to the field of network game technology. The virtual character state settlement method first receives skill instruction information generated when a first virtual character initiates skill processing for a second virtual character sent by a user terminal, and then determines the current state quantization value of the second virtual character based on the first state quantization value of the second virtual character when the skill is processed and the second state quantization value consumed when the skill is processed, and finally settles the state of the second virtual character according to the current state quantization value of the second virtual character, thereby solving the technical problem of poor accuracy of the current settlement method of turn-based battles in traditional technologies, and achieving the technical effect of improving the accuracy of turn-based battle settlements.
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Description

Background Art

[0002] Turn-based combat is a classic combat mode in the game. The entire battle is divided into several rounds. In each round, the units of both sides take turns to attack in a certain order until the winner is determined. Compared with real-time combat, the settlement results of turn-based combat cannot be ambiguous or uncertain, so the settlement logic and strategy requirements are more rigorous.

[0003] However, currently, turn-based battles generally settle multiple target characters in a serial manner, that is, the basic skill effects of a target and the effects caused by other trigger effects are settled at once before the next target is settled in the same way. As new battle modes and new gameplay are constantly added during the game update process, different effects are prone to mutual coupling, making it easy for normal skill effects to be interrupted by trigger effects, resulting in the final settlement result not meeting expectations.

[0004] Therefore, the current settlement method of turn-based battles is less accurate. Summary of the invention

[0005] The present disclosure provides a virtual character status settlement method, system, storage medium and electronic device, thereby improving the accuracy of turn-based combat settlement.

[0006] In a first aspect, a method for settling a virtual character status is provided, comprising:

[0007] Receiving skill instruction information sent by a user terminal and generated when a first virtual character initiates skill processing for a second virtual character;

[0008] Determine the current state quantization value of the second virtual character based on the first state quantization value of the second virtual character before being processed by the skill and the second state quantization value consumed by the processing skill corresponding to the skill instruction information;

[0009] The state of the second virtual character is settled according to the current state quantization value of the second virtual character.

[0010] In an optional embodiment of the present disclosure, determining the current state quantization value of the second virtual character based on the first state quantization value of the second virtual character before being processed by the skill and the second state quantization value consumed by the processing skill corresponding to the skill instruction information includes:

[0011] Determining a first state quantization value of the second virtual character before being processed by the skill;

[0012] selecting at least one processing skill corresponding to the skill instruction information from a pre-stored skill database based on the skill instruction information;

[0013] Selecting each skill action corresponding to each processing skill from a pre-stored action database, and determining the number of executions of each skill action;

[0014] Determine, based on each skill action and the number of executions corresponding to each skill action, a second state quantization value consumed by the processing skill corresponding to the skill instruction information;

[0015] The current state quantization value of the second virtual character is determined according to the first state quantization value and the second state quantization value.

[0016] In an optional embodiment of the present disclosure, the above virtual character status settlement method further includes:

[0017] A skill action list for the second virtual character is generated based on at least one processing skill, and the skill action list is sent to the user terminal; wherein the skill action list is used to instruct the user terminal to perform skill processing on the second virtual character in sequence.

[0018] In an optional embodiment of the present disclosure, the above virtual character status settlement method further includes:

[0019] A skill action list is generated based on each skill action and the number of executions corresponding to each skill action, and the skill action list is sent to the user terminal; wherein the skill action list is used to instruct the user terminal to perform action processing on the second virtual character in sequence.

[0020] In an optional embodiment of the present disclosure, determining the second state quantization value consumed by the processing skill corresponding to the skill instruction information based on each skill action and the number of executions corresponding to each skill action includes:

[0021] Determine the single state quantization value consumed by each skill action when performing skill processing;

[0022] For each skill action, the product of the number of executions and the single state quantization value is calculated to obtain the initial second state quantization value corresponding to each skill action.

[0023] For each processing skill, the sum of the initial second state quantization values ​​of each skill action corresponding to the processing skill is determined to obtain the second state quantization value consumed by each processing skill.

[0024] In an optional embodiment of the present disclosure, after the state of the second virtual character is settled according to the current state quantization value of the second virtual character, the method further includes:

[0025] Execute an effect trigger event; wherein the effect trigger event refers to adjusting the state quantization value of the first virtual character and / or the second virtual character according to a preset quantization value adjustment model after the virtual character is processed by a skill.

[0026] In an optional embodiment of the present disclosure, the effect triggering event includes an attack triggering event, and executing the effect triggering event includes:

[0027] If the current state quantization value of the second virtual character is less than a preset threshold, determining that the state of the second virtual character is a death state;

[0028] The current state quantization value of the second virtual character in the death state is added to the other virtual characters in the survival state that are in the same combat team as the second virtual character.

[0029] In an optional embodiment of the present disclosure, if the second virtual character has a skill rebound attribute, executing the effect triggering event includes:

[0030] The state quantization value of the first virtual character corresponding to the second state quantization value is deducted.

[0031] In a second aspect, a virtual character status settlement system is provided, which comprises at least: an instruction module, an action module and an action module. The virtual character status settlement system comprises the following steps when settling the status of the virtual character:

[0032] Calling the instruction module to generate a skill action list based on the skill instruction information of the first virtual character for the second virtual character sent by the user terminal;

[0033] Calling the action module to determine the skill actions corresponding to each action skill in the skill action list and the execution times corresponding to each skill action, and generating a skill action list based on each skill action and the execution times corresponding to each skill action;

[0034] Calling an action module to determine a second state quantization value consumed by the second virtual character when the skill processing is performed based on each skill action in the skill action list and the number of executions corresponding to each skill action; and

[0035] Determining a current state quantization value of the second virtual character based on a first state quantization value and a second state quantization value of the second virtual character before being processed by the skill;

[0036] The state of the second virtual character is settled according to the current state quantization value of the second virtual character.

[0037] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes:

[0038] Calling an action module to determine an initial target set from each virtual character according to the skill instruction information; wherein the initial target set includes a plurality of initial second virtual characters;

[0039] The action module is called to determine the initial second virtual character in the initial target set that meets the preset execution condition as the target second virtual character; wherein the preset execution condition at least includes: at least one of the legitimacy of the skill action and the immunity condition.

[0040] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes an effect module. When settling the status of the virtual character, the virtual character status settlement system further includes:

[0041] Calling the effect module, and determining the triggering event corresponding to each action skill and / or each skill action based on the effect triggering model configured in the effect module;

[0042] Based on the trigger event, the corresponding target module is called to execute the trigger event; wherein the target module is any one of the instruction module, action module, action module and effect module.

[0043] In an optional embodiment of the present disclosure, calling a corresponding target module based on a trigger event to execute the trigger event includes:

[0044] The target module is determined based on a pre-configured module calling model; wherein the calling priority of each module in the module calling model is: instruction module, action module, action module and effect module.

