Method, device and electronic terminal for controlling a virtual character in a game
Patent Information
- Application Number
- CN202210194622.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-01
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2042-03-01
AI Technical Summary
[0003]但是,对于现有的这种虚拟角色的控制方法,玩家进行攻击目标选择操作的成本较大,影响玩家的游戏体验
[0043]This application provides a method, device, and electronic terminal for controlling virtual characters in a game. It displays an energy ratio attack lock control for at least two second virtual characters in a graphical user interface. Then, in response to an adjustment operation on the energy ratio attack lock control, it determines the target ratio adjusted by the ratio adjustment operation, and controls a first virtual character to attack the second virtual characters based on the target ratio, so that the energy ratio of at least two second virtual characters conforms to the target ratio. In this solution, when a player faces multiple enemies simultaneously, the system can display an energy ratio attack lock control for these enemies in the graphical user interface. The player can adjust the energy ratio attack lock control to determine a target ratio. The system can then control the first virtual character corresponding to the player's terminal to attack these enemies according to the target ratio, ensuring that the energy ratio between these enemies conforms to the player's desired target ratio. This eliminates the need for the player to constantly observe the enemy's energy ratio and manually adjust the attack target, reducing the player's operational costs, alleviating the technical problem of high costs associated with target selection, and improving the player's gaming experience.
Smart Images

Figure CN116726480B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, device, and electronic terminal for controlling virtual characters in games. Background Technology
[0002] In games like Naraka: Bladepoint and PlayerUnknown's Battlegrounds, when there are multiple enemies, players can control their virtual character to continuously adjust the attack target, thereby achieving the desired effect. For example, if two enemies are fighting in a game scene, the player can continuously adjust the virtual character's attack target to keep the two enemies' health values at the ratio the player intends to achieve.
[0003] However, with the existing methods of controlling virtual characters, the cost for players to select attack targets is relatively high, which affects the player's gaming experience. Summary of the Invention
[0004] The purpose of this application is to provide a method, device, and electronic terminal for controlling virtual characters in games, so as to alleviate the technical problem of high costs for players to select attack targets in games.
[0005] In a first aspect, embodiments of this application provide a method for controlling a virtual character in a game, which provides a graphical user interface through a terminal device. The game scene includes a first virtual character controlled by the terminal device and at least two second virtual characters of opposing factions to the first virtual character. The method includes:
[0006] The graphical user interface displays an energy ratio attack lock control targeting the at least two second virtual characters;
[0007] In response to a ratio adjustment operation on the lock control against the energy ratio attack, the target ratio adjusted by the ratio adjustment operation is determined;
[0008] The first virtual character is controlled to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio.
[0009] In one possible implementation, the display of the energy ratio attack lock control against the at least two second virtual characters in the graphical user interface includes:
[0010] In response to an attack event against the at least two second virtual characters, an energy ratio attack lock control against the at least two second virtual characters is displayed in the graphical user interface;
[0011] The attack event includes any one or more of the following:
[0012] The at least two second virtual characters are within the attack range of the first virtual character, the first virtual character attacks the at least two second virtual characters, the at least two second virtual characters attack the first virtual character, and the first virtual character is about to attack the at least two second virtual characters.
[0013] In one possible implementation, the attack event includes an event in which the first virtual character attacks the at least two second virtual characters;
[0014] The step of displaying an energy ratio attack lock control for the at least two second virtual characters in the graphical user interface in response to an attack event against the at least two second virtual characters includes:
[0015] In response to an attack selection operation targeting the at least two second virtual characters, it is determined that the first virtual character is to attack the at least two second virtual characters;
[0016] In response to an event that the first virtual character is to attack the at least two second virtual characters, an energy ratio attack lock control for the at least two second virtual characters is displayed in the graphical user interface.
[0017] In one possible implementation, it also includes:
[0018] In response to a lock selection operation targeting the at least two second virtual characters, an energy ratio attack lock control targeting the at least two second virtual characters is displayed in the graphical user interface.
[0019] In one possible implementation, the graphical user interface displays a ratio adjustment locking control;
[0020] The step of displaying an energy ratio attack lock control for the at least two second virtual characters in the graphical user interface in response to a lock selection operation for the at least two second virtual characters includes:
[0021] In response to a specified operation on the ratio adjustment lock control and the at least two second virtual characters, an energy ratio attack lock control for the at least two second virtual characters is displayed in the graphical user interface.
[0022] In one possible implementation, the step of controlling the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio, includes:
[0023] The first virtual character is controlled to attack at least one of the at least two second virtual characters based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio.
[0024] In one possible implementation, the step of controlling the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio, includes:
[0025] In response to the fact that the actual energy ratio of the at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character based on the target ratio, so that the actual energy ratio of the at least two second virtual characters meets the target ratio.
[0026] In one possible implementation, the step of controlling the first virtual character to attack the second virtual character based on the target ratio in response to the actual energy ratio of the at least two second virtual characters not conforming to the target ratio, so as to make the actual energy ratio of the at least two second virtual characters conform to the target ratio, includes:
[0027] In response to the fact that the actual energy ratio of the at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character among the at least two second virtual characters that exceeds the target ratio, so that the actual energy ratio of the at least two second virtual characters meets the target ratio.
