A method, device, equipment and medium for virtual character interaction in a game
By configuring auxiliary virtual objects for controlled virtual characters in the game and realizing automatic and active attacks, the problem of insufficient interactiveness of virtual characters in the game is solved, and the interactiveness and player experience of the game are improved.
Patent Information
- Application Number
- CN202211657249.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-22
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2042-12-22
AI Technical Summary
The lack of innovation in the way virtual characters interact with virtual objects in existing games, resulting in insufficient game interaction and experience.
By configuring auxiliary virtual objects for controlled virtual characters, automatic and active attacks are achieved. Auxiliary virtual objects perform attack operations on targets under specific conditions, and control the release and movement of virtual objects through skill controls.
It improves the interactiveness and player experience of the game, enhances the automatic and active attack methods of the game, and improves the fun and operation convenience of the game.
Smart Images

Figure CN115957507B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and medium for interacting with virtual characters in a game. Background Art
[0002] In role-playing games and other types of games, players usually fight with virtual objects in the game, such as monsters in the game, or engage in PK (Player Killing) with other players in the game.
[0003] Currently, many games provide different virtual characters and configure different virtual skills for different virtual characters. Players can choose a virtual character according to their habits and preferences and control it to release virtual skills to attack virtual objects. The number of virtual characters and virtual skills affects the game interactivity and game experience. Summary of the Invention
[0004] This application provides a method, device, equipment, and medium for interacting with virtual characters in a game. Specifically, the technical solutions provided by this application are as follows:
[0005] On the one hand, the present application provides a method for interacting with virtual characters in a game, wherein a terminal device provides a graphical user interface, and the graphical user interface displays at least a game scene, a controlled virtual character, and auxiliary virtual objects of the controlled virtual character. The method for interacting with virtual characters in the game includes:
[0006] Responding to movement control instructions for the controlled virtual character, controlling the controlled virtual character to move in the game scene, and controlling the auxiliary virtual objects to follow the movement of the controlled virtual character;
[0007] In response to the auxiliary virtual object and the first virtual object having a positional relationship that satisfies the first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object;
[0008] In response to a first skill release instruction for the first skill control, controlling the controlled virtual character to launch a second virtual object into the game scene;
[0009] In response to the second virtual object and the third virtual object satisfying an interaction condition, setting a target mark for the third virtual object;
[0010] In response to the auxiliary virtual object and the third virtual object carrying the target marker meeting a positional relationship within a second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
[0011] On the other hand, the present application provides a virtual character interaction device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least a game scene, a controlled virtual character, and auxiliary virtual objects of the controlled virtual character. The virtual character interaction device in the game includes:
[0012] a first response unit, configured to respond to a movement control instruction for a controlled virtual character, control the controlled virtual character to move in a game scene, and control the auxiliary virtual object to follow the movement of the controlled virtual character;
[0013] a second response unit, configured to control the auxiliary virtual object to move to the position of the first virtual object in response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, and to control the auxiliary virtual object to perform a target attack operation on the first virtual object;
[0014] a third response unit, configured to respond to a first skill release instruction for the first skill control, and control the controlled virtual character to launch a second virtual object into the game scene;
[0015] a fourth response unit, configured to respond to the second virtual object and the third virtual object satisfying an interaction condition and set a target mark for the third virtual object;
[0016] a fifth response unit, configured to control the auxiliary virtual object to move to the position of the third virtual object carrying the target marker in response to the auxiliary virtual object and the third virtual object carrying the target marker meeting the positional relationship of the second detection range, and to control the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
[0017] On the other hand, the present application provides an electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned method for interacting with virtual characters in the game when executing the computer program.
[0018] On the other hand, the present application also provides a computer-readable storage medium, which stores computer instructions. When the computer instructions are executed by a processor, the virtual character interaction method in the above game is implemented.
[0019] The beneficial effects of this application are as follows:
[0020] The present application configures an auxiliary virtual object for the controlled virtual character. On the one hand, in the process of controlling the auxiliary virtual object to follow the movement of the controlled virtual character, when the auxiliary virtual object and the first virtual object meet the positional relationship of the first detection range, the auxiliary virtual object can automatically perform a target attack operation on the first virtual object, thereby realizing automatic attack based on the auxiliary virtual object; on the other hand, the first skill release instruction can be initiated through the first skill control to control the controlled virtual character to launch a second virtual object into the game scene, and when the second virtual object and the third virtual object meet the interaction condition, a target mark is set for the third virtual object, and when the auxiliary virtual object and the third virtual object carrying the target mark meet the positional relationship of the second detection range, the auxiliary virtual object can perform a target attack operation on the third virtual object carrying the target mark, thereby realizing active attack based on the auxiliary virtual object, and then provide the controlled virtual character with a virtual skill that can perform both automatic attack and active attack through the auxiliary virtual object, thereby improving game interactivity and game experience.
[0021] Other features and advantages of the present application will be described in the following description, and in part will become apparent from the description or be understood by practicing the present application. The purposes and other advantages of the present application can be realized and obtained by the structures particularly pointed out in the written description, claims, and drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0023] Figure 1 Schematic diagram of an overview of a method for interacting with a virtual character in a game based on resident attack skills in an embodiment of the present application;
[0024] Figure 2 This is a schematic diagram of an overview of a method for interacting with a virtual character in a game based on active attack skills in an embodiment of the present application;
[0025] Figure 3 Schematic diagram of an overview of a method for interacting with a virtual character in a game based on acceleration skills in an embodiment of the present application;
[0026] Figure 4 This is a functional structural diagram of a virtual character interaction device in a game according to an embodiment of the present application;
[0027] Figure 5 Schematic diagram of the hardware structure of the electronic device in the embodiment of the present application. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical solutions and beneficial effects of this application more clear, the technical solutions in the embodiments of this application will be clearly and completely described below in conjunction with the drawings in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.
[0029] In order to facilitate those skilled in the art to better understand this application, the technical terms involved in this application are briefly introduced below.
[0030] A controlled virtual character is a virtual character controlled by a terminal device, that is, a virtual character selected by the player in the game.
[0031] The first virtual object is an attacking virtual character, an NPC (Non-Player Character) or the like that is hostile to the controlled virtual character in the game.
[0032] The second virtual object is an associated object launched into the game scene by the controlled virtual character in the game that is associated with the auxiliary virtual object. In this application, the second virtual object can be, but is not limited to, an object. For example, if the auxiliary virtual object is a pet dog, the second virtual object can be a bone; for another example, if the auxiliary virtual object is a pet cat, the second virtual object can be a fish head, etc.
[0033] The third virtual object is an attacking virtual character, NPC, etc. that is hostile to the controlled virtual character in the game.
[0034] It should be noted that the terms "first", "second", etc. mentioned in this application are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that such terms are used in appropriate circumstances.
[0035] The sequences are interchangeable so that the embodiments described herein can be practiced in an order other than that illustrated or described herein.
[0036] After introducing the technical terms involved in this application, the virtual character interaction method in the game provided by this application is described in detail with reference to a number of specific application examples.