[0045] In an optional embodiment of the present disclosure, if the triggering event is a skill action, the priority level difference between the target module and the action module is not greater than a preset threshold.

[0046] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes:

[0047] Calling the effect module to determine the state animation identifier corresponding to the state settlement result of the second virtual character from a pre-configured state effect list; wherein the state effect list includes the correspondence between each state settlement result and each state animation identifier;

[0048] The state animation identifier is sent to the user terminal to instruct the user terminal to display the state animation corresponding to the state animation identifier; wherein the state animation is used to show the current state of the second virtual character.

[0049] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes:

[0050] Call the action module to verify the legitimacy of each skill action in the skill action list in turn;

[0051] If the skill action is legal, the effect module is called to determine the action animation identifier corresponding to the skill action from a pre-configured action animation list; wherein the action animation list includes the correspondence between each skill action and each action animation identifier;

[0052] The action animation identifier is sent to the user terminal to instruct the user terminal to play the action animation corresponding to the action animation identifier.

[0053] In an optional embodiment of the present disclosure, the instruction module, action module, motion module and effect module are respectively configured with a database for storing data generated by the instruction module, action module, motion module and effect module respectively.

[0054] In a third aspect, an embodiment of the present disclosure provides a computer-readable storage medium having a computer program stored thereon, and the computer program implements the above method when executed by a processor.

[0055] In a fourth aspect, an embodiment of the present disclosure provides an electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above method by executing the executable instructions.

[0056] The technical solution disclosed in this disclosure has the following beneficial effects:

[0057] The virtual character state settlement method provided by the disclosed embodiment is to determine the current state quantization value of the second virtual character based on the first state quantization value of each second virtual character before being processed by a skill and the second state quantization value consumed when being processed by the skill, and finally settle the state quantization value of the second virtual character based on the current state quantization value. This can avoid the situation in which the state quantization value of the attacked party, which should be settled as a dead state, is settled as a alive state due to the introduction of other buffs such as blood recovery and life value transfer during the settlement of the state quantization value of the attacked party in the traditional method of performing serial calculation of the virtual character state, and other state settlement errors occur, thereby solving the problem of poor accuracy of the current turn-based battle settlement method in the traditional technology and achieving the technical effect of improving the accuracy of the second virtual character state settlement.

[0058] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0059] The drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0060] Figure 1 A schematic diagram showing an application scenario of a method for settling virtual character status in this exemplary embodiment;

[0061] Figure 2 A flowchart showing a method for settling virtual character status in this exemplary embodiment is shown;

[0062] Figure 3 A flowchart showing a method for settling virtual character status in this exemplary embodiment is shown;

[0063] Figure 4 A flowchart showing a method for settling virtual character status in this exemplary embodiment is shown;

[0064] Figure 5 A flowchart showing a method for settling virtual character status in this exemplary embodiment is shown;

[0065] Figure 6 A flowchart showing a method for settling virtual character status in this exemplary embodiment is shown;

[0066] Figure 7 A flowchart showing a method for settling virtual character status in this exemplary embodiment is shown;

[0067] Figure 8 A schematic diagram of the structure of a virtual character status settlement system in this exemplary embodiment is shown;

[0068] Fig. 9 A flowchart showing status settlement of a virtual character status settlement system in this exemplary embodiment is shown;

[0069] Fig.10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION

[0070] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the exemplary embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0071] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.

[0072] The flowcharts shown in the accompanying drawings are only exemplary and do not necessarily include all the steps. For example, some steps may be decomposed, while some steps may be combined or partially combined, so the actual execution order may change according to the actual situation.

[0073] In the related art, turn-based combat is a classic combat mode in the game. The entire battle is divided into several rounds. In each round, the combat units of both sides take turns to attack in a certain order until the winner is determined. Compared with real-time combat, the settlement results of turn-based combat cannot be ambiguous or uncertain, so the logic and strategy requirements for settlement are more rigorous. However, at present, turn-based combat generally settles multiple target characters in a serial manner, that is, the basic skill effects of a target and the effects caused by other triggering effects are settled at one time before the next target is settled in the same way. With the continuous addition of new combat modes and new gameplay during the game update process, different effects are prone to mutual coupling, which makes it easy for normal skill effects to be interrupted by triggering effects, resulting in the final settlement result not meeting expectations. Therefore, the current settlement method of turn-based combat is less accurate.

[0074] In view of the above problems, the virtual character state settlement method provided by the embodiment of the present disclosure determines the current state quantization value of each second virtual character based on the first state quantization value of each second virtual character before being processed by the skill and the second state quantization value consumed when being processed by the skill, and finally settles the state quantization value of the second virtual character based on the current state quantization value. This can avoid the situation in which the state quantization value of the attacked party, which should be settled as a dead state, is settled as a alive state due to the introduction of other buffs such as blood recovery and life value transfer when the state quantization value of the attacked party is settled in the traditional method of serial calculation of the virtual character state, and other state settlement errors occur, thereby solving the problem of poor accuracy of the current turn-based battle settlement method in the traditional technology, and achieving the technical effect of improving the accuracy of the second virtual character state settlement.

[0075] The following is a brief introduction to the application environment of the virtual character status settlement method provided by the embodiment of the present disclosure:

[0076] See also Figure 1 , the virtual character status settlement method provided in the embodiment of the present disclosure is applied to a game system 10, in which a turn-based combat game is configured, and the game system 10 at least includes: a service terminal 101 and a user terminal 102. The user terminal 102 is used to provide a game interface, through which the game interface is used to interact with the player; the service terminal 101 is used to perform background data processing, such as settling the status of the virtual character in the user terminal 102. Among them, the game interface includes at least two virtual characters: a first virtual character and a second virtual character. The first virtual character refers to the combat unit that initiates the attack in this round of combat, and the second virtual character refers to the combat unit that is attacked in this round of combat. The following embodiment is specifically described by taking the example of the first virtual character attacking the second virtual character in a round of combat.

[0077] The following uses the service terminal 101 as the execution subject, applies the virtual character status settlement method to the service terminal 101, and settles the status of the second virtual character in the user terminal as an example. Figure 2 The virtual character status settlement method provided by the embodiment of the present disclosure includes the following steps 201 to 203:

[0078] Step 201: A service terminal receives skill instruction information sent by a user terminal and generated when a first virtual character initiates skill processing for a second virtual character.

[0079] The player's identity is the first virtual character, and the enemy is the second virtual character, wherein the number of the second virtual characters is at least two, and the user terminal responds to the skill instruction initiated by the player against the enemy's second virtual character, and generates skill instruction information for the second virtual character, and then sends the skill instruction information to the service terminal, so that the service terminal receives the skill instruction information. Among them, the skill instruction information is used to instruct the player corresponding to the first character to initiate skill processing against the second virtual character. The skill processing refers to offensive spell attacks such as cloud roll rain strike, sweeping thousands of troops, or other protective skills such as healing, or other defensive skills, etc., which are not specifically limited in this implementation and can be specifically set according to actual conditions.