[0028] In one possible implementation, it also includes:
[0029] In response to the actual energy ratio of the at least two second virtual characters conforming to the target ratio, the first virtual character is controlled to stop attacking the at least two second virtual characters, or the first virtual character is controlled to continue attacking the second virtual characters based on the target ratio, so as to maintain the actual energy ratio of the at least two second virtual characters conforming to the target ratio.
[0030] In one possible implementation, the step of controlling the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio, includes:
[0031] In response to an attack operation against the second virtual character, the first virtual character is controlled to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio.
[0032] In one possible implementation, the ratio adjustment operation takes the form of any one or more of the following:
[0033] Swipe, tap, and touch duration exceeding the preset duration.
[0034] In one possible implementation, the energy ratio includes any one or more of the following:
[0035] The ratio of health points, the ratio of skill points, and the ratio of status points.
[0036] Secondly, a control device for virtual characters in a game is provided, which provides a graphical user interface through a terminal device. The game scene includes a first virtual character controlled by the terminal device and at least two second virtual characters of opposing factions to the first virtual character; the device includes:
[0037] A display module is used to display an energy ratio attack lock control against the at least two second virtual characters in the graphical user interface;
[0038] The determination module is configured to determine the target ratio adjusted by the ratio adjustment operation in response to the ratio adjustment operation of the lock control against the energy ratio attack.
[0039] A control module is configured to control the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio.
[0040] Thirdly, embodiments of this application provide an electronic terminal, including a memory and a processor. The memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the steps of the method described in the first aspect above.
[0041] Fourthly, embodiments of this application also provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.
[0042] The embodiments of this application bring the following beneficial effects:
[0043] This application provides a method, device, and electronic terminal for controlling virtual characters in a game. It displays an energy ratio attack lock control for at least two second virtual characters in a graphical user interface. Then, in response to an adjustment operation on the energy ratio attack lock control, it determines the target ratio adjusted by the ratio adjustment operation, and controls a first virtual character to attack the second virtual characters based on the target ratio, so that the energy ratio of at least two second virtual characters conforms to the target ratio. In this solution, when a player faces multiple enemies simultaneously, the system can display an energy ratio attack lock control for these enemies in the graphical user interface. The player can adjust the energy ratio attack lock control to determine a target ratio. The system can then control the first virtual character corresponding to the player's terminal to attack these enemies according to the target ratio, ensuring that the energy ratio between these enemies conforms to the player's desired target ratio. This eliminates the need for the player to constantly observe the enemy's energy ratio and manually adjust the attack target, reducing the player's operational costs, alleviating the technical problem of high costs associated with target selection, and improving the player's gaming experience. Attached Figure Description
[0044] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0045] Figure 1 This is a schematic diagram illustrating an application scenario provided in the embodiments of this application;
[0046] Figure 2 This paper shows a schematic diagram of the structure of an electronic terminal provided in an embodiment of this application;
[0047] Figure 3 This is a schematic diagram illustrating a usage scenario of a touch terminal provided in an embodiment of this application;
[0048] Figure 4 A flowchart illustrating a method for controlling a virtual character in a game, provided as an embodiment of this application;
[0049] Figure 5 A schematic diagram of an electronic terminal displaying a graphical user interface, provided for an embodiment of this application;
[0050] Figure 6 A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;
[0051] Figure 7The present application provides a schematic diagram of the structure of a control device for a virtual character in a game. Detailed Implementation
[0052] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions 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, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0053] The terms "comprising" and "having," and any variations thereof, used in the embodiments of this application, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to these processes, methods, products, or devices.
[0054] In existing games, if a player has two enemies fighting in front of them, one with high health and the other with low health, the player needs to constantly observe the enemy's health ratio and switch the virtual character's attack target repeatedly if they want to keep the two enemies' health values at a specific ratio. This operation is cumbersome and presents a technical problem where the player's target selection operation is costly, which affects the player's gaming experience.
[0055] Based on this, the embodiments of this application provide a method, device, and electronic terminal for controlling virtual characters in games, which alleviates the technical problem of high costs for players to select attack targets in games.
[0056] In one embodiment of this application, the method for controlling virtual characters in a game can run on a local terminal device or a server. When the method for controlling virtual characters in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0057] 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 control methods for the virtual characters in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. 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 information processing is performed by 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.
[0058] In an optional implementation, 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 (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic terminal. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0059] In one possible implementation, this application provides a method for controlling a virtual character in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0060] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of this application. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control virtual characters within the server 101.
[0061] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 210, a memory 220, a touchscreen 230, and a processor 240. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 230 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.
[0062] RF circuit 210 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0063] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application required for a function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0064] The touchscreen 230 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 230 may include a display panel and a touch panel. The display panel can be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3 As shown, the user operates on or near the touch panel using their finger 301, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel can include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 240. It can also receive and execute commands from the processor 240. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel can cover the display panel. The user can operate on or near the touch panel covered by the display panel according to the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 240 to confirm the user input. Subsequently, the processor 240 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.
[0065] The processor 240 is the control center of the mobile phone 102. It connects various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 220, and calling data stored in the memory 220, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.
[0066] The embodiments of this application will be further described below with reference to the accompanying drawings.
[0067] Figure 4 This is a flowchart illustrating a method for controlling a virtual character in a game, provided as an embodiment of this application. The method can be applied to terminal devices capable of displaying a graphical user interface (e.g., [missing information]). Figure 2 The mobile phone 102 shown provides a graphical user interface through the terminal device. The game scene includes a first virtual character controlled by the terminal device and at least two second virtual characters from an opposing faction. Figure 4As shown, the method includes:
[0068] Step S410: Display the energy ratio attack lock control for at least two second virtual characters in the graphical user interface.
