Character control method, device and equipment in game and storage medium

By responding to the movement and attack actions of virtual characters in battle royale games, updating game attributes, and implementing rescue actions, the limitations of teammate interaction after death are resolved, thereby improving character interactivity and player experience.

CN116459526BActive Publication Date: 2026-05-29NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-01-12
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In battle royale games, because teammates can only acquire virtual items after a character dies, the smaller faction has a lower chance of winning in the final battle. This results in a poor gaming experience, low intensity of combat, limited interaction between virtual characters, and insufficient richness of interactive functions, all of which negatively impact the player experience.

Method used

By responding to the movement and attack actions of virtual characters, the game attributes of the characters are updated, and the interactivity and interactive functions of the characters are increased, including rescue actions and attribute adjustments when the characters are defeated or knocked down. Interaction between characters can be achieved by using attribute updates and rescue commands within a preset range.

Benefits of technology

It enhances the interactivity between virtual characters and enriches the interactive functions, thereby improving the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application provides a game character control method and device, equipment and storage medium, and belongs to the technical field of network games. The method comprises the following steps: in response to a movement control operation for a first virtual character, controlling the first virtual character to move in a game scene of a game; in response to an attack control operation for the first virtual character, controlling the first virtual character to launch an attack action on a virtual character in a second camp; after the virtual character in the second camp is attacked by the virtual character in the second camp and enters a defeated state, in response to the first virtual character moving to a first predetermined range of a position where the virtual character in the second camp is defeated, updating a game attribute of the first virtual character; and when the first virtual character moves out of the first predetermined range of the position where the virtual character in the second camp is defeated, keeping the updated game attribute of the first virtual character. The application can improve the interactivity between virtual characters and enrich the functions of interaction between virtual characters.
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Description

Technical Field

[0001] This application relates to the field of online game technology, and more specifically, to a method, device, equipment, and storage medium for controlling characters in a game. Background Technology

[0002] Battle royale games typically involve multiple factions battling it out, with the last faction remaining victorious. Because characters may be eliminated during the battle, the number of players on each faction is not uniform in the final showdown.

[0003] In existing technology, when a character dies, their teammates from the same faction can only obtain related virtual items. This leads to a situation where, in the final battle, due to the difference in numbers, the faction with fewer characters has a lower chance of winning, thus choosing a more covert fighting style. This results in a poor gaming experience, lower intensity of combat, and limited interaction between virtual characters. Furthermore, the richness of interactive functions between virtual characters is poor, which may consequently lead to a lower overall player experience. Summary of the Invention

[0004] The purpose of this application is to provide a method, device, equipment, and storage medium for controlling characters in a game, which can improve the interactivity between virtual characters and enrich the interactive functions between virtual characters.

[0005] The embodiments of this application are implemented as follows:

[0006] One aspect of this application provides a method for controlling characters in a game, wherein the game includes a first faction and a second faction, and the first faction includes a first virtual character and a second virtual character, including:

[0007] Responding to movement control operations on the first virtual character, controlling the first virtual character to move within the game scene;

[0008] In response to an attack control operation targeting the first virtual character, control the first virtual character to launch an attack action against virtual characters in the second faction;

[0009] After the second virtual character is attacked by a virtual character in the second faction and enters a defeated state, the first virtual character moves to a first predetermined range where the second virtual character was defeated and updates the game attributes of the first virtual character.

[0010] When the first virtual character moves outside the first predetermined range to the location where the second virtual character was defeated, the updated game attributes of the first virtual character are maintained.

[0011] Optionally, in response to the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated, including:

[0012] In response to the attribute update command, the first virtual character moves to a first predetermined range where the second virtual character was defeated, and updates the game attributes of the first virtual character.

[0013] Optionally, the method includes:

[0014] After the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, the first virtual character moves to a second predetermined range where the second virtual character was knocked down and controls the first virtual character to perform a rescue action on the second virtual character.

[0015] Among them, the knocked-down state and the defeated state are two states that the second virtual character enters when attacked by virtual characters in the second faction, and they are sequential in time.

[0016] Optionally, in response to the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, the first virtual character is controlled to perform a rescue action on the second virtual character, including:

[0017] Responding to a teammate's rescue command, the first virtual character moves to a second predetermined range from the location where the second virtual character was knocked down, and controls the first virtual character to perform a rescue action for the second virtual character.

[0018] Optionally, after the second virtual character is attacked and defeated by a virtual character in the second faction, in response to the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated, including:

[0019] After the second virtual character is attacked by a virtual character in the second faction and enters a defeated state, the first duration of the second virtual character in the defeated state is determined; wherein, the first duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the defeated state;

[0020] When the duration of the second virtual character being defeated is no greater than the first preset duration, the game attributes of the first virtual character are updated in response to the first virtual character moving to the first predetermined range of the location where the second virtual character was defeated.

[0021] Optionally, after the second virtual character is attacked and knocked down by a virtual character in the second faction, in response to the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, the first virtual character is controlled to perform a rescue action on the second virtual character, including:

[0022] After the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, the second duration of the knocked-down state of the second virtual character is determined; wherein, the second duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the knocked-down state;

[0023] When the second duration of the second virtual character being knocked down is not greater than the second preset duration, the first virtual character moves to the second predetermined range of the location where the second virtual character is knocked down and controls the first virtual character to perform a rescue action on the second virtual character.