[0080] Step 202: The service terminal determines the current state quantization value of the second virtual character based on the first state quantization value of the second virtual character before being processed by the skill and the second state quantization value consumed by the processing skill corresponding to the skill instruction information.

[0081] Among them, the state quantization value refers to the parameter representing the state of the virtual character in the game, such as life value, blood volume, magic, buff, etc., which is not specifically limited in this embodiment and can be specifically set according to actual conditions. The first state quantization value refers to the state quantization value of the second virtual character before being processed by the skill, such as the state quantization value before being attacked by the skill, that is, the state quantization value of the second virtual character before the current round of battle; correspondingly, the second state quantization value refers to the state quantization value consumed when the second virtual character is processed by the skill, such as how much life value the second virtual character loses when being attacked by the skill, how much blood volume is consumed, how many levels are reduced, or how much virtual equipment is lost.

[0082] Step 203: The service terminal settles the state of the second virtual character according to the current state quantization value of the second virtual character.

[0083] After the service terminal obtains the current state quantization value of the second virtual character through step 202 above, the state of the second virtual character is settled according to the current state quantization value of the second virtual character to determine the current state of each second virtual character. The service terminal pre-configures a corresponding table of state quantization value and state, and then performs a table lookup after obtaining the current state quantization value to determine the current state corresponding to the current state quantization value; or the service terminal pre-configures a number of numerical intervals of state quantization values, and different numerical intervals correspond to different settlement states, and then obtains the current state corresponding to the current state quantization value by querying the numerical interval set. For example, a state quantization value less than 50 corresponds to a death state; a state quantization value of 50-199 corresponds to a truce state; a state quantization value of 200-400 corresponds to a combat state, and so on. Of course, the way to settle the state of the second virtual character according to the current state quantization value of the second virtual character includes but is not limited to the above two, which will not be exhaustively listed here, and can be specifically selected or set according to actual conditions.

[0084] The virtual character state settlement method provided by the disclosed embodiment determines the current state quantization value of the second virtual character based on the first state quantization value of the second virtual character before being processed by a skill and the second state quantization value consumed when being processed by the skill, and finally settles the state quantization value of the second virtual character based on the current state quantization value. This can avoid the situation in which the state quantization value of the attacked party, which should be settled as a dead state, is settled as a alive state due to the introduction of other buffs such as blood recovery and life value transfer during the settlement of the state quantization value of the attacked party in the traditional method of performing serial calculation of the virtual character state, and other state settlement errors occur, thereby solving the problem of poor accuracy of the current turn-based battle settlement method in the traditional technology and achieving the technical effect of improving the accuracy of the second virtual character state settlement.

[0085] See also Figure 3 In an optional embodiment of the present disclosure, the service terminal determines the current state quantization value of the second virtual character based on the first state quantization value of the second virtual character before being processed by the skill and the second state quantization value consumed by the processing skill corresponding to the skill instruction information in step 202, including the following steps 301-305:

[0086] Step 301: The service terminal determines a first state quantization value of a second virtual character before being processed by a skill.

[0087] The first state quantization value refers to the state quantization value of the second virtual character before the current round of battle, such as life value, blood volume, level, equipment quantity, etc. Before and after each battle, the service terminal will count the state quantization values ​​of the two combatants, that is, the first virtual character and the second virtual character, to determine the current state quantization values ​​of the first virtual character and the second virtual character at this moment, thereby obtaining the first state quantization value for each second virtual character.

[0088] Step 302: The service terminal selects at least one processing skill corresponding to the skill instruction information from a pre-stored skill database based on the skill instruction information.

[0089] The skill database stores a large number of processing skills. Different attack instructions correspond to different processing skills. After receiving the skill instruction information, the service terminal selects one or a pair of processing skills corresponding to the skill instruction information from the skill database, such as the cloud and rain strike skill, the sweeping Thousands of Troops skill, etc.

[0090] In a specific embodiment, the service terminal pre-configures a first relationship correspondence table between skill instruction information and processing skills, and the first relationship correspondence table is developed, updated, and maintained on a daily basis by game planners and other staff. By configuring the first relationship correspondence table, it is convenient to open the update of game processing skills to planners and other staff when the battle mode is upgraded in the later stage, which can greatly reduce the workload of developers, thereby improving the efficiency of game development and the efficiency of settlement of virtual character life status. After receiving the skill instruction information, the service terminal then queries through the first relationship correspondence table to determine one or more processing skills corresponding to the skill instruction information, and finally selects the one or more processing skills from the pre-stored skill database.

[0091] Step 303: The service terminal selects each skill action corresponding to each processing skill from a pre-stored action database, and determines the number of executions of each skill action.

[0092] A large number of game actions are stored in the work database, such as rain strike, fire attack, lightning strike, etc. Different processing skills correspond to different skill actions. For example, the skill of sweeping thousands of troops in step 302 corresponds to flying sword, which is executed three times, that is, flying sword three times at the target in sequence. After determining each processing skill, the service terminal then queries the pre-stored action database to determine one or more skill actions corresponding to the current processing skill, and the execution times corresponding to each skill action.

[0093] In a specific embodiment, the service terminal pre-configures a second relationship correspondence table between processing skills and skill actions, such as a correspondence table between attacking skills and attacking actions. The second relationship correspondence table is developed, updated, and maintained on a daily basis by game planners and other staff. By configuring the second relationship correspondence table, it is convenient to open the update of game processing skills, game skill actions, etc. to planners and other staff when the battle mode is upgraded in the later stage, which can greatly reduce the workload of developers, thereby improving the efficiency of game development and the efficiency of settlement of virtual character life status. After receiving the processing skill, the service terminal then queries through the second relationship correspondence table to determine one or more skill actions corresponding to the processing skill, and finally selects the one or more skill actions from the pre-stored action database.

[0094] Step 304: The service terminal determines the second state quantization value consumed by the processing skill corresponding to the skill instruction information based on each skill action and the number of executions corresponding to each skill action.

[0095] Different skill actions correspond to different state quantization values ​​with different losses. The more times a skill action is executed, the more state quantization values ​​are consumed. If the state quantization value is life value, for example, for the above-mentioned sweeping thousands of troops processing skill, it is necessary to fly the sword three times continuously for the second virtual character, and each flying sword needs to consume 200 life values ​​of the second virtual character, then the second virtual character consumes a total of 600 life values ​​when the sweeping thousands of troops skill processing is performed. Therefore, the service terminal can calculate the second state quantization value consumed by the second virtual character when the skill processing is performed based on each skill action and the number of executions corresponding to each skill action.