[0069] For example, such as Figure 5 As shown, the game scene includes a first virtual character 501 controlled by the player's terminal device, an enemy virtual character 502 (second virtual character) opposing the first virtual character 501, and an enemy virtual character 503 (second virtual character) opposing the first virtual character 501. The player can control the first virtual character 501 to attack the two enemies. In response to the attack, the system displays an energy ratio lock control 504 for the first and second enemy virtual characters 502 and 503 in the graphical user interface.
[0070] It should be noted that enemy virtual character 502 (number 1) and enemy virtual character 503 (number 2) can belong to the same faction or different factions, meaning they can attack each other.
[0071] Step S420: In response to the ratio adjustment operation of the lock control against the energy ratio attack, determine the target ratio to be adjusted by the ratio adjustment operation.
[0072] For example, such as Figure 5 As shown, players can slide the energy ratio lock control 504 (ratio adjustment operation) to adjust the ratio. The energy ratio lock control 504 can be in the form of a slider. Its left side can display the icon corresponding to enemy virtual character 502 (number 1), and its right side can display the icon corresponding to enemy virtual character 503 (number 2). Players can slide their finger on the energy ratio lock control 504 to adjust the ratio.
[0073] For example, if the player ratio is adjusted to 3:7, the system will determine the energy ratio between enemy virtual character 502 (number 1) and enemy virtual character 503 (number 2) to be 3:7. This can be understood as follows: if enemy virtual character 502 (number 1) has 300 units of energy, the system will determine that enemy virtual character 503 (number 2) should have 700 units of energy.
[0074] Step S430: Control the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of at least two second virtual characters meets the target ratio.
[0075] In this embodiment of the application, the situation where the energy ratio of the second virtual character meets the target ratio may also include situations where the energy ratio of the second virtual character approaches or is close to the target ratio.
[0076] For example, such as Figure 5 As shown, after the system determines the energy ratio between enemy virtual character 502 (number 1) and enemy virtual character 503 (number 2) to be 3:7, the system will control the first virtual character 501 to lock onto and attack enemy virtual character 502 (number 1) and / or enemy virtual character 503 (number 2) so that the energy ratio between the two matches the player's target ratio.
[0077] In practical application, if enemy virtual character 502 (number 1) currently has 500 units of energy and enemy virtual character 503 (number 2) currently has 700 units of energy, the system controls the first virtual character 501 to lock onto and attack enemy virtual character 502, reducing its energy to 300 units, thus changing the energy ratio between the two to 3:7. If enemy virtual character 502 (number 1) currently has 300 units of energy and enemy virtual character 503 (number 2) currently has 900 units of energy, the system controls the first virtual character 501 to lock onto and attack enemy virtual character 503, reducing its energy to 700 units, thus changing the energy ratio between the two to 3:7.
[0078] It should be noted that if the player adjusts the energy ratio between enemy virtual character 502 (number 1) and enemy virtual character 503 (number 2) to 0:10, the system will control the first virtual character 501 to lock onto the second virtual character with the lowest energy.
[0079] In this embodiment, when a player faces multiple enemies simultaneously, the system can display an energy ratio attack lock control for these enemies in the graphical user interface. The player can adjust the energy ratio attack lock control to determine a target ratio. Then, the system can control the first virtual character corresponding to the player's terminal to attack these enemies according to the target ratio, so that the energy ratio between these enemies meets the player's desired target ratio. This eliminates the need for the player to constantly observe the energy ratios of the enemies and manually adjust the attack target, reducing the player's operational costs, alleviating the technical problem of high costs associated with selecting attack targets, and improving the player's gaming experience.
[0080] In some embodiments, attack events can take many different scenarios, enriching the application scenarios. For example, attack events can include multiple types, covering various game scenarios, allowing for more flexible adaptation to diverse game environments. For instance, step S410 above may include the following steps:
[0081] Step S412: In response to an attack event targeting the at least two second virtual characters, display an energy ratio attack lock control targeting the at least two second virtual characters in the graphical user interface; wherein, the attack event includes any one or more of the following: at least two second virtual characters are within the attack range of the first virtual character, an attack event of the first virtual character against at least two second virtual characters, an attack event of at least two second virtual characters against the first virtual character, and an event in which the first virtual character is about to attack at least two second virtual characters.
[0082] As an example, such as Figure 5 As shown, if enemy virtual character 1 502 and enemy virtual character 2 503 enter the attack range of the first virtual character 501, the system can determine that an attack event has occurred against the two second virtual characters, and the system can display the energy ratio lock control 504 for the two second virtual characters to the player in the graphical user interface.
[0083] As another example, such as Figure 5 As shown, if the first virtual character 501 attacks enemy virtual character 502 and enemy virtual character 503, for example, by shooting at them with a virtual weapon, thus affecting their energy values, the system can determine that an attack event has occurred against the two second virtual characters. The system can then display an energy ratio lock control 504 for the two second virtual characters to the player in the graphical user interface.
[0084] As another example, such as Figure 5 As shown, if enemy virtual character 1 502 and enemy virtual character 2 503 launch an attack on the first virtual character 501, affecting the energy value of the first virtual character 501, the system can determine that an attack event has occurred against the two second virtual characters, and the system can display the energy ratio lock control 504 for the two second virtual characters to the player in the graphical user interface.