[0024] Optionally, update the game attributes of the first virtual character, including:

[0025] Update the game attributes of the first virtual character based on the game attributes of the first virtual character or the game attributes of the second virtual character;

[0026] Update the game attributes of the first virtual character based on the game attributes of the first virtual character and the game attributes of the second virtual character.

[0027] Optionally, the game attributes of the first virtual character are updated according to the game attributes of the first virtual character and the game attributes of the second virtual character, including: determining the update ratio of the first attribute corresponding to the game attributes of the first virtual character and the update ratio of the second attribute corresponding to the game attributes of the second virtual character.

[0028] The game attributes of the first virtual character are updated based on the game attributes of the first virtual character and the update ratio of the first attribute corresponding to the game attributes of the first virtual character, and the update ratio of the game attributes of the second virtual character and the update ratio of the second attribute corresponding to the game attributes of the second virtual character.

[0029] Optionally, update the game attributes of the first virtual character, including:

[0030] The game attributes of the first virtual character are updated based on pre-configured update values, which are preset fixed values, fixed values ​​generated based on the game attributes of the first virtual character, and / or fixed values ​​generated based on the game attributes of the second virtual character.

[0031] Optionally, the game includes an attribute update control to update the game attributes of the first virtual character, including:

[0032] In response to an attribute update operation on the attribute update control, begin updating the game attributes of the first virtual character, and determine the duration of the update of the game attributes of the first virtual character;

[0033] The update of the game attributes of the first virtual character is completed when the duration of updating the game attributes of the first virtual character meets the third preset duration.

[0034] In another aspect of the embodiments of this application, a game character control device is provided. The game includes a first faction and a second faction. The first faction includes a first virtual character and a second virtual character. The device includes: a character control module, an attribute update module, and an attribute retention module.

[0035] The character control module is used to respond to movement control operations for the first virtual character, controlling the first virtual character to move within the game scene; and to respond to attack control operations for the first virtual character, controlling the first virtual character to launch an attack on virtual characters in the second faction.

[0036] The attribute update module is used to update the game attributes of the first virtual character when the first virtual character moves to a first predetermined range where the second virtual character is defeated after being attacked by a virtual character in the second faction.

[0037] The attribute preservation module is used to preserve the updated game attributes of the first virtual character when the first virtual character moves outside a first predetermined range from the location where the second virtual character was defeated.

[0038] Optionally, the attribute update module is specifically used to update the game attributes of the first virtual character in response to an attribute update command and when the first virtual character moves to a first predetermined range where the second virtual character was defeated.

[0039] Optionally, the character control module is also used to respond to the first virtual character moving to a second predetermined range where the second virtual character is knocked down after the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, and to control the first virtual character to perform a rescue action on the second virtual character; wherein, the knocked-down state and the defeated state are two states that the second virtual character enters in sequence when attacked by a virtual character in the second faction.

[0040] Optionally, the character control module is also used to respond to a teammate's rescue command and move the first virtual character to a second predetermined range where the second virtual character is knocked down, and control the first virtual character to perform a rescue action on the second virtual character.

[0041] Optionally, the attribute update module is specifically used to determine the first duration of the second virtual character's defeated state after the second virtual character is attacked by a virtual character in the second faction and enters a defeated state; wherein, the first duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters a defeated state; when the first duration of the second virtual character's defeated state is not greater than the first preset duration, the module updates the game attributes of the first virtual character in response to the first virtual character moving to a first predetermined range of the location where the second virtual character was defeated.

[0042] Optionally, the character control module is specifically used to determine a second duration of the second virtual character's knocked-down state after the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state; wherein, the second duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the knocked-down state; when the second duration of the second virtual character's knocked-down state is not greater than a second preset duration, the module responds by having the first virtual character move to a second predetermined range of the location where the second virtual character is knocked down, and controls the first virtual character to perform a rescue action on the second virtual character.

[0043] Optionally, the attribute update module is specifically used to update the game attributes of the first virtual character based on the game attributes of the first virtual character or the game attributes of the second virtual character; or to update the game attributes of the first virtual character based on both the game attributes of the first virtual character and the game attributes of the second virtual character.

[0044] Optionally, the attribute update module is specifically used to update the game attributes of the first virtual character based on the game attributes of the first virtual character and the first attribute update ratio corresponding to the game attributes of the first virtual character, and the game attributes of the second virtual character and the second attribute update ratio corresponding to the game attributes of the second virtual character.

[0045] Optionally, the attribute update module is also used to update the game attributes of the first virtual character based on a pre-configured update value, wherein the update value is a preset fixed value, a fixed value generated based on the game attributes of the first virtual character, and / or a fixed value generated based on the game attributes of the second virtual character.

[0046] Optionally, the attribute update module is also used to respond to the attribute update operation of the attribute update control, start updating the game attributes of the first virtual character, determine the duration of updating the game attributes of the first virtual character, and complete updating the game attributes of the first virtual character when the duration of updating the game attributes of the first virtual character meets the third preset duration.

[0047] In another aspect of this application, a computer device is provided, including: a memory and a processor. The memory stores a computer program that can run on the processor. When the processor executes the computer program, it implements the steps of the above-described game character control method.

[0048] In another aspect of this application, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, it implements the steps of the above-described game character control method.