[0096] In a specific embodiment, the service terminal pre-configures a third relationship correspondence table between a skill action and a state quantization value, and different skill actions correspond to different state quantization values. The third relationship correspondence table is developed, updated, and maintained on a daily basis by game planners and other staff. By configuring the third relationship correspondence table, it is convenient to open the configuration and update of the game skill action consumption value to planners and other staff when the battle mode is upgraded in the later stage, which can greatly reduce the workload of developers, thereby improving the efficiency of game development and the efficiency of settlement of the life status of virtual characters. After determining that the skill action is obtained, the service terminal then queries through the third relationship correspondence table to determine the specific loss value of the state quantization value corresponding to the skill action.

[0097] Step 305: The service terminal determines the current state quantization value of the second virtual character according to the first state quantization value and the second state quantization value.

[0098] The definitions of the terms in this step are the same as those in the above step 203 and will not be repeated here.

[0099] The disclosed embodiment first determines the processing skill through skill instruction information, then determines the corresponding skill action through the processing skill, and finally uses the obtained skill action and the corresponding execution times of the skill action to quickly calculate the second state quantization value consumed by the second virtual character when being attacked. The calculation accuracy is higher and the calculation method is simple, which can greatly improve the settlement efficiency while ensuring the accuracy of the settlement of the virtual character's life status.

[0100] See also Figure 4 In an optional embodiment of the present disclosure, the virtual character status settlement method further includes the following steps 401-402:

[0101] Step 401: The service terminal generates a skill action list for a second virtual character based on at least one processing skill, and sends the skill action list to a user terminal.

[0102] Among them, the skill action list is used to instruct the user terminal to perform skill processing on the second virtual character in sequence, such as performing skill attack based on attack action, etc. The settlement of skill processing, that is, the settlement of the life state of the second virtual character is in the terminal server, that is, the user terminal, but the general game battle, that is, the skill processing is in the user terminal. The service terminal first determines that at least one processing skill is obtained and then generates a skill action list for the target, that is, the second virtual character. The skill action list contains one or more processing skills corresponding to the skill instruction information. The processing skill can be a specific processing skill program, or a name of a processing skill, or other identifiers, etc. This embodiment is not specifically limited and can be specifically selected according to actual conditions. In the first case, the skill action list contains a specific processing skill program, and the user terminal directly calls it according to the skill action list to perform skill processing on the second virtual character; in the second case, the skill action list contains the name identifier of each processing skill, and the user terminal calls the corresponding program in sequence from the internal skill database or the skill database of the service terminal according to each name identifier in the skill action list to attack the second virtual character.

[0103] The service terminal generates a skill action list for the second virtual character based on at least one processing skill, and sends the skill action list to the user terminal, which can facilitate the user terminal to initiate skill processing for the second virtual character according to the types and order of processing skills in the skill action list, thereby ensuring the orderliness of the user terminal's skill processing arrangement and further improving the stability and fluency of the turn-based game.

[0104] Step 402: The service terminal generates a skill action list based on each skill action and the number of executions corresponding to each skill action, and sends the skill action list to the user terminal.

[0105] Among them, the skill action list is used to indicate the number of times the user terminal attacks the second virtual character in sequence. The skill action list contains various skill actions, such as the number of attack actions, etc., and the corresponding execution times of each skill action. As above, the skill action can be a specific skill action program, or it can be the name of a skill action, or other identifiers, etc. This embodiment is not specifically limited and can be selected according to actual conditions. In the first case, the skill action list contains a specific skill action program, and the user terminal directly calls it according to the skill action list to perform an action attack on the second virtual character; in the second case, the skill action list contains the name identifier of each skill action, and the user terminal calls the corresponding action program in sequence from the internally configured skill database or the action database of the service terminal according to each name identifier in the skill action list to attack the second virtual character.

[0106] The virtual character status settlement method provided by the embodiment of the present disclosure generates a skill action list for the second virtual character based on each skill action and the number of executions corresponding to each skill action, and sends the skill action list to the user terminal. This can facilitate the user terminal to launch an action attack on the second virtual character according to the type and order of processing skills in the skill action list, ensure the orderliness of the user terminal's processing of skill arrangements, and further improve the stability and fluency of the turn-based game.

[0107] See also Figure 5 In an optional embodiment of the present disclosure, the service terminal determines the second state quantization value consumed by the processing skill corresponding to the skill instruction information based on each skill action and the execution times corresponding to each skill action in step 304, including the following steps 501 to 503:

[0108] Step 501: The service terminal determines a single state quantization value consumed by each skill action when performing skill processing.

[0109] For example, a single state quantization value refers to the state quantization value of the virtual character consumed when performing an action attack for each skill action. Some processing skills may correspond to multiple skill actions, and one attack of a skill action will cause damage to the second virtual character once, that is, consume the state quantization value of the second virtual character once, or add a buff, etc. Therefore, the embodiment of the present disclosure will determine the corresponding state quantization value that needs to be consumed, or the increased state quantization value, for each skill action. In other words, when the first virtual character initiates a processing skill, the single state quantization value consumed by the second virtual character is determined for each skill action. By calculating the single state quantization value of the second virtual character in real time according to the skill action, it is convenient for the service terminal to obtain the second state quantization value of the second virtual character more accurately, and further improve the accuracy of the settlement of the life state of the virtual character in the embodiment of the present disclosure.

[0110] Step 502: The service terminal calculates the product of the number of executions and the single state quantization value for each skill action, and obtains the initial second state quantization value corresponding to each skill action.

[0111] For example, for the above-mentioned processing skill Sweeping the Armies, one of the skill actions is flying sword, which is executed three times. Each flying sword needs to consume 200 health points of the second virtual character. Then the second virtual character consumes a total of 600 health points when being hit by the flying sword three times, that is, the initial second state quantization value is 600.

[0112] Step 503: The service terminal determines, for each processing skill, the sum of the initial second state quantization values ​​of each skill action corresponding to the processing skill, and obtains the second state quantization value consumed by each processing skill.

[0113] For a processing skill, the initial second state quantization values ​​of all skill actions in the processing skill are added up to obtain the second initial quantization value of the total consumption when executing the processing skill. Similarly, the service terminal can also add up all the second state quantization values ​​corresponding to all processing skills in this battle round to obtain the total state quantization value consumed by the second virtual character in this round of battle.

[0114] The disclosed embodiment determines, for each skill action, a single state quantization value that changes in the second virtual character each time the skill is processed, and then calculates an initial second state quantization value for each skill action. Finally, for each processing skill, the second state quantization value corresponding to each processing skill can be calculated through all initial second state quantization values ​​of all skill actions corresponding to each processing skill. The calculation is simple and convenient, and can further improve the virtual character settlement efficiency.