[0085] As another example, such as Figure 5 As shown, if the first virtual character 501 initiates an attack event against enemy virtual character 1 502 and enemy virtual character 2 503, for example, if the first virtual character 501 uses a virtual weapon to aim at enemy virtual character 1 502 or enemy virtual character 2 503, the system can determine that an attack event against the two second virtual characters has occurred, and the system can display an energy ratio locking control 504 for the two second virtual characters to the player in the graphical user interface.
[0086] By including multiple types of attack events, the application scenarios are enriched. The system can accurately judge the attack events based on various game scenarios, thus displaying the energy ratio attack lock control to players more flexibly and quickly. This allows players to easily adjust the energy ratio attack lock control to lock the energy ratio, improving the player's gaming experience.
[0087] In some embodiments, when multiple second virtual characters to be attacked are determined, an energy ratio attack lock control is displayed to facilitate timely adjustment of the ratio by the player. Of course, the player can select the second virtual character they wish to attack, thereby accurately determining the target and preventing the system from automatically selecting the wrong target. For example, the player can perform an attack selection operation on multiple second virtual characters, allowing the system to display the energy ratio attack lock control for the selected second virtual character. As an example, an attack event includes an event where a first virtual character is to attack at least two second virtual characters; step S412 above may specifically include the following steps:
[0088] Step a), in response to an attack selection operation targeting at least two second virtual characters, determines that the first virtual character is to attack at least two second virtual characters.
[0089] Step b), in response to an event that the first virtual character is to attack at least two second virtual characters, displays an energy ratio attack lock control for at least two second virtual characters in the graphical user interface.
[0090] For example, such as Figure 5 As shown, the player can control the first virtual character 501 to use virtual weapons to aim at enemy virtual character 502 (number 1) and / or enemy virtual character 503 (number 2), thereby enabling the player to select an attack on the two second virtual characters and determine the attack event. A selected indicator can be displayed on the model of the selected second virtual character (e.g., a crosshair 505 above enemy virtual character 502). The system can then determine that an attack event has occurred against the two second virtual characters, and can display an energy ratio lock control 504 for the two second virtual characters to the player in the graphical user interface.
[0091] By responding to the player's attack selection operation targeting at least two second virtual characters, the system determines that the first virtual character will attack at least two second virtual characters. Then, it displays an attack lock control for the energy ratio of the at least two second virtual characters in the graphical user interface. This achieves accurate determination of the target the player wants to attack, avoids selecting the wrong target, and improves the player's gaming experience.
[0092] In some embodiments, the triggering method for displaying the energy ratio attack lock control can also be implemented by selecting an enemy virtual character, making the triggering method of the control display more flexible and convenient for player operation. By locking onto the second virtual character they want to attack, players can accurately determine the target they want to attack, avoiding the system automatically locking onto the wrong target. For example, players can perform a lock selection operation on multiple second virtual characters, thereby causing the system to display the energy ratio attack lock control for the selected second virtual character. As an example, the method may also include the following steps:
[0093] Step c), in response to a lock selection operation for at least two second virtual characters, display an energy ratio attack lock control for at least two second virtual characters in the graphical user interface.
[0094] For example, such as Figure 5 As shown, players can lock onto two second virtual characters by clicking on enemy virtual character 1 502 and enemy virtual character 2 503 in the graphical user interface. In response to the player's lock-on selection, the system can display an energy ratio lock control 504 for the two second virtual characters in the graphical user interface.
[0095] By making the system respond to the player's lock-on selection operation for at least two second virtual characters, and displaying the energy ratio attack lock-on control for at least two second virtual characters to the player in the graphical user interface, the player can accurately determine the target they want to attack, avoid the system automatically locking onto the wrong target, and improve the player's gaming experience.
[0096] Based on step c) above, players can flexibly lock the energy ratios of multiple second virtual characters. For example, the ratio adjustment lock control can be pre-displayed in the graphical user interface, and then, based on the player's selection, the system determines which second virtual characters the lock function specifically targets. Thus, energy ratio locking for multiple second virtual characters can be achieved in various ways. As an example, the graphical user interface displays a ratio adjustment lock control; step c) above can specifically include the following steps:
[0097] Step d), in response to a specified operation on the ratio adjustment lock control and at least two second virtual characters, display the energy ratio attack lock control on the at least two second virtual characters in the graphical user interface.
[0098] For example, such as Figure 6 As shown in the upper part, the system can pre-display the ratio adjustment lock control in the graphical user interface, without displaying the corresponding identifier for the second virtual character at either end. The preset energy ratio can be 5:5. Then, as... Figure 6As shown in the lower half, players can lock onto enemy virtual character number 1 by first clicking the ratio adjustment lock control 601 and then clicking on enemy virtual character number 1. The left side of the ratio adjustment lock control 601 will display the corresponding icon 602 for enemy virtual character number 1. Similarly, players can lock onto enemy virtual character number 2 by first clicking the ratio adjustment lock control 601 and then clicking on enemy virtual character number 2. The right side of the ratio adjustment lock control 601 will display the corresponding icon 603 for enemy virtual character number 2. Thus, the ratio adjustment lock control 601 will become an energy ratio attack lock control for both enemy virtual characters number 1 and enemy virtual character number 2.