[0049] The beneficial effects of the embodiments of this application include:

[0050] In a game character control method, apparatus, device, and storage medium provided in this application embodiment, when a first virtual character moves to a first predetermined range from the location where a second virtual character is defeated, the game attributes of the first virtual character can be updated, thereby increasing the interaction between the first virtual character and other virtual characters, that is, improving the interactivity between virtual characters; and by updating the game attributes of the first virtual character, the richness of the interactive functions between virtual characters can be increased, thereby improving the player's game experience. Attached Figure Description

[0051] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0052] Figure 1 A schematic diagram of a game scene provided in an embodiment of this application;

[0053] Figure 2 A schematic diagram of the game interface provided in the embodiments of this application;

[0054] Figure 3 A flowchart illustrating the game character control method provided in this application embodiment;

[0055] Figure 4 A schematic diagram of the interface for a game character to perform a rescue action, provided in an embodiment of this application;

[0056] Figure 5 Another flowchart illustrating the game character control method provided in this application embodiment;

[0057] Figure 6 Another flowchart illustrating the game character control method provided in this application embodiment;

[0058] Figure 7 Another schematic diagram of the game character control method provided in the embodiments of this application;

[0059] Figure 8 A schematic diagram of the interface for updating character attributes in a game, provided as an embodiment of this application;

[0060] Figure 9 This is a schematic diagram of the structure of a game character control device provided in an embodiment of this application;

[0061] Figure 10 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0062] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0063] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0064] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0065] In the description of this application, it should be noted that the terms "first," "second," "third," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0066] In one embodiment of this application, the game character control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game display method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0067] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0068] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0069] In one possible implementation, this invention provides a method for controlling a character in a game, which provides a graphical user interface through a first terminal device. The first terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0070] The following section will explain in detail the game scenario used in the embodiments of this application, and the relationship between the various characters involved in the game scenario.

[0071] Figure 1 Please refer to the scene diagram of the game scene provided in the embodiments of this application. Figure 1 The game includes a first faction and a second faction. The first faction includes a first virtual character 110 and a second virtual character 120.

[0072] Optionally, the first and second factions can be different factions randomly assigned to different virtual characters at the start of the game. The first and second factions can be hostile to each other. The second faction can also include multiple virtual characters. The virtual characters in the second faction can interact with the virtual characters in the first faction. The virtual characters in the first and second factions can launch attack actions, such as using virtual weapons in the game to attack.

[0073] Each electronic device can control one or more virtual characters in the game scene to perform actions based on the player's control operations.

[0074] For any electronic device, the first virtual character 110 can be the virtual character currently operated by the player, and the second virtual character 120 can be any one or more virtual characters in the first faction other than the first virtual character 110.

[0075] Optionally, the electronic device can display the aforementioned game scene and virtual characters of any faction within the game scene based on a display interface.

[0076] The elements included in the game interface provided in this application embodiment and the content that can be displayed in the game interface will be explained in detail below.

[0077] Figure 2 Please refer to the schematic diagram of the game interface provided in the embodiments of this application. Figure 2 The game interface can be an interface displayed on an electronic device. An application can be installed on the electronic device (such as a mobile phone, computer, tablet, game console, etc.) and the game interface can be accessed based on the application. The game interface can include game scene 210, virtual character 220, game control 230, etc.

[0078] Optionally, game scene 210 can be a scene where multiple virtual characters 220 are located; virtual character 220 can be any one or more of the aforementioned first virtual character, second virtual character, or virtual characters from the second faction, without any restrictions. Figure 2 The virtual character 220 shown is the first virtual character as an example.

[0079] Optionally, the game control 230 may include interactive controls such as movement controls and attack controls, which enable the player to control the first virtual character to perform a certain action.

[0080] Specifically, it can respond to movement control operations targeting the first virtual character, controlling the first virtual character to move within the game scene; and it can respond to attack control operations targeting the first virtual character, controlling the first virtual character to launch an attack action against virtual characters in the second faction.

[0081] It should be noted that the movement control operation for the first virtual character can be the operation of movement controls, such as virtual joysticks, virtual buttons, etc., to control the movement of the virtual character. The movement can be various types of movement such as walking, running, jumping, crouching, and crawling in various directions, and there are no restrictions here.

[0082] The attack control operation targeting the first virtual character can be the operation of attack controls. Specifically, the attack can be controlled to allow the first virtual character to attack other characters in the second faction. Through the attack, other virtual characters can be knocked down or defeated. Optionally, characters in both the first and second factions can attack each other.

[0083] The following explanation, based on the aforementioned game scenario and game interface, details the specific implementation process of the game character control method provided in this application embodiment.

[0084] Figure 3 Please refer to the flowchart illustrating the game character control method provided in this application embodiment. Figure 3 The method includes:

[0085] S310: The second virtual character is defeated when attacked by a virtual character in the second faction.

[0086] Optionally, the subject executing this method may be the aforementioned electronic device or a server that is connected to the electronic device in communication, without any specific restrictions.

[0087] Virtual characters in the first and second factions can interact and attack each other. When a virtual character in the second faction is attacked, it enters a defeated state. This defeated state can occur when the attack value received by the second virtual character meets a preset requirement. For example, being attacked might reduce the second virtual character's health. When the second virtual character's health falls below a preset threshold, it enters a defeated state. While in a defeated state, the second virtual character will be subject to certain restrictions, such as slower movement, inability to attack, inability to switch weapons, or inability to drive vehicles.

[0088] S320: In response to the first virtual character moving to a first predetermined range where the second virtual character was defeated, update the game attributes of the first virtual character.