[0037] The virtual character interaction method in the game provided by this application can be run on a local terminal device or a server. When the virtual character interaction method in the game is run on the server, the method can be implemented and executed based on the 0 cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0038] In an optional implementation, various cloud applications can be run under the cloud interaction system, for example:
[0039] Cloud gaming. Take cloud gaming as an example. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming mode, the operating body of the game program and the main body of the game screen presentation are separated.
[0040] The storage and operation of the interactive method of the virtual stall is completed on the cloud game server. The role of the client 5 device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game
[0041] The server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through network 0. Finally, the client device decodes and outputs the game screen.
[0042] In an optional embodiment, taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by the conventional electronic device.
[0043] There are many ways to provide the graphical user interface to the player, for example, it can be rendered and displayed on the display screen of the terminal 5, or provided to the player through holographic projection. For example, the local terminal device can
[0044] The system includes a display screen and a processor, wherein the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0045] In an optional embodiment, the virtual character interaction method in the game provided by the present application provides a graphical user interface through a terminal device, and the graphical user interface displays at least a game scene, a controlled virtual character, and an auxiliary virtual object of the controlled virtual character, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0046] Next, the virtual character interaction method in the game provided by this application is described in detail.
[0047] See Figure 1As shown, the overview process of the virtual character interaction method in the game based on the resident attack skills provided in the embodiment of the present application is as follows:
[0048] Step 101: responding to a movement control instruction for a controlled virtual character, controlling the controlled virtual character to move in a game scene, and controlling an auxiliary virtual object to follow the movement of the controlled virtual character.
[0049] In actual applications, during the game, players can control the movement of the controlled virtual character by performing sliding operations, long pressing operations, and other control operations on the character control controls displayed on the graphical user interface. At this time, the game system responds to the movement control instructions for the controlled virtual character and controls the controlled virtual character to move in the game scene. At the same time, the game system will also control auxiliary virtual objects to follow the movement of the controlled virtual character.
[0050] Step 102: In response to the auxiliary virtual object and the first virtual object having a positional relationship that satisfies a first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object.
[0051] In a specific implementation, in an optional embodiment, the first detection range can be a detection range configured for the auxiliary virtual object. Based on this, the game system can control the auxiliary virtual object to follow the controlled virtual character to move, while detecting whether there is an attacking virtual character, NPC or other first virtual object within the first detection range of the auxiliary virtual object (for example, a circular range with the auxiliary virtual object as the center and a diameter of 7m). When it is detected that there is an attacking virtual character, NPC or other first virtual object within the first detection range of the auxiliary virtual object, it is determined that the auxiliary virtual object and the first virtual object meet the positional relationship of the first detection range. At this time, the game system can control the auxiliary virtual object to move to the position of the first virtual object, and control the auxiliary virtual object to perform target attack operations such as flying and hitting on the first virtual object. In this way, by configuring the second detection range to the auxiliary virtual object, the configuration parameter control can be reduced.
[0052] In another optional embodiment, the first detection range can also be a detection range configured for the attacking virtual character, NPC and other first virtual objects, that is, each attacking virtual character, NPC and other first virtual objects are pre-configured with a first detection range. Based on this, the game system can simultaneously detect whether there is an auxiliary virtual object within the first detection range (for example, a circular range with the first virtual object as the center and 7m as the diameter) of each attacking virtual character, NPC and other first virtual objects in the game scene during their movement. When it is detected that there is an auxiliary virtual object within the first detection range of at least one attacking virtual character, NPC and other first virtual objects in the game scene, it is determined that the positional relationship between the at least one first virtual object and the auxiliary virtual object satisfies the first detection range. At this time, the game system can control the auxiliary virtual object to move to the position of the first virtual object that meets the set attack conditions (such as the closest distance, etc.), and control the auxiliary virtual object to perform target attack operations such as flying and hitting on the first virtual object.
[0053] In an embodiment of the present application, during specific implementation, in an optional implementation, when the game system uses any of the above methods to determine that the positional relationship between the auxiliary virtual object and the first virtual object satisfies the first detection range, the auxiliary virtual object can be directly controlled to move to the position of the first virtual object, and the auxiliary virtual object can be controlled to perform target attack operations such as flying and hitting on the first virtual object.
[0054] In another optional embodiment, when the game system uses any of the above methods to determine that the positional relationship between the auxiliary virtual object and the first virtual object satisfies the first detection range, it can further detect whether the first virtual object is performing target game behaviors such as running and crouching. When it is determined that the first virtual object is not performing target game behaviors such as running and crouching, the auxiliary virtual object can continue to be controlled to follow the movement of the controlled virtual character. When it is determined that the first virtual object is performing target game behaviors such as running and crouching, the auxiliary virtual object can be controlled to move to the position of the first virtual object, and the auxiliary virtual object can be controlled to perform target attack operations such as flying and hitting on the first virtual object.
[0055] In actual applications, when the auxiliary virtual object performs a target attack operation on the first virtual object, the player can speed up the attack speed of the auxiliary virtual object on the first virtual object by performing a skill release operation such as a click operation on the skill control of the resident attack skill (hereinafter referred to as the third skill control). The more effective skill release operations such as click operations performed by the player, the faster the attack speed of the auxiliary virtual object on the first virtual object, and the shorter the duration of the target attack operation. Based on this, the game system responds to the skill release instruction of the third skill control of the resident attack skill, and determines that the skill release instruction meets the operation interval of not less than the third skill control. When the first threshold (for example, 0.2s) and / or the number of operations is not higher than the second threshold (for example, 10 times) and other valid conditions are met, the duration of the target attack operation is reduced by the set duration (for example, 0.2s). For example, assuming that the duration of the target attack operation is at most 5s, the player can click the third skill control once every 0.2s, and can click it up to 10 times. At this time, each time the game system responds to a click operation on the third skill control, the duration of the target attack operation is reduced by 0.2s. After the game system responds to the click operation on the third skill control 10 times, the duration of the target attack operation is reduced from 5s to 3s.
[0056] In actual applications, when the game system controls the auxiliary virtual object to perform target attack operations such as flying and hitting the first virtual object, it can also use a highlight display method to highlight the first virtual object. For example, the first virtual object can be displayed in yellow all over the body in the game scene. At the same time, the first virtual object can also counterattack through counter-attack skills. For example, when the first virtual object is an attacking virtual character, the player of the attacking virtual character can counterattack the auxiliary virtual object through skills such as deceleration, stun, smoke, and prohibition of melee combat. Based on this, the game system can also display animation effects of the PK between the first virtual object and the auxiliary virtual object in the game scene. For example, the animation effect of "the auxiliary virtual object knocks the first virtual object to the ground, the first virtual object uses the counter-attack skill to stun the auxiliary virtual object and throw it aside, and the auxiliary virtual object stands up after being thrown aside" is displayed in the game scene, thereby improving the beauty of the picture. Furthermore, when it is determined that the auxiliary virtual object has completed the target attack operations such as the pounce and hit of the first virtual object, the animation effects of the PK between the first virtual object and the auxiliary virtual object can be canceled in the game scene, for example, the animation effects of "the auxiliary virtual object knocks the first virtual object to the ground, the first virtual object throws the auxiliary virtual object aside, and the auxiliary virtual object stands up after being knocked unconscious" can be canceled in the game scene. When it is determined that the auxiliary virtual object has completed the target attack operations such as the pounce and hit of the first virtual object for a first time duration (for example, 2s), the highlighting of the first virtual object can also be canceled, for example, the yellow mark around the first virtual object can be canceled in the game scene.