[0099] By displaying a ratio adjustment lock control in the graphical user interface and responding to player actions on the ratio adjustment lock control and at least two second virtual characters, the system can display an energy ratio attack lock control for at least two second virtual characters in the graphical user interface. This allows players to manually select their desired target, avoiding incorrect locking caused by automatic system detection, making target targeting more precise and improving the player's gaming experience.
[0100] In some embodiments, the method of making the energy ratios of multiple enemies conform to the target ratio can be to attack only one enemy or to attack all enemies, making the attack method more flexible. The system can control the first virtual character to attack more efficiently so that the energy ratio conforms to the player's target. For example, the system controls the first virtual character to attack the second virtual character based on the target ratio determined by the player, which can quickly make the energy ratios of multiple second virtual characters conform to the target ratio, thereby achieving energy ratio locking for multiple second virtual characters. For example, the above step S430 may specifically include the following steps:
[0101] Step e) Control the first virtual character to attack at least one of the at least two second virtual characters based on the target ratio, so that the energy ratio of the at least two second virtual characters meets the target ratio.
[0102] As an example, such as Figure 5 As shown, when the player adjusts the ratio of the ratio adjustment lock control 504 to 3:7 for enemy virtual character 502 (character 1) and enemy virtual character 503 (character 2), the system will determine the target ratio between them as 3:7. If enemy virtual character 502 has 400 units of energy and enemy virtual character 503 has 700 units of energy, the system can control the first virtual character 501 to lock onto and attack only enemy virtual character 502, reducing its energy to 300 units, so that the energy ratio between the two matches the player's target ratio of 3:7.
[0103] As another example, such as Figure 5 As shown, if the player adjusts the ratio of the ratio adjustment lock control 504 to 3:7 for enemy virtual character 502 (character 1) and enemy virtual character 503 (character 2), the system will set the target ratio between them to 3:7. If enemy virtual character 502 has 500 units of energy and enemy virtual character 503 has 900 units of energy, the system can control the first virtual character 501 to simultaneously lock onto and attack both second virtual characters, reducing their energy by 200 units each, so that their energy ratio matches the player's target ratio of 3:7.
[0104] The system controls a first virtual character to attack at least one of at least two second virtual characters based on a target ratio, so that the energy ratio of at least two second virtual characters conforms to the target ratio. The system can attack only one second virtual character or attack multiple second virtual characters simultaneously, thus flexibly locking the energy ratio of multiple second virtual characters.
[0105] In some embodiments, the actual energy ratio between multiple second virtual characters may change due to attacks on each other or the use of healing skills. When the actual energy ratio between multiple second virtual characters does not meet the target ratio determined by the player, the system can control the first virtual character to lock onto and attack the second virtual characters based on the target ratio determined by the player. This can quickly bring the actual energy ratio of multiple second virtual characters to the target ratio determined by the player. Once the actual energy ratio meets the target ratio, there is no need to attack anymore, thus avoiding unnecessary attacks. For example, the above step S430 may specifically include the following steps:
[0106] Step f): In response to the fact that the actual energy ratio of at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual characters based on the target ratio, so that the actual energy ratio of at least two second virtual characters meets the target ratio.
[0107] As an example, if enemy virtual character 502 currently has 300 units of energy and enemy virtual character 503 currently has 700 units of energy, but enemy virtual character 502 uses a skill to increase its energy to 500 units, causing the energy ratio to become 5:7, then the system controls the first virtual character 501 to lock onto and attack enemy virtual character 502, reducing its energy to 300 units, thus changing the energy ratio between the two to 3:7.
[0108] As another example, if enemy virtual character 1, 502, currently has 300 units of energy and enemy virtual character 2, 503, currently has 700 units of energy, but enemy virtual character 2, 503, uses a skill to increase its energy to 900 units, causing the energy ratio to become 3:9, then the system controls the first virtual character, 501, to lock onto and attack enemy virtual character 2, 503, reducing its energy to 700 units, thus changing the energy ratio between the two to 3:7.
[0109] By responding to situations where the actual energy ratio of at least two second virtual characters does not conform to a target ratio, the system controls the first virtual character to attack the second virtual characters based on the target ratio, thereby bringing the actual energy ratio of at least two second virtual characters to conform to the target ratio. This allows the system to select attack targets based on the real-time changing actual energy of multiple second virtual characters, thus correctly locking the actual energy ratio between multiple second virtual characters to the player's desired target ratio.
[0110] Based on step f) above, when the actual energy ratios of multiple second virtual characters do not meet the target ratio determined by the player, the system can control the first virtual character to prioritize attacking the second virtual characters whose energy ratios exceed the target ratio, thereby quickly bringing the actual energy ratios to the target ratio determined by the player. As an example, step f) above may specifically include the following steps:
[0111] Step g), in response to the fact that the actual energy ratio of at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character among the at least two second virtual characters that exceeds the target ratio, so that the actual energy ratio of at least two second virtual characters meets the target ratio.
[0112] As an example, such as Figure 5 As shown, the player sets the target ratio to 3:7. If enemy virtual character 1, 502, currently has 300 units of energy and enemy virtual character 2, 503, currently has 900 units of energy, since enemy virtual character 2, 503, currently has more energy than the target ratio, the system controls the first virtual character, 501, to lock onto and attack enemy virtual character 2, 503, reducing its energy to 700 units, thus changing the energy ratio between the two to 3:7.