[0089] Optionally, when the second virtual character is defeated, in response to movement operations on the first virtual character, the first virtual character can be controlled to move within the game scene. If the first virtual character moves to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character can be updated. It should be noted that game attributes can be attributes possessed by each virtual character, specifically including: health points, attack points, defense points, etc. These will not be listed individually here; all relevant game attributes fall within this scope. The aforementioned health point attribute is one type of game attribute.

[0090] Optionally, when updating game value attributes, the specific approach could be to increase the game attributes of the first virtual character, such as increasing health, attack, or defense.

[0091] S330: When the first virtual character moves to a location outside the first predetermined range where the second virtual character was defeated, maintain the updated game attributes of the first virtual character.

[0092] Optionally, after updating the game attributes of the first virtual character, if the first virtual character moves from a first predetermined range of the location where the second virtual character was defeated to outside the first predetermined range of the location where the second virtual character was defeated, the updated game attributes of the first virtual character can be maintained to further enhance the richness of the interaction functions between virtual characters.

[0093] It should be noted that the first virtual character and the second virtual character are names relative to the electronic devices. For example, if player A and player B are playing the same game scene using different electronic devices and are both in the first team, then for player A, the first virtual character is the virtual character controlled by player A, and the second virtual character can be the virtual character controlled by player B; for player B, the first virtual character is the virtual character controlled by player B, and the second virtual character can be the virtual character controlled by player A.

[0094] The first predetermined range can be a pre-set range, for example, it can be a range within a circle with the position of the defeated second virtual character in the game scene as the center and a preset length as the radius.

[0095] In a game character control method provided in this application embodiment, when a first virtual character moves to a first predetermined range of the location where a second virtual character is defeated, the game attributes of the first virtual character can be updated, thereby increasing the interaction between the first virtual character and other virtual characters, that is, improving the interactivity between virtual characters. Furthermore, by updating the game attributes of the first virtual character, the richness of the interactive functions between virtual characters can be increased, thereby improving the player's game experience.

[0096] Optionally, in response to the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated, including: in response to an attribute update command and the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated.

[0097] Specifically, when the first virtual character moves to a first range from the location where the second virtual character was defeated, it can respond to an attribute update command issued by the player, thereby updating the game attributes of the first virtual character. Updating the game attributes of the first virtual character based on an attribute update command avoids the possibility of accidentally issuing such commands and improves the accuracy of updating the game attributes. This attribute update command can be a command initiated by the player based on a preset operation method, such as an attribute update command triggered by a specified key on a keyboard, or an attribute update command triggered by sliding, dragging, clicking, or double-clicking on a specified control (such as an attribute update control) in the graphical user interface of a touch device. No specific limitations are imposed here.

[0098] Optionally, the method includes: after the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, in response to the first virtual character moving to a second predetermined range of the location where the second virtual character was knocked down, controlling the first virtual character to perform a rescue action on the second virtual character; wherein the knocked-down state and the defeated state are two states that the second virtual character enters in sequence when attacked by a virtual character in the second faction.

[0099] It should be noted that the knocked-down state and the defeated state are two states that occur sequentially when the second virtual character is attacked by a virtual character from the second faction. For example, when the second virtual character's health drops below a preset threshold due to an attack from a character from the second faction, it can first enter the knocked-down state. If the second virtual character in the knocked-down state takes further damage or the time spent in the knocked-down state exceeds the preset threshold, it can then enter the defeated state.

[0100] Optionally, a virtual character may enter a knocked-down or defeated state not only due to attacks from characters of the second faction, but also due to other factors, such as being located in a constantly changing (e.g., shrinking) danger zone in the game scene (where the virtual character is in a danger zone, the virtual character's game attributes will decrease to a certain extent), being attacked by virtual items in the game scene, or falling from a height in the game scene, etc. There are no restrictions on this.

[0101] Optionally, when the second virtual character is knocked down, if the first virtual character enters a second predetermined range from the location where the second virtual character was knocked down, a rescue action can be performed on the second virtual character. The second predetermined range may be the same as or different from the first predetermined range; no restriction is placed here.

[0102] Optionally, after the first virtual character performs a rescue action on the second virtual character, the second virtual character can recover from the knocked-down state and return to the normal state.

[0103] Optionally, in response to the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, controlling the first virtual character to perform a rescue action on the second virtual character includes: responding to a teammate's rescue command and the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, controlling the first virtual character to perform a rescue action on the second virtual character.

[0104] Specifically, when the first virtual character moves to a second predetermined range from the location where the second virtual character was knocked down, it can respond to a teammate rescue command, thereby controlling the first virtual character to perform a rescue action for the second virtual character. This teammate rescue command can be a command initiated by the player based on a preset operation method, such as a teammate rescue command initiated by triggering a specified key on a keyboard device, or a teammate rescue command initiated by sliding, dragging, clicking, or double-clicking on a specified control (such as a teammate rescue control) in the graphical user interface of a touch device. No specific limitations are imposed here.

[0105] The following is a detailed explanation of the interface diagram of the game character performing rescue actions provided in the embodiments of this application.

[0106] Figure 4 Please refer to the schematic diagram of the interface for a game character to perform a rescue action provided in this application embodiment. Figure 4 The interface can be equipped with a rescue interaction control 410. When the first virtual character is within the second predetermined range of the second virtual character, the rescue interaction control 410 can be displayed. After the control is displayed, it can respond to the user's operation on the rescue interaction control 410, thereby controlling the first virtual character to perform a rescue action on the second virtual character.

[0107] It should be noted that, Figure 4 The rescue interaction control 410 is used as an example for explanation. In actual implementation, automatic command generation or other methods can also be used to initiate teammate rescue commands, and it is not limited to this.