[0115] See also Figure 6In an optional embodiment of the present disclosure, the loss type of the state quantization value of the skill action includes loss by percentage and loss by value. The above virtual character state settlement method may also include the following steps 601 to 603:

[0116] Step 601, respectively calculating the first current second state quantization values ​​of the corresponding losses of each skill action with a loss according to a percentage;

[0117] Step 602, respectively calculating the second current second state quantization values ​​of the corresponding losses of the skill actions according to the numerical losses;

[0118] Step 603: Calculate the sum of each first current second state quantization value and each second current second state quantization value to obtain a second state quantization value.

[0119] The consumption mode of the state quantization value corresponding to different skill actions is different. For example, skill actions of percentage loss type consume in percentage, such as reducing 5% or 10% of blood volume per attack, etc.; skill actions of numerical loss consume in addition and subtraction, such as subtracting one equipment or two equipment per attack. In view of the different types of loss of state quantization values ​​of different types of skill actions, this embodiment first calculates the current first state quantization value of the loss for all skill actions of percentage loss type, then calculates the second current second state quantization value of the loss of each skill action of numerical loss, and finally calculates the sum of each first current second state quantization value and each second current second state quantization value, so as to obtain all the second state quantization values. In this way, the product calculation is performed first, and then the sum calculation is performed, which can avoid the problem of mixing product calculation and sum calculation in traditional linear calculation, high calculation complexity and easy error. The embodiment of the present disclosure first performs product calculation, and then performs sum calculation, which can greatly reduce the complexity of calculation, improve calculation efficiency, and further improve the accuracy and settlement efficiency of the settlement of the life state of the virtual character in the embodiment of the present disclosure.

[0120] In an optional embodiment of the present disclosure, after the service terminal settles the state of the second virtual character according to the current state quantization value of the second virtual character in step 203, the virtual character state settlement method further includes the following steps:

[0121] Service terminal execution effect trigger event.

[0122] Among them, the effect trigger event refers to the adjustment of the state quantization value of the first virtual character and / or the second virtual character according to the preset state quantization value adjustment model after the virtual character is processed by the skill, such as triggering an attack effect, a protection effect, a treatment effect, etc. It should be pointed out that the specific content of the state quantization value adjustment model is not limited in this embodiment, and can be specifically set according to the actual game scene. For example, an event trigger list can be set and opened to game planners, and the game planners can perform specific settings and updates according to the game scene. After the state of the second virtual character is settled, that is, after the loss deduction or increase of its state quantization value, other trigger events caused by processing skills or skill actions are executed in this disclosed embodiment. After determining the life state of the virtual character by loss deduction first and then executing other trigger events, it can prevent the influence of some attack trigger events such as blood recovery and rebound skills on the current state quantization value of the virtual character, thereby improving the accuracy and reliability of the settlement of the life state of the virtual character provided by the disclosed embodiment.

[0123] See also Figure 7 In a specific embodiment of the present disclosure, the effect triggering event includes an attack triggering event. The above step A service terminal executes the attack triggering event, including the following steps 701 to 703:

[0124] Step 701: If the current state quantization value of the second virtual character is less than a preset threshold, the service terminal determines that the state of the second virtual character is a death state.

[0125] Step 702: The service terminal adds the current state quantization value of the second virtual character in the dead state to other virtual characters in the same combat team as the second virtual character that are in the living state.

[0126] In the disclosed embodiment, it is first determined whether the current state quantization value of the second virtual character is less than a preset threshold value. If it is less than the preset threshold value, it means that the second virtual character is currently in a dead state, and then the management terminal triggers a trigger event related to death. Otherwise, the second virtual character is in a living state, and the trigger event related to death cannot be triggered. For example, after a second virtual character dies, the current state quantization value of the second virtual character, that is, the remaining state quantization value, such as blood volume, equipment, etc., is added to other teammates who are still in a living state, that is, other second virtual characters in a living state. The disclosed embodiment first determines the current life state of each second virtual character, and then adds the remaining state quantization value of the second virtual character in the dead state to other virtual characters in the same combat team as the second virtual character, such as its teammates, or allies fighting together, etc., according to the life state, so as to avoid adding the current state quantization value of some second virtual characters to other virtual characters before determining the life state of the second virtual character, thereby causing inaccurate settlement of some virtual character states, thereby improving the accuracy and reliability of the virtual character life state determination provided by the disclosed embodiment.

[0127] Step 703: The service terminal deducts the state quantization value corresponding to the second state quantization value of the first virtual character.

[0128] In the game, some virtual characters have skill rebound attributes, such as rebound shields, etc. The attacked party rebounds the opponent's skill attacking itself to the attacker, that is, the corresponding quantization value of the second state quantization value of the first virtual character of the attacker is deducted. For example, the first virtual character of the attacker launches a skill attack on the second virtual character of the attacked party, which should consume 600 health points of the second virtual character, but due to the skill rebound attribute of the second virtual character, the corresponding 600 health points of the first virtual character of the attacker need to be consumed. Of course, after deducting the state quantization value corresponding to the first virtual character and the second state quantization value, the state quantization value of the second virtual character can be kept unchanged, or the second state quantization value corresponding to the second virtual character can be deducted at the same time. This embodiment does not make any limitation to this and can be specifically set according to actual conditions. In this way, it is possible to ensure that the calculation errors of the life quantization value caused by other skill attributes such as rebound are avoided, thereby improving the accuracy of the settlement of the life state of the virtual character in the disclosed embodiment.

[0129] See also Figure 8In order to implement the above-mentioned business processing method, an embodiment of the present disclosure provides a virtual character status settlement system 800, including: an instruction module 810, an action module 820 and an action module 830. Among them, the instruction module 810, the action module 820 and the action module 830 are encapsulated as different object nodes, and each object node, as a different level of the virtual character status settlement system 800, forms a tree structure from top to bottom. Different object nodes are responsible for handling different things. The status settlement of the virtual character is a process of traversing this tree. In the actual settlement process, the status settlement of the virtual character can be completed by traversing this tree. The following embodiment takes the process of traversing the tree to settle the virtual character status as an example, please refer to Fig. 9 The virtual character status settlement system 800 includes the following steps 901 to 905 when settling the status of the virtual character:

[0130] Step 901: Call the instruction module to generate a skill action list based on the skill instruction information of the first virtual character for the second virtual character sent by the user terminal.