[0057] It is worth mentioning that the auxiliary virtual object has an energy value, and its energy value has an initial value and an upper limit value, wherein the initial value is not higher than the upper limit value. For example, the initial value of the energy value is 60, and the upper limit value is 60. In actual applications, the resident attack skill is a hidden skill. After performing target attack operations such as flying and hitting on the first virtual object based on the resident attack skill, the energy value of the auxiliary virtual object is not consumed, that is, the energy value of the auxiliary virtual object remains unchanged.
[0058] In the embodiment of the present application, in addition to being able to use the resident attack skill to control the auxiliary virtual object to perform a target attack operation on the virtual object in the game scene, the player can also use the active attack skill to perform a target attack operation on the virtual object in the game scene. For details, see Figure 2 As shown, the general process of the virtual character interaction method in the game based on active attack skills provided by the embodiment of the present application is as follows:
[0059] Step 201: In response to a first skill release instruction for a first skill control, control the controlled virtual character to launch a second virtual object into the game scene.
[0060] In actual applications, players can release active attack skills by controlling the target launch direction of the second virtual object by performing long-press and drag operations on the first skill control. At this time, the game system responds to the first skill release instruction for the first skill control, and controls the controlled virtual character to launch the second virtual object such as bones and fish heads into the game scene in the target launch direction.
[0061] It is worth mentioning that the active attack skill has a set cooling time (for example, 15s), that is, when the player releases the active attack skill by performing a skill release operation such as a long press and drag operation on the first skill control of the active attack skill, the game system responds to the first skill release instruction for the first skill control. It can also configure the first skill control to prohibit skill release according to the preset cooling time. The active attack skill can only be used after the preset cooling time, that is, the first skill control is configured to allow skill release after the preset cooling time.
[0062] Step 202: In response to the second virtual object and the third virtual object satisfying an interaction condition, a target mark is set for the third virtual object.
[0063] In actual applications, when a player uses the first skill control of an active attack skill to control a controlled virtual character to shoot a second virtual object such as a bone or a fish head into the game scene in the target direction, the following two situations may occur, but are not limited to:
[0064] The first case: the second virtual object hits a third virtual object such as an attacking virtual character, an NPC, etc. in the game scene, wherein the third virtual object may be the same virtual object as the aforementioned first virtual object, or may be a different virtual object.
[0065] In this case, the game system responds to the second virtual object and the third virtual object meeting the collision condition and sets a target mark for the third virtual object. In an optional embodiment, the target mark can be a visible mark, for example, the target mark can be a prey mark of a set shape (such as a star, a bone, a fish head, etc.) displayed at the target position of the third virtual object (such as the position above the head of the third virtual object, etc.). In another optional embodiment, the target mark can be an invisible mark, for example, the target mark can be an identifier, wherein "1" indicates that the second virtual object and the third virtual object meet the interaction condition, and "0" indicates that the second virtual object and the third virtual object do not meet the interaction condition. In addition, the duration of the target mark set for the third virtual object by the game system when the second virtual object and the third virtual object meet the collision condition can be a second duration (such as 15s). When the duration of the target mark set for the third virtual object meets the second duration (such as 15s), it is determined that the target mark set for the third virtual object is invalid.
[0066] The second situation: the second virtual object falls on objects such as the ground and a corner of a wall in the game scene.
[0067] In this case, when a third virtual object, such as an attacking virtual character or NPC in the game scene, moves near the location of a target marker in the game scene, a target marker is set for the third virtual object. The third virtual object can be the same virtual object as the first virtual object, or a different virtual object. Based on this, the game system responds to the distance between the second virtual object and the third virtual object meeting a first preset distance (e.g., 0m, 0.1m, etc.) by setting a target marker for the third virtual object. In an optional embodiment, the target marker can be a visible marker, such as a prey marker of a set shape (e.g., a star, a bone, a fish head, etc.) displayed at the target location of the third virtual object (e.g., above the head of the third virtual object). In another optional embodiment, the target marker can be an invisible marker, such as an identifier, wherein "1" indicates that the second virtual object and the third virtual object meet the interaction condition, and "0" indicates that the second virtual object and the third virtual object do not meet the interaction condition. In addition, when the third virtual object such as the attacking virtual character, NPC, etc. in the game scene has not moved to the vicinity of the target mark in the game scene, that is, when the game system determines that the distance between the second virtual object and the third virtual object does not meet the first preset distance for a duration that meets the third duration, the second virtual object can be controlled to disappear in the game scene, wherein the third duration is not less than the second duration, for example, the second duration is 15s and the third duration is 20s.
[0068] Step 203: In response to the auxiliary virtual object and the third virtual object carrying the target marker having a positional relationship that satisfies a second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
[0069] In a specific implementation, after the game system sets a target mark for the third virtual object, it can also control the auxiliary virtual object to move toward the third virtual object carrying the target mark at a first speed (for example, 6 m / s). Specifically, if the auxiliary virtual object is currently stationary, the auxiliary virtual object can be controlled to move toward the third virtual object carrying the target mark at the first speed. If the auxiliary virtual object is currently moving at the first speed, the auxiliary virtual object can be controlled to maintain the first speed and move toward the third virtual object carrying the target mark. Furthermore, in the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target mark at the first speed (for example, 6 m / s), when it is determined that the positional relationship between the auxiliary virtual object and the third virtual object carrying the target mark meets the second detection range, the auxiliary virtual object can be controlled to move to the position of the third virtual object carrying the target mark at a second speed greater than the first speed (for example, 20% of the first speed of 6 m / s plus a speed of 7.2 m / s), and the auxiliary virtual object can be controlled to perform target attack operations such as flying and hitting on the third virtual object carrying the target mark.
[0070] In a specific implementation, in an optional embodiment, the second detection range can be a detection range configured for the attacking virtual character, NPC or other third virtual object carrying the target mark. Based on this, the game system can simultaneously detect whether there is an auxiliary virtual object within the second detection range of the attacking virtual character, NPC or other third virtual object carrying the target mark (for example, within a circular range with the third virtual object as the center and a diameter of 20m). When it is detected that there is an auxiliary virtual object within the second detection range of the attacking virtual character, NPC or other third virtual object carrying the target mark, it is determined that the third virtual object carrying the target mark and the auxiliary virtual object meet the positional relationship of the second detection range. At this time, the game system can control the auxiliary virtual object to move to the position of the third virtual object carrying the target mark at a second speed (for example, 20% of the first speed of 6m / s plus a speed of 7.2m / s).
[0071] In another optional embodiment, the second detection range can also be a detection range configured for the auxiliary virtual object. Based on this, the game system can control the auxiliary virtual object to move toward the third virtual object carrying the target mark at the first speed, while detecting whether there is an attacking virtual character, NPC or other third virtual object carrying the target mark within the second detection range of the auxiliary virtual object (for example, a circular range with the auxiliary virtual object as the center and a diameter of 20m). When it is detected that there is an attacking virtual character, NPC or other third virtual object carrying the target mark within the second detection range of the auxiliary virtual object, it is determined that the auxiliary virtual object and the third virtual object carrying the target mark meet the positional relationship of the second detection range. At this time, the game system can control the auxiliary virtual object to move to the position of the third virtual object carrying the target mark at the second speed (for example, 20% of the first speed of 6m / s plus the speed of 7.2m / s). In this way, by configuring the second detection range to the auxiliary virtual object, the configuration parameter control can be reduced.