[0113] As another example, such as Figure 5As shown, the player sets the target ratio to 3:7. If enemy virtual character 1, 502, currently has 500 units of energy and enemy virtual character 2, 503, currently has 700 units of energy, since enemy virtual character 1, 502, currently has more energy than the target ratio, the system controls the first virtual character, 501, to lock onto and attack enemy virtual character 1, 502, reducing its energy to 300 units, thus changing the energy ratio between the two to 3:7.
[0114] By making the system respond to the fact that the actual energy ratio of at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character among the at least two second virtual characters whose energy ratio exceeds the target ratio, so as to flexibly and quickly make the actual energy ratio of at least two second virtual characters meet the target ratio.
[0115] In some embodiments, when the actual energy ratio between multiple virtual characters matches a target ratio determined by the player, the system can control the first virtual character to stop attacking, or continue attacking according to the target ratio to maintain the ratio unchanged, thereby effectively ensuring that the actual energy ratio continuously matches the target ratio. As an example, the method may also include the following steps:
[0116] Step h), in response to the actual energy ratio of at least two second virtual characters meeting the target ratio, control the first virtual character to stop attacking the at least two second virtual characters, or control the first virtual character to continue attacking the second virtual characters based on the target ratio, so as to maintain the actual energy ratio of at least two second virtual characters meeting the target ratio.
[0117] For example, such as Figure 5 As shown, the player sets the energy ratio between enemy virtual character 1 (502) and enemy virtual character 2 (503) to 3:7. If enemy virtual character 1 (502) currently has 500 units of energy and enemy virtual character 2 (503) currently has 700 units of energy, the system will control virtual character 1 (501) to lock onto and attack enemy virtual character 1 (502), reducing its energy to 300 units, thus bringing the energy ratio to the player's target ratio of 3:7. Once the system detects that the energy ratio meets the target ratio, it will control virtual character 1 (501) to stop attacking both of them.
[0118] In practical applications, the following game scenario might exist: The game objective requires the player to continuously attack two second virtual characters until they are defeated. However, during the attack, the energy values of the two second virtual characters cannot differ too much proportionally, otherwise the objective will fail. In this case, the system can control the first virtual character to continue attacking the two second virtual characters based on the target ratio, locking the energy ratio between them until they are defeated.
[0119] By controlling the system to respond to at least two second virtual characters' actual energy ratios meeting a target ratio, the system can either stop the first virtual character from attacking at least two second virtual characters, or continue attacking the second virtual characters based on the target ratio, thus maintaining the actual energy ratios of at least two second virtual characters meeting the target ratio. This allows the system to flexibly control the first virtual character's attack behavior based on different game scenarios to meet the player's gaming needs and help the player lock the energy ratios of multiple second virtual characters.
[0120] In some embodiments, the system can be configured to disallow automatic attacks to prevent alerting the enemy and impacting the player's game situation. For example, the system can only control the first virtual character to attack based on the target ratio after the player has initiated an attack. As an example, step S430 above may specifically include the following steps:
[0121] Step i), in response to an attack operation against a second virtual character, control the first virtual character to attack the second virtual character based on a target ratio, so that the energy ratio of at least two second virtual characters meets the target ratio.
[0122] For example, such as Figure 5 As shown, if the player controls the first virtual character 501 to attack enemy virtual character 502 and / or enemy virtual character 503, for example, by shooting at them with a virtual weapon, the system can determine that the player has performed an attack operation against two second virtual characters. The system can then control the first virtual character 501 to automatically attack enemy virtual character 502 and / or enemy virtual character 503 based on the target ratio determined by the player, so that the energy ratio of the two characters matches the target ratio.
[0123] By responding to the player's attack on the second virtual character, the system controls the first virtual character to attack the second virtual character based on a target ratio, ensuring that the energy ratio of at least two second virtual characters matches the target ratio. This prevents the system from automatically controlling the first virtual character to attack the second; the system only takes over control of the first virtual character after the player initiates an attack, avoiding any impact on the player's game situation due to system-initiated attacks and improving the player's gaming experience.
[0124] In some embodiments, the ratio adjustment operation can take many forms to make the operation more flexible. For example, the ratio adjustment operation can include multiple types to achieve ratio adjustment in a variety of flexible ways. As an example, the ratio adjustment operation includes any one or more of the following forms:
[0125] Swipe, tap, and touch duration exceeding the preset duration.
[0126] For example, such as Figure 5 As shown, players can adjust the energy ratio lock control 504 by sliding their fingers across it. For example, when a player slides their finger across the energy ratio lock control 504, the position where the touch point lands is the ratio determined by the player. Players can also adjust the energy ratio lock control 504 by clicking on it. For example, when a player clicks on the energy ratio lock control 504, the position of the clicked touch point is the ratio determined by the player. Players can also adjust the energy ratio lock control 504 by pressing and holding it for a duration longer than a preset time. For example, when a player presses and holds their finger on the energy ratio lock control 504, the position where the touch point lands is the ratio determined by the player.
[0127] It should be noted that the click operation can include, but is not limited to, single-click, double-click, etc. The preset duration can be any value, such as 0.5 seconds, 1 second, and 2 seconds, etc., and this application embodiment does not impose any limitation.
[0128] By including multiple operation modes in the ratio adjustment operation, the player's operation options are made more flexible and adaptable to the gaming habits of different players. Players can choose the appropriate operation mode according to their own operating habits, thereby improving the player's gaming experience.