[0108] The following is a detailed explanation of another specific implementation process of the game character control method provided in the embodiments of this application.

[0109] Figure 5 For another flowchart illustrating the game character control method provided in this application embodiment, please refer to... Figure 5 After the second virtual character is attacked and defeated by a virtual character from the second faction, the game attributes of the first virtual character are updated when the first virtual character moves to a predetermined range from the location where the second virtual character was defeated, including:

[0110] S510: After the second virtual character is attacked by a virtual character in the second faction and enters a defeated state, determine the first duration of the second virtual character in the defeated state.

[0111] The first duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the defeated state.

[0112] Optionally, the current moment can be the moment when the game attributes of the first virtual character begin to be updated; the first duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters a defeated state. This first duration can be calculated when the game attributes of the first virtual character begin to be updated.

[0113] S520: When the first duration of the second virtual character being defeated is not greater than the first preset duration, the game attributes of the first virtual character are updated in response to the first virtual character moving to the first predetermined range of the location where the second virtual character was defeated.

[0114] Optionally, the first preset duration can be a pre-set time length, such as 10 minutes, or any length, without restriction.

[0115] After determining the first duration, the relationship between the first duration and the first preset duration can be determined. If the first duration is not greater than the first preset duration, the game attributes of the first virtual character can be updated in response to the first virtual character moving to the first predetermined range where the second virtual character was defeated.

[0116] Correspondingly, if the first duration is longer than the first preset duration, the original game attributes of the first virtual character will be maintained, meaning that the game attributes of the first virtual character cannot be updated at this time.

[0117] In the game character control method provided in this application embodiment, after a second virtual character is attacked by a virtual character in a second faction and enters a defeated state, a first duration of the second virtual character's defeated state is determined. When the first duration of the second virtual character's defeated state is not greater than a first preset duration, the game attributes of the first virtual character are updated in response to the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated. By understanding the relationship between the first duration and the first preset duration, different interactions between virtual characters can be achieved based on different relationships, thereby enhancing the richness of interactive functions between virtual characters and improving the balance of interactions when virtual characters are defeated.

[0118] The following is a detailed explanation of another specific implementation process of the game character control method provided in the embodiments of this application.

[0119] Figure 6 For another flowchart illustrating the game character control method provided in this application embodiment, please refer to... Figure 6 After the second virtual character is attacked and knocked down by a virtual character from the second faction, the system responds by having the first virtual character move to a second predetermined range from the location where the second virtual character was knocked down, and controls the first virtual character to perform a rescue action on the second virtual character, including:

[0120] S610: After the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, determine the second duration of the knocked-down state for the second virtual character.

[0121] The second duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters a knocked-down state. Optionally, the current moment can be the moment when the first virtual character begins to perform a rescue action on the second virtual character; the second duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters a knocked-down state. The second duration can be calculated when the first virtual character begins to perform a rescue action on the second virtual character.

[0122] S620: When the second duration of the second virtual character being knocked down is not greater than the second preset duration, in response to the first virtual character moving to the second predetermined range of the location where the second virtual character is knocked down, the first virtual character is controlled to perform a rescue action on the second virtual character.

[0123] Optionally, the second preset duration can be a pre-set time length, such as 2 minutes, or any length, without any restriction.

[0124] After determining the second duration, the relationship between the second duration and the second preset duration can be determined. If the second duration is not greater than the second preset duration, the first virtual character can move to the second predetermined range where the second virtual character is knocked down, and the first virtual character can be controlled to perform a rescue action on the second virtual character.

[0125] Correspondingly, if the second duration is longer than the second preset duration, the second virtual character is controlled to enter the defeated state from the knocked-down state. That is, at this time, the second virtual character is in the defeated state and cannot perform rescue actions.

[0126] In the game character control method provided in this application embodiment, after a second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, a second duration of the knocked-down state of the second virtual character is determined. When the second duration of the knocked-down state of the second virtual character is not greater than a second preset duration, in response to the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, the first virtual character is controlled to perform a rescue action on the second virtual character. The relationship between the second duration and the second preset duration allows for different interactions between virtual characters based on different relationships, thereby enhancing the richness of the interactive functions between virtual characters and improving the balance of interactions when virtual characters are knocked down.

[0127] The following sections will explain some of the feasible update methods when updating the game attributes of the first virtual character.

[0128] Optionally, updating the game attributes of the first virtual character includes: updating the game attributes of the first virtual character based on the game attributes of the first virtual character or the game attributes of the second virtual character; or updating the game attributes of the first virtual character based on both the game attributes of the first virtual character and the game attributes of the second virtual character.

[0129] Optionally, when updating the game attributes of the first virtual character, the update can be based on the game attributes of the first virtual character before the update or the game attributes of the second virtual character, or a combination of the game attributes of both can be used for the update; there are no restrictions on this.

[0130] When updating the game attributes of the first virtual character, a certain percentage value can be added to the game attributes of the first virtual character before the update; when updating the game attributes of the second virtual character, a percentage value obtained from the game attributes of the second virtual character can be added to the game attributes of the first virtual character, or the game attributes of the second virtual character can be used to replace the game attributes of the first virtual character, etc., without any restrictions.

[0131] Optionally, different update methods can be used for different game attributes. For example, attack value can be updated based on the attack value of the first virtual character, and health value can be updated based on the health value of the second virtual character. There are no restrictions on the update method for each game attribute, and any of the above update methods can be used.