[0072] It is worth mentioning that in an embodiment of the present application, when the game system controls the auxiliary virtual object to move toward the third virtual object carrying the target mark at a second speed (for example, 7.2 m / s with a 20% increase in the speed of 6 m / s compared to the first speed), if it is determined that the target mark set for the third virtual object is invalid, the auxiliary virtual object can be controlled to stop moving toward the third virtual object, and the first skill release instruction for the first skill control is determined to be invalid. For example, when it is determined that the duration of the target mark set for the third virtual object meets the second duration when the second virtual object and the third virtual object meet the collision condition, it is determined that the target mark set for the third virtual object is invalid. At this time, the auxiliary virtual object can be controlled to stop moving toward the third virtual object, and the first skill release instruction for the first skill control is determined to be invalid.
[0073] In addition, in an embodiment of the present application, after the game system controls the auxiliary virtual object to successfully move to the position of the third virtual object carrying the target mark at a second speed (for example, 20% of the first speed of 6 m / s plus a speed of 7.2 m / s), the auxiliary virtual object can be further controlled to perform target attack operations such as diving and hitting on the third virtual object carrying the target mark. During this process, the third virtual object carrying the target mark cannot counterattack through counterattack skills, and the player of the attacking virtual character is prohibited from counterattacking the auxiliary virtual object through skills such as deceleration, stun, smoke, and prohibition of melee combat. Based on this, the game system can display animation effects in the game scene of the auxiliary virtual object performing target attack operations such as diving and hitting on the third virtual object carrying the target mark, such as displaying an animation effect of "the auxiliary virtual object knocks the third virtual object carrying the target mark to the ground" in the game scene, thereby improving the aesthetics of the picture. Furthermore, when it is determined that the auxiliary virtual object has completed the target attack operations such as pouncing and hitting the third virtual object carrying the target mark, the animation effects of the auxiliary virtual object's pouncing and hitting the third virtual object carrying the target mark can be canceled in the game scene. For example, the animation effect of "the auxiliary virtual object knocks the third virtual object carrying the target mark to the ground" can be canceled in the game scene. At this time, it can also be determined that the target mark set for the third virtual object meets the first invalidation condition, and it can be further determined that the target mark set for the third virtual object is invalid, and the target mark set for the third virtual object can be further canceled. For example, when the target mark is a visible prey mark, the prey mark of a set shape (such as a star, bone, fish head, etc.) can be canceled at the target position of the third virtual object (such as the position above the head of the third virtual object); when the target mark is an invisible identifier, the identifier of the third virtual object can be adjusted from "1" to "0", etc.
[0074] It is worth mentioning that the active attack skill is an energy storage skill. After the auxiliary virtual object is controlled by the active attack skill to perform a target attack operation on the third virtual object carrying the target mark, the energy value of the auxiliary virtual object can be restored, that is, the energy value of the auxiliary virtual object is increased by the first set value (for example, 20 energy values).
[0075] In addition, in the embodiment of the present application, in addition to being able to use auxiliary virtual objects to perform target attack operations on virtual characters, NPCs and other virtual objects in the game scene, players can also use auxiliary virtual objects to accelerate movement. Figure 3 As shown, the general process of the virtual character interaction method in the game based on acceleration skills provided by the embodiment of the present application is as follows:
[0076] Step 301: In response to a second skill release instruction for a second skill control, control the auxiliary virtual object to move toward the controlled virtual character at a third speed.
[0077] In actual applications, the acceleration skill includes two modes: follow acceleration and standby. The player can control the mode switching by performing a skill release operation on the skill control of the acceleration skill (i.e., the second skill control). In an optional embodiment, the player can control the mode switching by performing different skill release operations on the second skill control. For example, the player can control the auxiliary virtual object to enter the follow acceleration mode by performing a second skill release operation such as a click operation on the second skill control. At this time, the game system responds to the second skill release instruction for the second skill control, controls the auxiliary virtual object to move toward the controlled virtual character at a third speed (e.g., 7m / s), and continues to execute step 302; the player can also control the auxiliary virtual object to enter the standby mode by performing a third skill release operation such as a long press operation on the second skill control. At this time, the game system responds to the third skill release instruction for the second skill control, controls the auxiliary virtual object to standby on the spot, and increases the energy value of the auxiliary virtual object by a third set value (e.g., 2 energy values) every fifth time interval (e.g., 1s).
[0078] In another optional embodiment, the player can also control the mode switching by alternately performing the same skill release operation on the second skill control. For example, when the player performs the second skill release operation such as clicking or long pressing on the second skill control for the first time, the auxiliary virtual object is controlled to enter the follow-up acceleration mode by default. At this time, the game system responds to the second skill release instruction for the second skill control, controls the auxiliary virtual object to move toward the controlled virtual character at a third speed (for example, 7m / s), and continues to execute step 302; when the player performs the second skill release operation such as clicking or long pressing on the second skill control again, the auxiliary virtual object is controlled to switch to the standby mode. At this time, the game system responds to the third skill release instruction for the second skill control, controls the auxiliary virtual object to be on standby, and increases the energy value of the auxiliary virtual object by a third set value (for example, 2 energy values) every fifth time interval (for example, 1s); when the player then performs the skill release operation such as clicking or long pressing on the second skill control again, the auxiliary virtual object is controlled to switch back to the follow-up acceleration mode. This cycle can control the auxiliary virtual object to switch between the follow-up acceleration and standby modes.
[0079] Step 302: In response to the distance between the auxiliary virtual object and the controlled virtual character meeting a second preset distance, controlling the controlled virtual character to ride onto the auxiliary virtual object, and controlling the auxiliary virtual object to move at a fourth speed; wherein the fourth speed is greater than the third speed.
[0080] In actual applications, when the player controls the auxiliary virtual object to enter the follow-up acceleration mode by performing the second skill release operation on the second skill control, the game system responds to the second skill release instruction for the second skill control, and controls the auxiliary virtual object to move toward the controlled virtual character at a third speed (for example, 7 m / s). When the distance between the auxiliary virtual object and the controlled virtual character meets the second preset distance (for example, less than 3 m), the controlled virtual character can be controlled to ride to the auxiliary virtual object, and the auxiliary virtual object can be controlled to move at a fourth speed greater than the third speed (for example, 8 m / s). When it is further determined that the energy value of the auxiliary virtual object is not lower than the set threshold (for example, 1 energy value), the auxiliary virtual object can be controlled to move at a fifth speed greater than the fourth speed (for example, 20% of the fourth speed 8 m / s plus a speed of 9.6 m / s).
[0081] It is worth mentioning that the acceleration skill is an energy storage skill. In the process of controlling the controlled virtual character to ride to the auxiliary virtual object and move at a fifth speed greater than the fourth speed (for example, 20% of the fourth speed 8m / s plus a speed of 9.6m / s), the energy value of the auxiliary virtual object is consumed, that is, the energy value of the auxiliary virtual object is reduced by a second set value (for example, 2 energy values) every fourth time interval (for example, 0.5s). When it is determined that the energy value of the auxiliary virtual object is lower than the set threshold (for example, 1 energy value), the auxiliary virtual object is controlled to move at the fourth speed (for example, 8m / s).