[0131] As the instruction layer, the instruction module is located at the highest level of the tree structure of the virtual character status settlement system, and is used to execute instruction-related services, such as receiving skill instruction information sent by the user terminal, and generating a corresponding skill action list according to the skill instruction information. For example, the skill instruction information is to initiate the skill attack of cloud roll rain attack and sweeping thousands of troops, and the service terminal generates a skill action list containing the cloud roll rain attack skill and sweeping thousands of troops skill, and sends it to the action module of the next level to instruct the action module to further process. Of course, the skill action list can also be opened to developers to configure and adjust in real time by filling in forms, etc. When processing the skill execution information, the instruction module can also verify the legitimacy of the received skill instruction information, adjust and modify the instruction target and instruction type of the skill instruction information, and detect the seal state of the first virtual character that issues the skill instruction information, such as determining whether the first virtual character is sealed, and if sealed, whether the seal type is physical seal or spell seal, etc. This embodiment does not exhaustively list other services of the instruction module, and can be specifically configured according to actual conditions.

[0132] Step 902, calling the action module, determining the skill actions corresponding to each action skill in the skill action list and the number of executions corresponding to each skill action, and generating a skill action list based on each skill action and the number of executions corresponding to each skill action.

[0133] The action module, as the action layer in the tree structure of the virtual character status settlement system, is at the next level of the instruction module. It is used to determine the skill actions corresponding to each action skill in the skill action list, and generate corresponding skill action lists based on each skill action. For example, for the action skill "Sweeping the Thousands of Troops", the service terminal queries from the pre-configured action database and obtains that the skill action corresponding to the skill "Sweeping the Thousands of Troops" is flying sword, and the number of executions is three times. The action module generates a skill action list containing three consecutive flying swords, and sends the skill action list to the action module to instruct the action module to execute each skill action in sequence. Of course, the skill action list can also be directly opened to developers for developers to configure and update in real time according to actual conditions, which greatly facilitates real-time adjustments when upgrading or improving the game later.

[0134] In addition, the action module can also be used to perform other services, such as: ① determine and deduct the state quantization value consumed by the first virtual character when initiating this skill processing, such as deducting the state quantization value corresponding to the deduction when the first virtual character initiates the action skill, and deducting the state quantization value consumed when the first virtual character generates anger, etc.; ② verify the legitimacy of each action skill in the skill action list, such as whether the first virtual character as the attacker has the authority to initiate the action skill; ③ detect the immune attribute of the attacked second virtual character to determine whether the second virtual character is immune to the action skill. If the second virtual character is immune to the action skill, the action skill will not cause any harm to the second virtual character, and will not have any effect on its state quantization value; ④ adjust the current second virtual character according to the verification results of the above-mentioned legitimacy verification, immunity verification, etc., and determine all the second virtual characters that pass the verification as the target second virtual characters again, and each target second virtual character together constitutes a target set, and generate a skill action list of each target second virtual character in the target set. The above is only an example, and is not a limitation on the action module service in the disclosed embodiment.

[0135] Step 903: Calling the action module to determine the second state quantization value consumed when the second virtual character is subjected to skill processing based on each skill action in the skill action list and the number of executions corresponding to each skill action.

[0136] The action module is the action layer in the tree structure of the virtual character state settlement system, which is at the next level of the action module. It is mainly used to calculate the second state quantization value consumed by the second virtual character when the skill is processed according to each skill action in the skill action table and the number of executions corresponding to each skill action. For example, the above-mentioned processing skill of sweeping thousands of troops requires the second virtual character to fly the sword three times in a row, and each flying sword consumes 200 health points of the second virtual character. Then, the second virtual character consumes a total of 600 health points when the skill of sweeping thousands of troops is processed. Similarly, the service terminal can calculate the second state quantization value consumed by the second virtual character when the skill is processed based on each skill action and the number of executions corresponding to each skill action.

[0137] In addition, the action module can also be used to perform other services, such as: 1. Verify the legitimacy of each skill action in the skill action list, such as whether the first virtual character as the attacking party has the authority to initiate the skill action; 2. Detect the immune attribute of the second virtual character of the attacked party to determine whether the second virtual character is immune to the skill action. If the second virtual character is immune to the skill action, the skill action will not cause any harm to the second virtual character, nor will it have any impact on its state quantization value; 3. Further adjust the current second virtual character according to the verification results of the above-mentioned legitimacy verification, immunity verification, etc., for example, take the above-mentioned target set as the initial set, and determine the second virtual character that passes the verification in the target set as the target second virtual character, so as to jointly constitute a new target set, thereby realizing further adjustment of the target set. The above is only an example, and is not a limitation on the action module in the embodiment of the present disclosure. Other services of the action module are not exhaustively listed here.

[0138] Step 904: Determine the current state quantization value of the second virtual character based on the first state quantization value and the second state quantization value of the second virtual character before the skill processing.

[0139] Step 905: settle the state of the second virtual character according to the current state quantization value of the second virtual character.

[0140] In the action module, the current state quantization value of the second virtual character can be determined based on the same method as in step 202 and step 203 above, and the state of the second virtual character can be settled according to the current state quantization value.

[0141] The disclosed embodiment divides the virtual character status settlement system into a tree structure including at least an instruction module, an action module and an action module. The instruction module, the action module and the action module respectively perform different services as different object nodes. The process of virtual character status settlement can be achieved by traversing the tree structure of the virtual character status settlement system. The status settlement is more logical and less prone to errors. The accuracy of status settlement is further improved while improving the efficiency of virtual character status settlement.

[0142] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes the following steps 1001-1002 when settling the status of the virtual character:

[0143] Step 1001: Call the action module to determine the initial target set from each virtual character according to the skill instruction information.

[0144] The game scene at least includes a first virtual character as the initiator of the attack and a second virtual character as the attacked party, wherein the number of the second virtual characters as the attacked party is multiple. The action module determines the target to be attacked by the skill according to the received skill instruction information. For example, if the second virtual character is a soldier and the number is 10, the skill instruction information is: the first virtual character launches a cloud roll rain attack skill attack on the 10 soldiers, then the 10 soldiers constitute the above-mentioned initial target set.

[0145] Step 1002: Calling an action module to determine an initial second virtual character in the initial target set that meets a preset execution condition as a target second virtual character.

[0146] The action module verifies each second virtual character in the initial target set based on the preset execution condition, wherein the preset execution condition at least includes: at least one of the legitimacy of the skill action and the immunity condition. For example, the above step 1001 includes an initial target set of 10 soldiers, wherein the first soldier in the initial target set is sealed, and the second soldier is immune to the cloud roll and rain attack skill, that is, the cloud roll and rain attack cannot be performed on the first soldier and the second soldier, then the other 8 soldiers in the initial target set except the first soldier and the second soldier are used as the target second virtual characters to form a new target set. Finally, the action module calculates the second state quantization value consumed by each target second virtual character in the new target set when the skill is processed based on the above step 903.

[0147] The disclosed embodiment follows the tree structure formed by the virtual character state settlement system, first calls the action module, determines the initial target set from each virtual character according to the skill instruction information, and then calls the action module to determine the initial second virtual character that meets the preset execution conditions in the initial target set as the target second virtual character. Different modules execute corresponding services, and the calculation process is clear, which can greatly improve the efficiency and accuracy of the calculation of the second state quantization value.