[0132] Optionally, the game attributes of the first virtual character are updated based on the game attributes of the first virtual character and the game attributes of the second virtual character, including: determining the first attribute update ratio corresponding to the game attributes of the first virtual character and the second attribute update ratio corresponding to the game attributes of the second virtual character; and updating the game attributes of the first virtual character based on the game attributes of the first virtual character and the first attribute update ratio corresponding to the game attributes of the first virtual character, and the game attributes of the second virtual character and the second attribute update ratio corresponding to the game attributes of the second virtual character.

[0133] Specifically, when updating the game attributes of the first virtual character based on the game attributes of the first virtual character and the game attributes of the second virtual character, it can be done by determining the update ratio of the first attribute corresponding to the game attributes of the first virtual character and the update ratio of the second attribute corresponding to the game attributes of the second virtual character.

[0134] Preferably, both the first attribute update ratio and the second attribute update ratio can be ratios greater than 1, thereby improving the game attributes of the first virtual character.

[0135] For example, based on the game attributes of the first virtual character and the update ratio of the first attribute corresponding to the game attributes of the first virtual character, and the update ratio of the game attributes of the second virtual character and the update ratio of the second attribute corresponding to the game attributes of the second virtual character, updating the game attributes of the first virtual character can specifically be as follows:

[0136] A = A1 × a + A2 × b;

[0137] Where A is the updated game attribute; A1 can be the game attribute of the first virtual character; A2 can be the game attribute of the second virtual character; a can be the update ratio of the first attribute; b can be the update ratio of the second attribute.

[0138] This formula can represent the update method of any game attribute, such as the aforementioned health points, attack points, and defense points.

[0139] It should be noted that the above formula is only an example. In actual calculations, other coefficients or constants can be added for the operation, and it is not limited to this formula.

[0140] Optionally, updating the game attributes of the first virtual character may also include:

[0141] The game attributes of the first virtual character are updated based on pre-configured update values, which are preset fixed values, fixed values ​​generated based on the game attributes of the first virtual character, and / or fixed values ​​generated based on the game attributes of the second virtual character.

[0142] It should be noted that, in addition to updating game attributes proportionally, updates can also be based on pre-configured update values ​​to improve the flexibility and efficiency of updating the first virtual character's game attributes. The preset fixed value can be a pre-set value, such as increasing health by 100 points. The fixed values ​​generated based on the first virtual character's game attributes and / or the second virtual character's game attributes can specifically be fixed values ​​generated based on either the first or second virtual character's game attribute values. For example, if the first virtual character's health is greater than 1000 points, the fixed value is an increase of 100 health points; if the first virtual character's health is not greater than 1000 points, the fixed value is an increase of 80 health points.

[0143] Different update methods can be used to update different game attributes, and no restrictions are imposed here.

[0144] The following is a further detailed explanation of the implementation process of the game character control method provided in the embodiments of this application.

[0145] Figure 7 For another flowchart illustrating the game character control method provided in this application embodiment, please refer to... Figure 7 The game includes an attribute update control that updates the game attributes of the first virtual character, including:

[0146] S710: In response to an attribute update operation on the attribute update control, start updating the game attributes of the first virtual character and determine the duration of updating the game attributes of the first virtual character.

[0147] Optionally, a property update control can be set in the game interface. When the first virtual character moves into a predetermined range of the second virtual character, this property update control can be displayed. In response to the user's property update operation on this control, a corresponding update can be performed. The game attributes of the first virtual character are only updated based on the property update operation on the property update control, avoiding potential misoperations caused by other triggering operations and improving the accuracy of updating the game attributes of the first virtual character. The duration of updating the game attributes of the first virtual character can be determined during the update process.

[0148] The duration of the update to the game attributes of the first virtual character can be the length of time that the first virtual character maintains the game attribute update, which can be determined based on the actual time that the character is in the update state.

[0149] Specifically, the game interface can display the duration of the updated game attributes for the first virtual character based on a pre-set time bar. This time bar can serve as an update progress indicator, reflecting the progress of the first virtual character's game attributes. Displaying the duration of the updated game attributes using a time bar improves the intuitiveness and readability of the update process.

[0150] S720: When the duration of updating the game attributes of the first virtual character meets the third preset duration, the update of the game attributes of the first virtual character is completed.

[0151] Optionally, the third preset duration can be a pre-set time length, such as 10 seconds.

[0152] The update of the game attributes of the first virtual character is completed when the duration of updating the game attributes of the first virtual character is not less than the third preset duration; correspondingly, the update of the game attributes of the first virtual character is stopped when the duration of updating the game attributes of the first virtual character is less than the third preset duration.

[0153] Specifically, being interrupted could be due to the first virtual character being attacked by a virtual character from the second faction, or in response to an operation to stop updating the first virtual character. Alternatively, it could be during the update process, the aforementioned first duration exceeding the first preset duration, or the first virtual character moving from the first predetermined range of the location where the second virtual character was defeated to outside the first predetermined range of the location where the second virtual character was defeated, etc. No specific restrictions are imposed here.

[0154] Optionally, the update progress indicator can display the relationship between the update duration and the third preset duration. Specifically, the third preset duration can be used as the upper limit of the progress, and the update duration can be used as the update progress, so as to display the update status in real time.

[0155] Alternatively, in addition to the above-mentioned time bar display method, countdown or text display methods can also be used, and it is not limited to these methods.