[0082] In an embodiment of the present application, when the player controls the auxiliary virtual object to enter the follow-up acceleration mode or the standby mode by performing a skill release operation on the skill control of the acceleration skill (i.e., the second skill control), the auxiliary virtual object does not accept other skill release instructions, that is, after the game system controls the auxiliary virtual object to enter the follow-up acceleration mode or the standby mode, it can set the first skill control of the active attack skill and the third skill control of the resident attack skill to prohibit skill release.
[0083] Based on the above embodiments, the present invention provides a virtual character interaction device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface at least displays a game scene, a controlled virtual character, and auxiliary virtual objects of the controlled virtual character. Figure 4 As shown, the virtual character interaction device 400 provided in the embodiment of the present application includes at least:
[0084] The first response unit 401 is used to respond to the movement control instruction for the controlled virtual character, control the controlled virtual character to move in the game scene, and control the auxiliary virtual object to follow the movement of the controlled virtual character;
[0085] The second response unit 402 is configured to control the auxiliary virtual object to move to the position of the first virtual object in response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying the first detection range, and to control the auxiliary virtual object to perform a target attack operation on the first virtual object;
[0086] The third response unit 403 is configured to respond to the first skill release instruction for the first skill control, and control the controlled virtual character to launch a second virtual object into the game scene;
[0087] A fourth responding unit 404 is configured to respond to the second virtual object and the third virtual object satisfying an interaction condition and set a target mark for the third virtual object;
[0088] The fifth response unit 405 is used to control the auxiliary virtual object to move to the position of the third virtual object carrying the target marker in response to the auxiliary virtual object and the third virtual object carrying the target marker meeting the position relationship of the second detection range, and control the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
[0089] In an optional implementation, before controlling the auxiliary virtual object to move to the location of the first virtual object, the second responding unit 402 is further configured to:
[0090] It is determined that the first virtual object is performing a target game behavior.
[0091] In an optional implementation, the second response unit 402 is further configured to:
[0092] When it is determined that the first virtual object does not perform the target game behavior, the auxiliary virtual object continues to be controlled to move following the controlled virtual character.
[0093] In an optional implementation, when controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the second response unit 402 is further configured to:
[0094] The first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and a first time period is satisfied, the highlighting of the first virtual object is canceled.
[0095] In an optional implementation, after controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the second response unit 402 is further configured to:
[0096] Keep the energy value of the helper dummy unchanged.
[0097] In an optional embodiment, when the auxiliary virtual object is performing a target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
[0098] In an optional implementation, in response to the second virtual object and the third virtual object satisfying the interaction condition, when setting a target mark for the third virtual object, the fourth responding unit 404 is specifically configured to:
[0099] In response to the second virtual object and the third virtual object satisfying a collision condition, setting a target mark for the third virtual object;
[0100] or;
[0101] In response to the distance between the second virtual object and the third virtual object satisfying the first preset distance, a target mark is set for the third virtual object.
[0102] In an optional implementation, in response to the second virtual object and the third virtual object satisfying the collision condition, after setting a target mark for the third virtual object, the fourth responding unit 404 is further configured to:
[0103] When it is determined that any first failure condition is met, it is determined that the target mark set for the third virtual object is invalid; wherein the first failure condition at least includes that the target attack operation is completed and / or the duration of the target mark meets the second duration.
[0104] In an optional implementation, the fourth responding unit 404 is further configured to:
[0105] When it is determined that the duration for which the distance between the second virtual object and the third virtual object does not meet the first preset distance meets a third duration, the second virtual object is controlled to disappear in the game scene; wherein the third duration is not less than the second duration.
[0106] In an optional implementation, after setting the target mark for the third virtual object, the fourth responding unit 404 is further configured to:
[0107] The auxiliary virtual object is controlled to move toward the third virtual object carrying the target marker at a first speed.
[0108] In an optional implementation, when controlling the auxiliary virtual object to move to the location of the third virtual object carrying the target marker, the fourth responding unit 404 is specifically configured to:
[0109] The auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker at a second speed; wherein the second speed is greater than the first speed.
[0110] In an optional implementation, during the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target marker at the first speed, the fourth responding unit 404 is further configured to:
[0111] When it is determined that the target mark set for the third virtual object is invalid, the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
[0112] In an optional implementation, after controlling the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark, the fifth response unit 405 is further configured to:
[0113] The energy value of the auxiliary virtual object is increased by a first set value.
[0114] In an optional implementation, when responding to the first skill release instruction for the first skill control, the third response unit 403 is further configured to:
[0115] Configure the first skill control to prohibit skill release according to the preset cooldown time.
[0116] In an optional embodiment, the virtual character interaction device 400 provided in the embodiment of the present application further includes:
[0117] A sixth responding unit 406 is configured to respond to the second skill release instruction for the second skill control, and control the auxiliary virtual object to move toward the controlled virtual character at a third speed;
[0118] The seventh responding unit 407 is configured to control the controlled virtual character to ride onto the auxiliary virtual object in response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, and to control the auxiliary virtual object to move at a fourth speed, wherein the fourth speed is greater than the third speed.
[0119] In an optional implementation, after controlling the auxiliary virtual object to move at the fourth speed, the seventh responding unit 407 is further configured to:
[0120] When it is determined that the energy value of the auxiliary virtual object is not lower than the set threshold, the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
[0121] In an optional implementation, during the process of controlling the auxiliary virtual object to move at the fifth speed, the seventh responding unit 407 is further configured to:
[0122] The energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
[0123] In an optional implementation, during the process of controlling the auxiliary virtual object to move at the fifth speed, the seventh responding unit 407 is further configured to:
[0124] When it is determined that the energy value of the auxiliary virtual object is lower than the set threshold, the auxiliary virtual object is controlled to move at a fourth speed.
[0125] In an optional embodiment, the virtual character interaction device 400 provided in the embodiment of the present application further includes:
[0126] The eighth response unit 408 is used to respond to the third skill release instruction for the second skill control, control the auxiliary virtual object to stand by at the same place, and increase the energy value of the auxiliary virtual object by the third set value every fifth time interval.
[0127] In an optional implementation, in response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, the seventh responding unit 407 is further configured to:
[0128] Configure the first skill control to prohibit skill release.
[0129] It should be noted that the principle of solving technical problems by the virtual character interaction device 400 in the game provided in the embodiment of the present application is similar to the virtual character interaction method in the game provided in the embodiment of the present application. Therefore, the implementation of the virtual character interaction device 400 in the game provided in the embodiment of the present application can refer to the implementation of the virtual character interaction method in the game provided in the embodiment of the present application, and the repeated parts will not be repeated.
[0130] After introducing the virtual character interaction method and device in the game provided by the embodiment of the present application, the electronic device provided by the embodiment of the present application is briefly introduced next.