[0148] Please continue to see Figure 8 In an optional embodiment of the present disclosure, the virtual character status settlement system further includes an effect module 840, which is located at the lowest level in the tree structure of the virtual character status settlement system and is mainly used to execute the effects corresponding to each skill action in the skill action list. The effect module 840 can also detect and adjust the immunity, legitimacy, etc. of each effect one by one.

[0149] The above virtual character status settlement system further includes steps 1101-1102 when settling the status of the virtual character:

[0150] Step 1101: Call the effect module to determine the trigger event corresponding to each action skill and / or each skill action based on the effect trigger model configured in the effect module.

[0151] Among them, the trigger event refers to other additional effects triggered in the process of settling the virtual character status except for the action skill effects and movement skill effects. For example, when the second virtual character is attacked, part of the damage will be rebounded to the attacker, and when the friendly virtual character dies, the health will be restored, and other additional effects caused by the current action skills, skill actions, etc.

[0152] Step 1102: Based on the triggering event, call the corresponding target module to execute the triggering event.

[0153] The target module is any one of the above-mentioned instruction module, action module, motion module and effect module. As in step 1101 above, the essence of the trigger event is the additional effect. For example, if the trigger event is that the second virtual character has a skill rebound attribute, the action module is called accordingly to recalculate the second state quantization value consumed by each target second virtual character when the skill is processed, thereby greatly improving the accuracy and reliability of the calculation of the second state quantization value.

[0154] In an optional embodiment of the present disclosure, the above step 1102 calls the corresponding target module based on the trigger event to execute the trigger event, including the following steps:

[0155] Among them, the module calling model is used to characterize the priority or calling order of each module call. In order to avoid the occurrence of infinite loop calling, the embodiment of the present disclosure divides the modules into levels and pre-configures the module calling model to indicate the priority or calling order of calling between modules. The calling priority of each module in the module calling model is: instruction module, action module, action module and effect module. In other words, only high-level modules can call low-level modules. For example, the instruction module can call the action module, but the action module cannot call the instruction module. Each module is called in turn according to the set priority, which can avoid the confusion of infinite loops caused by reverse calls, thereby improving the accuracy and reliability of virtual character status settlement.

[0156] In an optional embodiment of the present disclosure, if the triggering event is a skill action, the priority level difference between the target module and the action module is not greater than a preset threshold.

[0157] In general, the calls between modules can be high-level modules triggering calls to low-level modules, and this embodiment is for a special case in the settlement process. When the triggering event is a skill action, for example, after the second virtual character dies, its teammates, mounts or summoned beasts will immediately attack the attacker. This is the action module triggering the action module, or the action module. That is, the current module is the action module, and the action module or action module is called. The priority level difference between the action module and the action module is 0, and the priority level difference between the action module and the action module is 1. However, it should be pointed out that the preset threshold in the embodiment of the present disclosure can be specifically set according to the actual situation, and this embodiment does not make any limitation.

[0158] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes the following steps when settling the status of the virtual character:

[0159] The effect module is called to determine the state animation identifier corresponding to the state settlement result of the second virtual character from the pre-configured state effect list, and the state animation identifier is sent to the user terminal to instruct the user terminal to display the state animation corresponding to the state animation identifier.

[0160] The state animation is used to display the current state of the second virtual character. The state effect list includes the correspondence between each state settlement result and each state animation identifier. The state effect list can be directly generated in the action module based on the above-mentioned action skills and sent to the effect module, or it can be open to the staff, who can perform open source configuration and real-time adjustment, thereby greatly reducing the workload of developers to re-modify and adjust when the game or effect is updated, and greatly improving the efficiency of game development and updating.

[0161] In an optional embodiment of the present disclosure, the virtual character status settlement system further includes:

[0162] Call the action module to verify the legitimacy of each skill action in the skill action list in turn;

[0163] If the skill action is legal, the effect module is called to determine the action animation identifier corresponding to the skill action from a pre-configured action animation list; wherein the action animation list includes the correspondence between each skill action and each action animation identifier;

[0164] The action animation identifier is sent to the user terminal to instruct the user terminal to play the action animation corresponding to the action animation identifier.

[0165] The disclosed embodiment verifies the legality of each skill action in the action module, and only when the skill action is legal, calls the effect module for animation display to prevent situations where the current skill action is illegal or not suitable for the second virtual character, thereby greatly improving the accuracy and reliability of each skill action and action animation display.

[0166] In an optional embodiment of the present disclosure, the instruction module, action module, motion module and effect module are respectively configured with a database for storing data generated by the instruction module, action module, motion module and effect module respectively.

[0167] The virtual character state settlement system of the disclosed embodiment adopts a blackboard mechanism, and each module is independently configured with a corresponding database for storing the data, action skill list, action skill list and effect list generated by it, so that other modules can be accurately called when needed. For example, the instruction module is correspondingly configured with an instruction database for storing the skill instruction information received from the user terminal; the action module is configured with an action database for storing at least one processing skill corresponding to the skill instruction information selected from the pre-stored skill database; the action module is configured with an action database for storing the second state quantization value consumed by the second virtual character when the skill processing is performed, and the current state quantization value of each virtual character; the effect module is configured with an effect database for storing the life state of each virtual character generated, and the effect animation corresponding to each life, etc. Different modules are configured with different databases, which can facilitate the independent storage of the data received and generated by each module, so as to facilitate the precise positioning during subsequent searches, and further improve the efficiency of virtual character state settlement.

[0168] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure. In one embodiment, the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.

[0169] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0170] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0171] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.

[0172] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, etc., and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).

[0173] See also Fig.10 The exemplary embodiment of the present disclosure further provides an electronic device 1000, which may be a background server of an information platform. Fig.10 The electronic device 1000 is described. It should be understood that Fig.10 The electronic device 1000 shown is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0174] like Fig.10 As shown, the electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 may include but are not limited to: at least one processing unit 1010, at least one storage unit 1020, and a bus 1030 connecting different system components (including the storage unit 1020 and the processing unit 1010).

[0175] The storage unit stores program codes, which can be executed by the processing unit 1010, so that the processing unit 1010 performs the steps according to various exemplary embodiments of the present invention described in the above “Exemplary Method” section of this specification. For example, the processing unit 1010 can perform the following steps: Figure 2 The method steps shown, etc.

[0176] The storage unit 1020 may include a volatile storage unit, such as a random access storage unit (RAM) 1021 and / or a cache storage unit 1022 , and may further include a read-only storage unit (ROM) 1023 .

[0177] The storage unit 1020 may also include a program / utility 1024 having a set (at least one) of program modules 1025, such program modules 1025 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0178] The bus 1030 may include a data bus, an address bus, and a control bus.