[0129] In some embodiments, energy ratios can include many types, thus covering a variety of categories. For example, energy ratios can include multiple types to facilitate application to various game scenarios. As an example, energy ratios include any one or more of the following:
[0130] The ratio of health points, the ratio of skill points, and the ratio of status points.
[0131] For example, the energy ratio can be the health value ratio of the second virtual characters in the game. That is, the player locks the health value ratio of multiple second virtual characters, keeping the health values of multiple second virtual characters at a certain ratio, making them easy to defeat. The energy ratio can also be the skill value ratio of the second virtual characters in the game. That is, the player locks the skill value ratio of multiple second virtual characters, keeping the skill values of multiple second virtual characters at a certain ratio, making it difficult for them to release skills against the player. The energy ratio can also be the status value ratio of the second virtual characters in the game. That is, the player locks the status value ratio of multiple second virtual characters, keeping the status values of multiple second virtual characters at a certain ratio, thereby creating suppression over multiple second virtual characters.
[0132] By making the energy ratio cover multiple types, the method provided in this application embodiment can be more widely applied to various types of games and various game scenarios, allowing players to apply it to more games and improving the player's gaming experience.
[0133] Figure 7 A schematic diagram of a control device 700 for virtual characters in a game is provided. This device can be applied to a terminal device capable of running game programs. The terminal device provides a graphical user interface, and the game scene includes a first virtual character controlled by the terminal device and at least two second virtual characters from an opposing faction. Figure 7 As shown, the control device 700 for the virtual character in the game includes:
[0134] Display module 701 is used to display an energy ratio attack lock control for at least two second virtual characters in a graphical user interface.
[0135] The determination module 702 is used to determine the target ratio adjusted by the ratio adjustment operation in response to a ratio adjustment operation of the lock control against an energy ratio attack.
[0136] The control module 703 is used to control the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of at least two second virtual characters meets the target ratio.
[0137] In some embodiments, the display module 701 is specifically configured to: in response to an attack event against the at least two second virtual characters, display an energy ratio attack lock control against the at least two second virtual characters in the graphical user interface;
[0138] Attacks include any one or more of the following:
[0139] The events include: at least two second virtual characters being within the attack range of the first virtual character; an attack event by the first virtual character on at least two second virtual characters; an attack event by at least two second virtual characters on the first virtual character; and an event where the first virtual character is about to attack at least two second virtual characters.
[0140] In some embodiments, the attack event includes an event where a first virtual character is attacked by at least two second virtual characters; the display module 701 is specifically used for:
[0141] In response to an attack selection operation targeting at least two second virtual characters, determine that the first virtual character is to attack at least two second virtual characters;
[0142] In response to an event that a first virtual character is to be attacked by at least two second virtual characters, an energy ratio attack lock control for at least two second virtual characters is displayed in the graphical user interface.
[0143] In some embodiments, the device further includes:
[0144] A second display control is used to display an energy ratio attack lock control for at least two second virtual characters in a graphical user interface in response to a lock selection operation for at least two second virtual characters.
[0145] In some embodiments, a ratio adjustment locking control is displayed in the graphical user interface; the display module 701 is specifically used for:
[0146] In response to a specified operation targeting the ratio adjustment lock control and at least two second virtual characters, the energy ratio attack lock control targeting at least two second virtual characters is displayed in the graphical user interface.
[0147] In some embodiments, the control module 703 is specifically used for:
[0148] Control the first virtual character to attack at least one of at least two second virtual characters based on a target ratio, so that the energy ratio of at least two second virtual characters meets the target ratio.
[0149] In some embodiments, the control module 703 is specifically used for:
[0150] In response to the fact that the actual energy ratio of at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual characters based on the target ratio, so that the actual energy ratio of at least two second virtual characters meets the target ratio.
[0151] In some embodiments, the control module 703 is specifically used for:
[0152] In response to the fact that the actual energy ratio of at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character among the at least two second virtual characters whose actual energy ratio exceeds the target ratio, so that the actual energy ratio of at least two second virtual characters meets the target ratio.
[0153] In some embodiments, the device further includes:
[0154] The stop module is used to control the first virtual character to stop attacking the at least two second virtual characters in response to the actual energy ratio of at least two second virtual characters meeting the target ratio, or to control the first virtual character to continue attacking the second virtual characters based on the target ratio, so as to maintain the actual energy ratio of at least two second virtual characters meeting the target ratio.
[0155] In some embodiments, the control module 703 is specifically used for:
[0156] In response to an attack operation targeting a second virtual character, the first virtual character is controlled to attack the second virtual character based on a target ratio, so that the energy ratio of at least two second virtual characters meets the target ratio.
[0157] In some embodiments, the ratio adjustment operation includes any one or more of the following:
[0158] Swipe, tap, and touch duration exceeding the preset duration.
[0159] In some embodiments, the energy ratio includes any one or more of the following:
[0160] The ratio of health points, the ratio of skill points, and the ratio of status points.
[0161] The control device for virtual characters in games provided in this application has the same technical features as the control method for virtual characters in games provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0162] Corresponding to the above-mentioned method for controlling virtual characters in games, this application also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to perform the steps of the above-mentioned method for controlling virtual characters in games.
[0163] The control device for virtual characters in games provided in this application embodiment can be specific hardware on a device or software or firmware installed on the device. The implementation principle and technical effects of the device provided in this application embodiment are the same as those in the foregoing method embodiments. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the foregoing method embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can all be referred to the corresponding processes in the above method embodiments, and will not be repeated here.