[0131] See Figure 5 As shown, the electronic device 500 provided in the embodiment of the present application includes at least a processor 501, a memory 502, and a computer program stored in the memory 502 and executable on the processor 501. When the processor 501 executes the computer program, the virtual character interaction method in the game provided in the present application is implemented. For example, when the processor 501 executes the computer program, the following steps are implemented:
[0132] Responding to movement control instructions for the controlled virtual character, controlling the controlled virtual character to move in the game scene, and controlling the auxiliary virtual objects to follow the movement of the controlled virtual character;
[0133] In response to the auxiliary virtual object and the first virtual object having a positional relationship that satisfies the first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object;
[0134] In response to a first skill release instruction for the first skill control, controlling the controlled virtual character to launch a second virtual object into the game scene;
[0135] In response to the second virtual object and the third virtual object satisfying an interaction condition, setting a target mark for the third virtual object;
[0136] In response to the auxiliary virtual object and the third virtual object carrying the target marker meeting a positional relationship within a second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
[0137] In an optional implementation, before controlling the auxiliary virtual object to move to the location of the first virtual object, the processor 501 is further configured to:
[0138] It is determined that the first virtual object is performing a target game behavior.
[0139] In an optional implementation, the processor 501 is further configured to:
[0140] When it is determined that the first virtual object does not perform the target game behavior, the auxiliary virtual object continues to be controlled to move following the controlled virtual character.
[0141] In an optional implementation, when controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the processor 501 is further configured to:
[0142] The first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and a first time period is satisfied, the highlighting of the first virtual object is canceled.
[0143] In an optional implementation, after controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the processor 501 is further configured to:
[0144] Keep the energy value of the helper dummy unchanged.
[0145] In an optional embodiment, when the auxiliary virtual object is performing a target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
[0146] In an optional implementation, in response to the second virtual object and the third virtual object satisfying the interaction condition, when setting a target mark for the third virtual object, the processor 501 is specifically configured to:
[0147] In response to the second virtual object and the third virtual object satisfying a collision condition, setting a target mark for the third virtual object;
[0148] or;
[0149] In response to the distance between the second virtual object and the third virtual object satisfying the first preset distance, a target mark is set for the third virtual object.
[0150] In an optional implementation, in response to the second virtual object and the third virtual object satisfying the collision condition, after setting a target mark for the third virtual object, the processor 501 is further configured to:
[0151] When it is determined that any first failure condition is met, it is determined that the target mark set for the third virtual object is invalid; wherein the first failure condition at least includes that the target attack operation is completed and / or the duration of the target mark meets the second duration.
[0152] In an optional implementation, the processor 501 is further configured to:
[0153] When it is determined that the duration for which the distance between the second virtual object and the third virtual object does not meet the first preset distance meets a third duration, the second virtual object is controlled to disappear in the game scene; wherein the third duration is not less than the second duration.
[0154] In an optional implementation, after setting the target mark for the third virtual object, the processor 501 is further configured to:
[0155] The auxiliary virtual object is controlled to move toward the third virtual object carrying the target marker at a first speed.
[0156] In an optional implementation, when controlling the auxiliary virtual object to move to the location of the third virtual object carrying the target marker, the processor 501 is specifically configured to:
[0157] The auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker at a second speed; wherein the second speed is greater than the first speed.
[0158] In an optional implementation, during the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target marker at the first speed, the processor 501 is further configured to:
[0159] When it is determined that the target mark set for the third virtual object is invalid, the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
[0160] In an optional implementation, after controlling the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark, the processor 501 is further configured to:
[0161] The energy value of the auxiliary virtual object is increased by a first set value.
[0162] In an optional implementation, in response to a first skill release instruction for a first skill control, the processor 501 is further configured to:
[0163] Configure the first skill control to prohibit skill release according to the preset cooldown time.
[0164] In an optional implementation manner, the processor 501 is further configured to:
[0165] In response to a second skill release instruction for the second skill control, controlling the auxiliary virtual object to move toward the controlled virtual character at a third speed;
[0166] In response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, the controlled virtual character is controlled to ride to the auxiliary virtual object, and the auxiliary virtual object is controlled to move at a fourth speed 5; wherein the fourth speed is greater than the third speed.
[0167] In an optional implementation, after controlling the auxiliary virtual object to move at the fourth speed, the processor 501 is further configured to:
[0168] When it is determined that the energy value of the auxiliary virtual object is not lower than the set threshold, the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
[0169] In an optional embodiment, during the process of controlling the auxiliary virtual object to move at the fifth speed, the processor 501 is further configured to:
[0170] The energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
[0171] In an optional implementation, during the process of controlling the auxiliary virtual object to move at the fifth speed, the processor 501 is further configured to:
[0172] 5. When the energy value of the auxiliary virtual object is determined to be lower than the set threshold, the auxiliary virtual object is controlled according to
[0173] Fourth speed movement.
[0174] In an optional implementation, the processor 501 is further configured to:
[0175] In response to the third skill release instruction for the second skill control, the auxiliary virtual object is controlled to stand by at the same place, and the energy value of the auxiliary virtual object is increased by the third set value every fifth time period.
[0176] In an optional implementation, in response to the distance between the auxiliary virtual object and the controlled virtual character meeting a second preset distance, the processor 501 is further configured to:
[0177] Configure the first skill control to prohibit skill release.
[0178] In an optional embodiment, the electronic device 500 provided in the embodiment of the present application may further include a bus 503 connecting different components (including the processor 501 and the memory 502). The bus 503 represents one or more of several types of bus structures, including a memory bus, a peripheral bus, a local bus, etc.
[0179] In an optional embodiment, the memory 502 may include a readable medium in the form of a volatile memory, such as RAM (Random Access Memory) 5021 and / or cache memory 5022, and may further include ROM (Read Only Memory) 5023. The memory 502 may also include a program tool 5025 having a set (at least one) of program modules 5024. The program modules 5024 include, but are not limited to, an operating subsystem, one or more application programs, other program modules, and program data. Each of these examples or some combination thereof may include an implementation of a network environment.
[0180] In an optional embodiment, the electronic device 500 may also communicate with one or more external devices 504 (e.g., a keyboard, a remote control, etc.), and may also communicate with one or more devices that enable a user to interact with the electronic device 500 (e.g., a mobile phone, a computer, etc.), and / or communicate with any device that enables the electronic device 500 to communicate with one or more other electronic devices 500 (e.g., a router, a modem, etc.). Such communication may be performed through an I / O (Input / Output) interface 505. Furthermore, the electronic device 500 may also communicate with one or more networks (e.g., a LAN (Local Area Network), a WAN (Wide Area Network) and / or a public network, such as the Internet) through a network adapter 506. Figure 5 As shown, the network adapter 506 communicates with other modules of the electronic device 500 via the bus 503. Figure 5 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 500, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) subsystems, tape drives, and data backup storage subsystems.
[0181] It should be noted that Figure 5 The electronic device 500 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present application.