[0156] In the game character control method provided in this embodiment, in response to an attribute update operation on an attribute update control, the game attributes of a first virtual character can be updated, and the duration of updating the game attributes of the first virtual character can be determined. When the duration of updating the game attributes of the first virtual character meets a third preset duration, the update of the game attributes of the first virtual character is completed. By determining whether the duration of updating the game attributes of the first virtual character meets the third preset duration, the richness of the interactive functions between virtual characters can be improved, and the balance of interaction between virtual characters when updating attribute information can also be enhanced.

[0157] The following example uses a time-based loading bar to explain the content displayed on the interface when a character's attributes are updated in the game, as provided in this embodiment.

[0158] Figure 8 Please refer to the following diagram for the interface illustration of updating character attributes in the game provided in this application embodiment. Figure 8 The first virtual character's attributes were updated within a predetermined range for the second virtual character, and the progress of the attribute update was displayed during the update process. Figure 8 The example shown uses a time bar, but in practice, any of the methods described above can be used, and there are no limitations.

[0159] The following describes the apparatus, device, and storage medium used to implement the game character control method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0160] Figure 9 Please refer to the schematic diagram of the game character control device provided in the embodiments of this application. Figure 9 The device includes: a character control module 910, an attribute update module 920, and an attribute retention module 930;

[0161] The character control module 910 is used to respond to movement control operations for the first virtual character, controlling the first virtual character to move in the game scene; and to respond to attack control operations for the first virtual character, controlling the first virtual character to launch an attack action against virtual characters in the second faction.

[0162] The attribute update module 920 is used to update the game attributes of the first virtual character when the first virtual character moves to a first predetermined range where the second virtual character is defeated after being attacked by a virtual character in the second faction.

[0163] The attribute retention module 930 is used to retain the updated game attributes of the first virtual character when the first virtual character moves to a first predetermined range outside the location where the second virtual character was defeated.

[0164] Optionally, the attribute update module 920 is specifically used to update the game attributes of the first virtual character in response to an attribute update command and when the first virtual character moves to a first predetermined range where the second virtual character was defeated.

[0165] Optionally, the character control module 910 is further configured to, after the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, respond to the first virtual character moving to a second predetermined range of the location where the second virtual character was knocked down, and control the first virtual character to perform a rescue action on the second virtual character; wherein, the knocked-down state and the defeated state are two states that the second virtual character enters in sequence when attacked by a virtual character in the second faction.

[0166] Optionally, the character control module 910 is also used to respond to a teammate's rescue command and move the first virtual character to a second predetermined range where the second virtual character is knocked down, and control the first virtual character to perform a rescue action for the second virtual character.

[0167] Optionally, the attribute update module 920 is specifically used to determine the first duration of the second virtual character's defeated state after the second virtual character is attacked by a virtual character in the second faction and enters a defeated state; wherein, the first duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters a defeated state; when the first duration of the second virtual character's defeated state is not greater than the first preset duration, the game attributes of the first virtual character are updated in response to the first virtual character moving to a first predetermined range of the location where the second virtual character was defeated.

[0168] Optionally, the character control module 910 is specifically used to determine a second duration of the second virtual character's knocked-down state after the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state; wherein, the second duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the knocked-down state; when the second duration of the second virtual character's knocked-down state is not greater than a second preset duration, the module responds to the first virtual character moving to a second predetermined range of the location where the second virtual character is knocked down, and controls the first virtual character to perform a rescue action on the second virtual character.

[0169] Optionally, the attribute update module 920 is specifically used to update the game attributes of the first virtual character based on the game attributes of the first virtual character or the game attributes of the second virtual character; and to update the game attributes of the first virtual character based on both the game attributes of the first virtual character and the game attributes of the second virtual character.

[0170] Optionally, the attribute update module 920 is specifically used to update the game attributes of the first virtual character based on the game attributes of the first virtual character and the first attribute update ratio corresponding to the game attributes of the first virtual character, and the game attributes of the second virtual character and the second attribute update ratio corresponding to the game attributes of the second virtual character.

[0171] Optionally, the attribute update module 920 is also used to update the game attributes of the first virtual character based on a pre-configured update value, wherein the update value is a preset fixed value, a fixed value generated based on the game attributes of the first virtual character, and / or a fixed value generated based on the game attributes of the second virtual character.

[0172] Optionally, the attribute update module 920 is also used to respond to the attribute update operation of the attribute update control, start updating the game attributes of the first virtual character, determine the duration of updating the game attributes of the first virtual character, and complete updating the game attributes of the first virtual character when the duration of updating the game attributes of the first virtual character meets the third preset duration.

[0173] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0174] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0175] Figure 10 Please refer to the schematic diagram of the computer device provided in the embodiments of this application. Figure 10The computer device includes: a memory 940 and a processor 950. The memory 940 stores a computer program that can run on the processor 950. When the processor 950 executes the computer program, it implements the steps of the character control method in the game described above.

[0176] Optionally, the aforementioned computer equipment may specifically be any of the aforementioned electronic devices or a server that is communicatively connected to an electronic device, without any limitation.

[0177] Another aspect of this application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, implements the steps of the above-described game character control method.

[0178] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0179] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0180] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.

