Game control method and device, computer device and storage medium
By displaying the attack type and allowing for defensive counterattacks when NPCs or enemy virtual characters unleash their skills in the game, the problem of limited counterattack opportunities in existing technologies is solved, thus enhancing the richness of combat strategies and the player experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-09-06
- Publication Date
- 2026-07-21
AI Technical Summary
The skill animation delays of NPCs or enemy virtual characters in existing games result in limited opportunities for player counterattacks, a lack of combat strategy variety and game smoothness, leading to a dull player experience.
After the NPC or enemy virtual character releases a game move, the attack type is indicated through the graphical user interface, and the player controls the main virtual character to perform a defensive counterattack before the skill is released, including defensive and offensive actions.
It enriches the gameplay, increases the diversity of combat strategies and player experience, and enhances the game's replayability and smoothness.
Smart Images

Figure CN117018617B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a method, apparatus, computer device, and storage medium for game control. Background Technology
[0002] Currently, players can control virtual characters in the game. These virtual characters can perform actions such as walking, running, jumping, picking up items, and fighting from the player's first-person or third-person perspective. This allows players to experience the game's visual impact in an immersive way, greatly enhancing the game's initiative and realism. For example, players can control virtual characters to fight against other players' virtual characters, or they can control their main virtual character to attack other players' virtual characters, or they can attack non-player characters (NPCs) in the game.
[0003] Currently, during gameplay, NPCs or other players can control enemy virtual characters to attack the player's main virtual character. However, existing NPCs or enemy virtual characters have a short skill animation delay before unleashing their attacks. Players can either exit a defensive stance to counterattack or the enemy virtual character enters a slow-motion state, allowing the player to counterattack during this time. However, these counterattack methods are rather simplistic, resulting in a lack of strategic depth and rhythmic variation. Repeating the same combat actions against the same monster often becomes tedious and boring, leading to a poor overall combat experience. Summary of the Invention
[0004] This application provides a method, apparatus, computer device, and storage medium for game control. By controlling a main virtual character to defend and counterattack after the pre-cast animation of a game move by a game NPC or enemy virtual character, and during the skill release, the player can counterattack the moves released by the NPC or enemy virtual character. This enriches gameplay, significantly enhances the replayability of game combat content, and improves the smoothness of gameplay. Ultimately, it effectively increases the richness of combat strategies and enhances the combat experience.
[0005] This application provides a method for game control, which provides a graphical user interface (GUI) through a terminal device. The GUI includes at least a partial virtual scene, a first virtual character and a second virtual character located in the virtual scene, wherein the second virtual character is a virtual character controlled by the terminal device. The method includes:
[0006] When the first virtual character is detected to have entered the attack animation phase of the target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface. The attack prompt icon is used to indicate the type of the target move that the first virtual character is about to release.
[0007] After the first virtual character enters the attack phase of the target move and before the target move hits the second virtual character, determine whether the second virtual character is within the attack range of the target move;
[0008] If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, the second virtual character is controlled to perform a target action against the first virtual character, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
[0009] Accordingly, embodiments of this application also provide a game control device, which includes:
[0010] The display unit is used to display an attack prompt icon corresponding to the target move on the graphical user interface when the first virtual character is detected to enter the attack pre-animation phase of the target move. The attack prompt icon is used to indicate the move type of the target move that the first virtual character is about to release.
[0011] The determining unit is used to determine whether the second virtual character is within the attack range of the target move after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character.
[0012] A control unit is configured to, in response to a target trigger event targeting the first virtual character, control the second virtual character to perform a target action against the first virtual character if the second virtual character is within the attack range of the target move, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
[0013] Accordingly, this application also provides a computer device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any of the steps of the game control method.
[0014] Accordingly, embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements any of the steps of the game control method.
[0015] This application provides a method, apparatus, computer device, and storage medium for game control. When a first virtual character is detected to enter the attack animation phase of a target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface. The attack prompt icon indicates the type of the target move to be released by the first virtual character. Then, after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, it is determined whether the second virtual character is within the attack range of the target move. If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, the second virtual character is controlled to perform a target action against the first virtual character. The target action includes a first defensive action against the target move and a first offensive action against the first virtual character. This application allows the main virtual character to perform a defensive counterattack after the animation phase of a game move released by a game NPC or enemy virtual character occurs, or during skill release. This counterattack enriches gameplay, significantly enhances the replayability of game combat content, and improves the smoothness of gameplay. This effectively increases the richness of combat strategies and enhances the combat experience. Attached Figure Description
[0016] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 This is a schematic diagram of a game control system provided in an embodiment of this application.
[0018] Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application.
[0019] Figure 3 This is a schematic diagram of a game control method provided in an embodiment of this application.
[0020] Figure 4 This is another scenario illustration of the game control method provided in the embodiments of this application.
[0021] Figure 5 This is another scenario illustration of the game control method provided in the embodiments of this application.
[0022] Figure 6 This is another scenario illustration of the game control method provided in the embodiments of this application.
[0023] Figure 7 This is another scenario illustration of the game control method provided in the embodiments of this application.
[0024] Figure 8 This is another scenario illustration of the game control method provided in the embodiments of this application.