[0182] The computer-readable storage medium provided in the embodiment of the present application is introduced below. The computer-readable storage medium provided in the embodiment of the present application stores computer instructions, and when the computer instructions are executed by the processor, the virtual character interaction method in the game provided in the embodiment of the present application is implemented. Specifically, the computer instructions can be built-in or installed in the processor, so that the processor can implement the virtual character interaction method in the game provided in the embodiment of the present application by executing the built-in or installed computer instructions. For example, when the processor executes the computer program, the following steps are implemented:
[0183] Responding to movement control instructions for the controlled virtual character, controlling the controlled virtual character to move in the game scene, and controlling the auxiliary virtual objects to follow the movement of the controlled virtual character;
[0184] In response to the auxiliary virtual object and the first virtual object having a positional relationship that satisfies the first detection range, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object;
[0185] In response to a first skill release instruction for the first skill control, controlling the controlled virtual character to launch a second virtual object into the game scene;
[0186] In response to the second virtual object and the third virtual object satisfying an interaction condition, setting a target mark for the third virtual object;
[0187] In response to the auxiliary virtual object and the third virtual object carrying the target marker meeting a positional relationship within a second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
[0188] In an optional implementation, before controlling the auxiliary virtual object to move to the position of the first virtual object, the processor is further configured to:
[0189] It is determined that the first virtual object is performing a target game behavior.
[0190] In an optional embodiment, the processor is further configured to:
[0191] When it is determined that the first virtual object does not perform the target game behavior, the auxiliary virtual object continues to be controlled to move following the controlled virtual character.
[0192] In an optional implementation, when controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the processor is further configured to:
[0193] The first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and a first time period is satisfied, the highlighting of the first virtual object is canceled.
[0194] In an optional implementation, after controlling the auxiliary virtual object to perform a target attack operation on the first virtual object, the processor is further configured to:
[0195] Keep the energy value of the helper dummy unchanged.
[0196] In an optional embodiment, when the auxiliary virtual object is performing a target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
[0197] In an optional implementation, in response to the second virtual object and the third virtual object satisfying the interaction condition, when setting a target mark for the third virtual object, the processor is specifically configured to:
[0198] In response to the second virtual object and the third virtual object satisfying a collision condition, setting a target mark for the third virtual object;
[0199] or;
[0200] In response to the distance between the second virtual object and the third virtual object satisfying the first preset distance, a target mark is set for the third virtual object.
[0201] In an optional implementation, in response to the second virtual object and the third virtual object satisfying the collision condition, after setting the target mark for the third virtual object, the processor is further configured to:
[0202] When it is determined that any first failure condition is met, it is determined that the target mark set for the third virtual object is invalid; wherein the first failure condition at least includes that the target attack operation is completed and / or the duration of the target mark meets the second duration.
[0203] In an optional embodiment, the processor is further configured to:
[0204] When it is determined that the duration for which the distance between the second virtual object and the third virtual object does not meet the first preset distance meets a third duration, the second virtual object is controlled to disappear in the game scene; wherein the third duration is not less than the second duration.
[0205] In an optional implementation, after setting the target mark for the third virtual object, the processor is further configured to:
[0206] The auxiliary virtual object is controlled to move toward the third virtual object carrying the target marker at a first speed.
[0207] In an optional implementation, when controlling the auxiliary virtual object to move to the location of the third virtual object carrying the target marker, the processor is specifically configured to:
[0208] The auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker at a second speed; wherein the second speed is greater than the first speed.
[0209] In an optional implementation, during the process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target marker at the first speed, the processor is further configured to:
[0210] When it is determined that the target mark set for the third virtual object is invalid, the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
[0211] In an optional embodiment, after controlling the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark, the processor is further configured to:
[0212] The energy value of the auxiliary virtual object is increased by a first set value.
[0213] In an optional embodiment, in response to a first skill release instruction for a first skill control, the processor is further configured to:
[0214] Configure the first skill control to prohibit skill release according to the preset cooldown time.
[0215] In an optional embodiment, the processor is further configured to:
[0216] In response to a second skill release instruction for the second skill control, controlling the auxiliary virtual object to move toward the controlled virtual character at a third speed;
[0217] In response to the distance between the auxiliary virtual object and the controlled virtual character meeting the second preset distance, the controlled virtual character is controlled to ride onto the auxiliary virtual object, and the auxiliary virtual object is controlled to move at a fourth speed; wherein the fourth speed is greater than the third speed.
[0218] In an optional implementation, after controlling the auxiliary virtual object to move at the fourth speed, the processor is further configured to:
[0219] When it is determined that the energy value of the auxiliary virtual object is not lower than the set threshold, the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
[0220] In an optional implementation, during the process of controlling the auxiliary virtual object to move at the fifth speed, the processor is further configured to:
[0221] The energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
[0222] In an optional implementation, during the process of controlling the auxiliary virtual object to move at the fifth speed, the processor is further configured to:
[0223] When it is determined that the energy value of the auxiliary virtual object is lower than the set threshold, the auxiliary virtual object is controlled to move at a fourth speed.
[0224] In an optional embodiment, the processor is further configured to:
[0225] In response to the third skill release instruction for the second skill control, the auxiliary virtual object is controlled to stand by at the same place, and the energy value of the auxiliary virtual object is increased by the third set value every fifth time period.
[0226] In an optional implementation, in response to the distance between the auxiliary virtual object and the controlled virtual character meeting a second preset distance, the processor is further configured to:
[0227] Configure the first skill control to prohibit skill release.
[0228] In addition, the virtual character interaction method in the game provided by the embodiment of the present application can also be implemented as a computer program product, which includes program code. When the program code runs on a processor, it implements the virtual character interaction method in the game provided by the embodiment of the present application.
[0229] The computer program product provided in the embodiments of the present application may adopt any combination of one or more readable storage media, wherein the readable storage medium may be, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any combination of the above. Specifically, 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, RAM, ROM, EPROM (Erasable Programmable Read Only Memory), optical fiber, CD-ROM (Compact Disc Read-Only Memory), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0230] The computer program product provided in the embodiments of the present application may be a CD-ROM and include program code, and may also be run on electronic devices such as the aforementioned local terminal device, server, etc. However, the computer program product provided in the embodiments of the present application is not limited thereto. In the embodiments of the present application, the readable storage medium may be any tangible medium that contains or stores program code, and the program code may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0231] It should be noted that although several units or subunits of the device are mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, depending on the embodiment of the application, the features and functions of two or more units described above can be embodied in a single unit. Conversely, the features and functions of a single unit described above can be further divided and embodied by multiple units.
[0232] Furthermore, although the operations of the method of the present application are described in a particular order in the accompanying drawings, this does not require or imply that the operations must be performed in this particular order, or that all illustrated operations must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps.
[0233] Although the preferred embodiments of the present application have been described, those skilled in the art may make additional changes and modifications to these embodiments once they become aware of the basic creative concepts. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments and all changes and modifications that fall within the scope of the present application.
[0234] Obviously, those skilled in the art may make various changes and modifications to the embodiments of the present application without departing from the spirit and scope of the embodiments of the present application. Thus, if these modifications and variations of the embodiments of the present application fall within the scope of the claims of the present application and their equivalents, the present application also intends to include such modifications and variations.