[0164] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0165] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0166] 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.
[0167] In addition, the functional units in the embodiments provided in this application 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.
[0168] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the virtual character control method in the game described in the various embodiments of this application. 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.
[0169] 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. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0170] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.
Claims
1. A method for controlling a virtual character in a game, characterized in that, The game scene includes a first virtual character controlled by the terminal device and at least two second virtual characters from an opposing faction to the first virtual character, provided by a terminal device; the method includes: In response to an attack event targeting the at least two second virtual characters, an energy ratio attack lock control targeting the at least two second virtual characters is displayed in the graphical user interface; the attack event includes any one or more of the following: the at least two second virtual characters are within the attack range of the first virtual character, an attack event of the first virtual character on the at least two second virtual characters, an attack event of the at least two second virtual characters on the first virtual character, and an event in which the first virtual character is about to attack the at least two second virtual characters; In response to a ratio adjustment operation on the lock control against the energy ratio attack, the target ratio adjusted by the ratio adjustment operation is determined; The first virtual character is controlled to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters meets the target ratio.
2. The method according to claim 1, characterized in that, The attack event includes an event in which the first virtual character attacks the at least two second virtual characters; The step of displaying an energy ratio attack lock control for the at least two second virtual characters in the graphical user interface in response to an attack event against the at least two second virtual characters includes: In response to an attack selection operation targeting the at least two second virtual characters, it is determined that the first virtual character is to attack the at least two second virtual characters; In response to an event that the first virtual character is to attack the at least two second virtual characters, an energy ratio attack lock control for the at least two second virtual characters is displayed in the graphical user interface.
3. The method according to claim 1, characterized in that, Also includes: In response to a lock selection operation targeting the at least two second virtual characters, an energy ratio attack lock control targeting the at least two second virtual characters is displayed in the graphical user interface.
4. The method according to claim 3, characterized in that, The graphical user interface displays a ratio adjustment lock control; The step of displaying an energy ratio attack lock control for the at least two second virtual characters in the graphical user interface in response to a lock selection operation for the at least two second virtual characters includes: In response to a specified operation on the ratio adjustment lock control and the at least two second virtual characters, an energy ratio attack lock control for the at least two second virtual characters is displayed in the graphical user interface.
5. The method according to claim 1, characterized in that, The step of controlling the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters meets the target ratio, includes: The first virtual character is controlled to attack at least one of the at least two second virtual characters based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio.
6. The method according to claim 1, characterized in that, The step of controlling the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters meets the target ratio, includes: In response to the fact that the actual energy ratio of the at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character based on the target ratio, so that the actual energy ratio of the at least two second virtual characters meets the target ratio.
7. The method according to claim 6, characterized in that, The step of controlling the first virtual character to attack the second virtual character based on the target ratio in response to the actual energy ratio of the at least two second virtual characters not conforming to the target ratio, so as to make the actual energy ratio of the at least two second virtual characters conform to the target ratio, includes: In response to the fact that the actual energy ratio of the at least two second virtual characters does not meet the target ratio, the first virtual character is controlled to attack the second virtual character among the at least two second virtual characters that exceeds the target ratio, so that the actual energy ratio of the at least two second virtual characters meets the target ratio.
8. The method according to claim 1, characterized in that, Also includes: In response to the actual energy ratio of the at least two second virtual characters conforming to the target ratio, the first virtual character is controlled to stop attacking the at least two second virtual characters, or the first virtual character is controlled to continue attacking the second virtual characters based on the target ratio, so as to maintain the actual energy ratio of the at least two second virtual characters conforming to the target ratio.
9. The method according to claim 1, characterized in that, The step of controlling the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters meets the target ratio, includes: In response to an attack operation against the second virtual character, the first virtual character is controlled to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio.
10. The method according to claim 1, characterized in that, The operation of the ratio adjustment operation includes any one or more of the following: Swipe, tap, and touch duration exceeding the preset duration.
11. The method according to claim 1, characterized in that, The energy ratio includes any one or more of the following: The ratio of health points, the ratio of skill points, and the ratio of status points.
12. A control device for a virtual character in a game, characterized in that, The device provides a graphical user interface via a terminal device, wherein the game scene includes a first virtual character controlled by the terminal device and at least two second virtual characters belonging to an opposing faction to the first virtual character; the device includes: A display module is used to display an energy ratio attack lock control against the at least two second virtual characters in the graphical user interface; The determination module is configured to determine the target ratio adjusted by the ratio adjustment operation in response to the ratio adjustment operation of the lock control against the energy ratio attack. The control module is configured to control the first virtual character to attack the second virtual character based on the target ratio, so that the energy ratio of the at least two second virtual characters conforms to the target ratio; The display module is specifically used to: in response to an attack event targeting the at least two second virtual characters, display an energy ratio attack lock control targeting the at least two second virtual characters in the graphical user interface; the attack event includes any one or more of the following: at least two second virtual characters are within the attack range of the first virtual character, an attack event of the first virtual character against at least two second virtual characters, an attack event of at least two second virtual characters against the first virtual character, and an event in which the first virtual character is about to attack at least two second virtual characters.
13. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 11.
Citation Information
Patent Citations
Game skill control method and device and equipment and storage medium
CN112402975A