[0179] The electronic device 1000 may also communicate with one or more external devices 1100 (e.g., a keyboard, a pointing device, a Bluetooth device, etc.), and such communication may be performed through an input / output (I / O) interface 1040. The electronic device 1000 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 1050. Fig.10 As shown, the network adapter 1050 communicates with other modules of the electronic device 1000 via the bus 1030. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0180] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0181] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as systems, methods or program products. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: complete hardware implementation, complete software implementation (including firmware, microcode, etc.), or implementations combining hardware and software aspects, which may be collectively referred to herein as "circuit", "module" or "system". Those skilled in the art will readily think of other implementations of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.

[0182] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A method for settling virtual character status, characterized in that: include: Receiving skill instruction information sent by a user terminal and generated when a first virtual character initiates skill processing for a second virtual character; Determining a first state quantization value of the second virtual character before being processed by the skill; selecting at least one processing skill corresponding to the skill instruction information from a pre-stored skill database based on the skill instruction information; Selecting each skill action corresponding to each processing skill from a pre-stored action database, and determining the number of executions of each skill action; Determine, based on each of the skill actions and the execution times corresponding to each of the skill actions, a second state quantization value consumed by the processing skill corresponding to the skill instruction information; Determining a current state quantization value of the second virtual character according to the first state quantization value and the second state quantization value; Generate a skill action list based on each of the skill actions and the execution times corresponding to each of the skill actions, and send the skill action list to the user terminal; wherein the skill action list is used to instruct the user terminal to perform action processing on the second virtual character in sequence; The state of the second virtual character is settled according to the current state quantization value of the second virtual character.

2. The virtual character status settlement method according to claim 1, characterized in that: The method further comprises: A skill action list for the second virtual character is generated based on at least one of the processing skills, and the skill action list is sent to the user terminal; wherein the skill action list is used to instruct the user terminal to perform skill processing on the second virtual character in sequence.

3. The virtual character status settlement method according to claim 1, characterized in that: The determining, based on each of the skill actions and the execution times corresponding to each of the skill actions, the second state quantization value consumed by the processing skill corresponding to the skill instruction information includes: Determine a single state quantization value consumed by each skill action when performing skill processing; For each of the skill actions, calculate the product of the number of executions and the single state quantization value to obtain an initial second state quantization value corresponding to each of the skill actions; For each of the processing skills, the sum of the initial second state quantization values ​​of the skill actions corresponding to the processing skill is determined to obtain the second state quantization value consumed by each of the processing skills.

4. The virtual character status settlement method according to claim 3, characterized in that: After the state of the second virtual character is settled according to the current state quantization value of the second virtual character, the method further includes: Execute an effect trigger event; wherein, the effect trigger event refers to adjusting the state quantization value of the first virtual character and / or the second virtual character according to a preset quantization value adjustment model after the virtual character is processed by a skill.

5. The virtual character status settlement method according to claim 4, characterized in that: The effect triggering event includes an attack triggering event, and the execution effect triggering event includes: If the current state quantization value of the second virtual character is less than a preset threshold, determining that the state of the second virtual character is a death state; The current state quantization value of the second virtual character in the death state is added to that of other virtual characters in the survival state and in the same combat team as the second virtual character.

6. The method for settling virtual character status according to claim 4, characterized in that: If the second virtual character has a skill rebound attribute, the execution effect triggering event includes: The state quantization value of the first virtual character corresponding to the second state quantization value is deducted.

7. A virtual character status settlement system, characterized in that: At least comprising: an instruction module, an action module and an action module, the virtual character status settlement system comprises the following steps when settling the status of the virtual character: Calling the instruction module to generate a skill action list based on the skill instruction information of the first virtual character for the second virtual character sent by the user terminal; Calling the action module to determine the skill action corresponding to each action skill in the skill action list and the execution times corresponding to each skill action, and generating a skill action list based on each skill action and the execution times corresponding to each skill action; Calling the action module to determine the second state quantization value consumed by the second virtual character when the skill processing is performed based on each of the skill actions in the skill action list and the execution times corresponding to each of the skill actions; as well as, Determining a current state quantization value of the second virtual character based on a first state quantization value of the second virtual character before being processed by a skill and the second state quantization value; The state of the second virtual character is settled according to the current state quantization value of the second virtual character.

8. The virtual character status settlement system according to claim 7, characterized in that: The virtual character status settlement system further includes: Calling the action module to determine an initial target set from each of the virtual characters according to the skill instruction information; wherein the initial target set includes a plurality of initial second virtual characters; The action module is called to determine the initial second virtual character in the initial target set that meets the preset execution condition as the target second virtual character; wherein the preset execution condition at least includes: at least one of the legitimacy and immunity condition of the skill action.

9. The virtual character status settlement system according to claim 7, characterized in that: The virtual character status settlement system further includes an effect module. When settling the status of the virtual character, the virtual character status settlement system further includes: Calling the effect module, and determining a trigger event corresponding to each of the action skills and / or each of the skill actions based on an effect trigger model configured in the effect module; Based on the trigger event, a corresponding target module is called to execute the trigger event; wherein the target module is any one of the instruction module, the action module, the action module and the effect module.

10. The virtual character status settlement system according to claim 9, characterized in that: The calling a corresponding target module based on the triggering event to execute the triggering event includes: The target module is determined based on a pre-configured module calling model; wherein the calling priority of each module in the module calling model is: the instruction module, the action module, the action module and the effect module.

11. The virtual character status settlement system according to claim 10, characterized in that: If the trigger event is the skill action, the priority level difference between the target module and the action module is not greater than a preset threshold.

12. The virtual character status settlement system according to claim 9, characterized in that: The virtual character status settlement system further includes: Calling the effect module to determine the state animation identifier corresponding to the state settlement result of the second virtual character from a pre-configured state effect list; wherein the state effect list includes the corresponding relationship between each of the state settlement results and each of the state animation identifiers; The state animation identifier is sent to the user terminal to instruct the user terminal to display the state animation corresponding to the state animation identifier; wherein the state animation is used to show the current state of the second virtual character.

13. The virtual character status settlement system according to claim 9, characterized in that: The virtual character status settlement system further includes: Calling an action module to verify the legitimacy of each skill action in the skill action list in turn; If the skill action is legal, calling the effect module to determine the action animation identifier corresponding to the skill action from a pre-configured action animation list; wherein the action animation list includes the correspondence between each of the skill actions and each of the action animation identifiers; The action animation identifier is sent to the user terminal to instruct the user terminal to play the action animation corresponding to the action animation identifier.

14. The virtual character status settlement system according to claim 9, characterized in that: The instruction module, the action module, the motion module and the effect module are respectively configured with a database for storing data generated by the instruction module, the action module, the motion module and the effect module respectively.

15. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 6 is implemented.

16. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 6 by executing the executable instructions.