Claims
1. A method for interacting with virtual characters in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a game scene, a controlled virtual character, and auxiliary virtual objects of the controlled virtual character, and the method includes: In response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene, and the auxiliary virtual object is controlled to follow the movement of the controlled virtual character; In response to the positional relationship between the auxiliary virtual object and the first virtual object satisfying a first detection range, determining that the first virtual object is performing a target game behavior, controlling the auxiliary virtual object to move to the position of the first virtual object, and controlling the auxiliary virtual object to perform a target attack operation on the first virtual object; and when determining that the first virtual object is not performing the target game behavior, continuing to control the auxiliary virtual object to follow the movement of the controlled virtual character; In response to a first skill release instruction for a first skill control, controlling the controlled virtual character to launch a second virtual object into the game scene; In response to the second virtual object and the third virtual object satisfying an interaction condition, setting a target mark for the third virtual object; In response to the auxiliary virtual object and the third virtual object carrying the target marker satisfying a positional relationship within a second detection range, the auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker, and the auxiliary virtual object is controlled to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
2. The method for interacting with virtual characters in a game according to claim 1, wherein: When controlling the auxiliary virtual object to perform the target attack operation on the first virtual object, the method further includes: The first virtual object is highlighted in a highlighting manner, and when it is determined that the target attack operation is completed and a first time period is satisfied, the first virtual object is unhighlighted.
3. The method for interacting with virtual characters in a game according to claim 1, wherein: After controlling the auxiliary virtual object to perform the target attack operation on the first virtual object, the method further includes: The energy value of the auxiliary virtual object is kept unchanged.
4. The method for interacting with virtual characters in a game according to claim 1, wherein: When the auxiliary virtual object performs the target attack operation on the first virtual object, the first virtual object may counterattack the auxiliary virtual object through a counterattack skill.
5. The method for interacting with virtual characters in a game according to claim 1, wherein: In response to the second virtual object and the third virtual object satisfying an interaction condition, setting a target mark for the third virtual object includes: In response to the second virtual object and the third virtual object satisfying a collision condition, setting a target mark for the third virtual object; or; In response to the distance between the second virtual object and the third virtual object satisfying a first preset distance, a target mark is set for the third virtual object.
6. The method for interacting with virtual characters in a game according to claim 5, wherein: In response to the second virtual object and the third virtual object satisfying a collision condition, after setting a target mark for the third virtual object, the method further includes: When it is determined that any first failure condition is met, it is determined that the target mark set for the third virtual object is invalid; wherein, the first failure condition at least includes that the target attack operation is completed and / or the duration of the target mark meets the second duration.
7. The method for interacting with virtual characters in a game according to claim 5, wherein: Also includes: When it is determined that the duration for which the distance between the second virtual object and the third virtual object does not meet the first preset distance meets a third duration, the second virtual object is controlled to disappear in the game scene; wherein the third duration is not less than the second duration.
8. The method for interacting with virtual characters in a game according to claim 1, wherein: After setting the target mark for the third virtual object, the method further includes: The auxiliary virtual object is controlled to move toward the third virtual object carrying the target marker at a first speed.
9. The method for interacting with virtual characters in a game according to claim 8, wherein: Controlling the auxiliary virtual object to move to the location of the third virtual object carrying the target marker includes: The auxiliary virtual object is controlled to move to the position of the third virtual object carrying the target marker at a second speed; wherein the second speed is greater than the first speed.
10. The method for interacting with virtual characters in a game according to claim 8, wherein: The process of controlling the auxiliary virtual object to move toward the third virtual object carrying the target marker at the first speed further includes: When it is determined that the target mark set for the third virtual object is invalid, the auxiliary virtual object is controlled to stop moving toward the third virtual object, and the first skill release instruction is determined to be invalid.
11. The method for interacting with virtual characters in a game according to claim 1, wherein: After controlling the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target mark, the method further includes: The energy value of the auxiliary virtual object is increased by a first set value.
12. The method for interacting with virtual characters in a game according to claim 1, wherein: When responding to the first skill release instruction for the first skill control, the method further includes: The first skill control is configured to prohibit skill release according to a preset cooling time.
13. The method for interacting with virtual characters in a game according to any one of claims 1 to 12, wherein: Also includes: In response to a second skill release instruction for a second skill control, controlling the auxiliary virtual object to move toward the controlled virtual character at a third speed; In response to the distance between the auxiliary virtual object and the controlled virtual character meeting a second preset distance, the controlled virtual character is controlled to ride onto the auxiliary virtual object, and the auxiliary virtual object is controlled to move at a fourth speed; wherein the fourth speed is greater than the third speed.
14. The method for interacting with virtual characters in a game according to claim 13, wherein: After controlling the auxiliary virtual object to move at the fourth speed, the method further includes: When it is determined that the energy value of the auxiliary virtual object is not lower than the set threshold, the auxiliary virtual object is controlled to move at a fifth speed; wherein the fifth speed is greater than the fourth speed.
15. The method for interacting with virtual characters in a game according to claim 14, wherein: The process of controlling the auxiliary virtual object to move at the fifth speed further includes: The energy value of the auxiliary virtual object is reduced by a second set value at every fourth time interval.
16. The method for interacting with virtual characters in a game according to claim 14, wherein: The process of controlling the auxiliary virtual object to move at the fifth speed further includes: When it is determined that the energy value of the auxiliary virtual object is lower than the set threshold, the auxiliary virtual object is controlled to move at the fourth speed.
17. The method for interacting with virtual characters in a game according to claim 13, wherein: Also includes: In response to the third skill release instruction for the second skill control, the auxiliary virtual object is controlled to stand by at the same place, and the energy value of the auxiliary virtual object is increased by a third set value every fifth time period.
18. The method for interacting with virtual characters in a game according to claim 13, wherein: In response to the distance between the auxiliary virtual object and the controlled virtual character meeting a second preset distance, the method further includes: The first skill control is configured to prohibit skill release.
19. A virtual character interaction device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a game scene, a controlled virtual character, and auxiliary virtual objects of the controlled virtual character, and the apparatus comprises: a first response unit, configured to respond to a movement control instruction for the controlled virtual character, control the controlled virtual character to move in the game scene, and control the auxiliary virtual object to follow the movement of the controlled virtual character; a second response unit, configured to, in response to a positional relationship between the auxiliary virtual object and the first virtual object satisfying a first detection range, determine that the first virtual object is performing a target game behavior, control the auxiliary virtual object to move to the location of the first virtual object, and control the auxiliary virtual object to perform a target attack operation on the first virtual object; and, when determining that the first virtual object is not performing the target game behavior, continue to control the auxiliary virtual object to follow the movement of the controlled virtual character; a third response unit, configured to respond to a first skill release instruction for the first skill control, and control the controlled virtual character to launch a second virtual object into the game scene; a fourth response unit, configured to set a target mark for the third virtual object in response to the second virtual object and the third virtual object satisfying an interaction condition; a fifth response unit, configured to control the auxiliary virtual object to move to the position of the third virtual object carrying the target marker in response to the positional relationship between the auxiliary virtual object and the third virtual object carrying the target marker satisfying a second detection range, and to control the auxiliary virtual object to perform a target attack operation on the third virtual object carrying the target marker; wherein the second detection range is larger than the first detection range.
20. An electronic device, characterized in that: The method comprises a memory, a processor and a computer program stored in the memory and executable on the processor, wherein when the processor executes the computer program, the method for interacting with virtual characters in a game as claimed in any one of claims 1 to 18 is implemented.
21. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer instructions, and when the computer instructions are executed by a processor, the method for interacting with virtual characters in a game according to any one of claims 1 to 18 is implemented.
Citation Information
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