[0181] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute partial steps of the methods of the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0182] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

[0183] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for controlling characters in a game, wherein the game includes a first faction and a second faction, the first faction including a first virtual character and a second virtual character, characterized in that, include: In response to a movement control operation on the first virtual character, control the first virtual character to move within the game scene of the game; In response to an attack control operation targeting the first virtual character, the system controls the first virtual character to launch an attack on a virtual character in the second faction. After the second virtual character is attacked by a virtual character in the second faction and enters a defeated state, in response to the first virtual character moving to a first predetermined range of the location where the second virtual character was defeated, the game attributes of the first virtual character are updated, including health points, attack points, and defense points. If the first virtual character moves outside the first predetermined range from the location where the second virtual character was defeated, the updated game attributes of the first virtual character are maintained. The update of the game attributes of the first virtual character includes: Update the game attributes of the first virtual character based on the game attributes of the first virtual character or the game attributes of the second virtual character; Update the game attributes of the first virtual character based on the game attributes of the first virtual character and the game attributes of the second virtual character.

2. The game character control method as described in claim 1, characterized in that, In response to the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated, including: In response to the attribute update command, and when the first virtual character moves to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated.

3. The game character control method as described in claim 1, characterized in that, The method includes: After the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, the first virtual character moves to a second predetermined range where the second virtual character is knocked down and controls the first virtual character to perform a rescue action on the second virtual character. The knocked-down state and the defeated state are two states that the second virtual character enters sequentially when attacked by a virtual character in the second faction.

4. The game character control method as described in claim 3, characterized in that, The step of responding to the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, and controlling the first virtual character to perform a rescue action on the second virtual character, includes: In response to a teammate's rescue command, and with the first virtual character moving to a second predetermined range from the location where the second virtual character was knocked down, the first virtual character is controlled to perform a rescue action on the second virtual character.

5. The game character control method as described in claim 1, characterized in that, After the second virtual character is attacked and defeated by a virtual character in the second faction, in response to the first virtual character moving to a first predetermined range from the location where the second virtual character was defeated, the game attributes of the first virtual character are updated, including: After the second virtual character is attacked by a virtual character in the second faction and enters a defeated state, the first duration of the second virtual character in the defeated state is determined; wherein, the first duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the defeated state; When the duration of the second virtual character being defeated is no greater than the first preset duration, the game attributes of the first virtual character are updated in response to the first virtual character moving to the first predetermined range of the location where the second virtual character was defeated.

6. The game character control method as described in claim 3, characterized in that, After the second virtual character is attacked and knocked down by a virtual character in the second faction, the system responds by having the first virtual character move to a second predetermined range from the location where the second virtual character was knocked down, and controls the first virtual character to perform a rescue action on the second virtual character, including: After the second virtual character is attacked by a virtual character in the second faction and enters a knocked-down state, a second duration of the knocked-down state of the second virtual character is determined; wherein, the second duration is the time interval between the current moment and the moment when the second virtual character is attacked and enters the knocked-down state; When the second duration of the second virtual character being knocked down is not greater than the second preset duration, the first virtual character moves to the second predetermined range of the location where the second virtual character is knocked down, and controls the first virtual character to perform a rescue action on the second virtual character.

7. The game character control method as described in claim 1, characterized in that, The step of updating the game attributes of the first virtual character based on the game attributes of the first virtual character and the game attributes of the second virtual character includes: determining the first attribute update ratio corresponding to the game attributes of the first virtual character and the second attribute update ratio corresponding to the game attributes of the second virtual character. The game attributes of the first virtual character are updated based on the game attributes of the first virtual character and the update ratio of the first attribute corresponding to the game attributes of the first virtual character, and the update ratio of the game attributes of the second virtual character and the update ratio of the second attribute corresponding to the game attributes of the second virtual character.

8. The game character control method as described in claim 1, characterized in that, The update of the game attributes of the first virtual character includes: The game attributes of the first virtual character are updated based on a pre-configured update value, wherein the update value is a preset fixed value, a fixed value generated based on the game attributes of the first virtual character, or a fixed value generated based on the game attributes of the second virtual character.

9. The game character control method as described in claim 1, characterized in that, The game includes an attribute update control, wherein updating the game attributes of the first virtual character includes: In response to an attribute update operation on the attribute update control, the game attributes of the first virtual character are updated, and the duration of updating the game attributes of the first virtual character is determined. The update of the game attributes of the first virtual character is completed when the duration of updating the game attributes of the first virtual character meets the third preset duration.

10. A character control device for a game, the game comprising a first faction and a second faction, the first faction comprising a first virtual character and a second virtual character, characterized in that, The device includes: a character control module, an attribute update module, and an attribute retention module; The character control module is used to respond to movement control operations for the first virtual character and control the first virtual character to move in the game scene of the game; and to respond to attack control operations for the first virtual character and control the first virtual character to launch an attack action against virtual characters in the second faction. The attribute update module is used to update the game attributes of the first virtual character after the second virtual character enters a defeated state due to an attack by a virtual character in the second faction, in response to the first virtual character moving to a first predetermined range of the location where the second virtual character was defeated. The game attributes include health points, attack points, and defense points. The attribute retention module is used to retain the updated game attributes of the first virtual character when the first virtual character moves outside a first predetermined range from the location where the second virtual character was defeated. The attribute update module is specifically used for: Update the game attributes of the first virtual character based on the game attributes of the first virtual character or the game attributes of the second virtual character; Update the game attributes of the first virtual character based on the game attributes of the first virtual character and the game attributes of the second virtual character.

11. A computer device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program that can run on the processor, and when the processor executes the computer program, it implements the steps of the game character control method according to any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, implements the steps of the game character control method according to any one of claims 1 to 9.