[0025] Figure 9 This is another scenario illustration of the game control method provided in the embodiments of this application.
[0026] Figure 10 This is a schematic diagram of a game control device provided in an embodiment of this application.
[0027] Figure 11 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation
[0028] 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 a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0029] This application provides a method, apparatus, computer device, and storage medium for game control. Specifically, the game control method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0030] For example, when this game control method is running on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The way the terminal device provides the GUI to the user can be varied; for example, it can be rendered and displayed on the terminal device's screen, or it can present the GUI through holographic projection. For instance, the terminal device can include a touchscreen display and a processor. The touchscreen display is used to present the GUI and receive user input commands generated by the GUI, which includes game visuals. The processor is used to run the game, generate the GUI, respond to input commands, and control the display of the GUI on the touchscreen display.
[0031] For example, when the game control method runs on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and execution of the game control method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client 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 cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0032] Please see Figure 1 , Figure 1This is a schematic diagram of a game control system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. A user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.
[0033] This application provides a method for game control, which can be executed by a terminal or a server. This application example illustrates a game control method executed by a terminal. The terminal may include a touchscreen display and a processor (of course, the terminal can also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game can include a virtual scene drawn on a graphical user interface. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, the virtual objects possess various skills or abilities that the player uses to achieve objectives. For example, a virtual object may possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display.The processor can be configured to respond to operation commands generated by the user's touch operation to display the corresponding game screen.
[0034] It should be noted that, Figure 1 The schematic diagram of the game control system shown is merely an example. The game control system and scenario described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0035] To address the aforementioned problems, this application provides a method, apparatus, computer device, and storage medium for game control, which can effectively enhance the richness of combat strategies, improve the combat experience, and increase the utilization rate of game resources. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0036] This application provides a game control method, which can be executed by a terminal or a server. This application example illustrates a game control method executed by a terminal. A graphical user interface (GUI) can be provided through a terminal device. The GUI displays content including at least a portion of a virtual scene. The virtual scene includes a first virtual character and a second virtual character, where the second virtual character is controlled by the terminal device. The portion of the virtual scene is determined based on the viewing angle of the second virtual character controlled by the terminal device. The GUI can also display a portion of virtual characters, which are the first virtual character displayed in the portion of the virtual scene. The first virtual character can be a friendly virtual character belonging to the same faction as the second virtual character, an enemy virtual character belonging to the opposing faction, another neutral virtual character, or a non-player character (NPC).
[0037] In this embodiment, a virtual scene is a virtual environment displayed (or provided) by an application running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. This virtual environment is used for virtual environment battles between at least two virtual characters, and it contains virtual resources available for use by at least two virtual characters. One or more virtual characters can be displayed in the virtual scene. A virtual character (or hero) refers to an active object in the virtual environment, and a virtual character refers to a virtual object in the game controlled by a user or player through a terminal. In this embodiment, the second virtual character refers to the virtual object in the game controlled by the current player through a terminal, i.e., the virtual character controlled by the player on this terminal. Friendly virtual characters and hostile virtual characters refer to virtual objects in the game controlled by other players through a terminal, i.e., virtual characters controlled by players on other terminals. A virtual character can be a second virtual character controlled by the player through a terminal device, a friendly virtual character belonging to the same faction as the second virtual character, an enemy virtual character belonging to the opposing faction as the second virtual character, a regular virtual character from another faction with no hostile relationship to the second virtual character, or a non-player virtual character. A first virtual character and a second virtual character can coexist in a virtual scene simultaneously; this is merely an example and not a limitation.
[0038] Please see Figure 2 , Figure 2 This is a schematic flowchart of a game control method provided in an embodiment of this application. The specific flow of the game control method can be as follows: steps 101 to 103:
[0039] 101. When the first virtual character is detected to have entered the attack animation phase of the target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface, wherein the attack prompt icon is used to indicate the move type of the target move to be released by the first virtual character.
[0040] In this embodiment, the first virtual character is configured with a first attribute value and a second attribute value. The first attribute value is used to characterize the first virtual character's defensive capabilities, and the second attribute value is used to characterize the first virtual character's health. For example, the first attribute value can be the first virtual character's true energy value. When the first virtual character's true energy value is lower than a first preset value, the first virtual character can be controlled to enter a stun state, making the first virtual character unable to act or restricted in its actions. At this time, the first virtual character cannot defend against attacks from other virtual characters, nor can it launch attacks against other virtual characters. When the first virtual character's true energy value is higher than a second preset value, the first virtual character can be controlled to release a target move to attack other virtual characters, thereby causing damage to them. The second attribute value can be the first virtual character's health value.
[0041] The attack animation pre-cast phase can be considered the skill animation pre-cast phase. Skill animation pre-cast refers to the period of preparation time or actions required before a virtual character releases a game skill or move. For example, if the attack animation of the first virtual character's target move is: swinging the weapon in a circle - raising the weapon after completing the circle - swinging the weapon downwards to attack, then the process of swinging the weapon in a circle is the skill animation pre-cast phase, raising the weapon after completing the circle is the preparation phase, and swinging the weapon downwards to attack is the activation phase.
[0042] Specifically, the move types include a first move type and a second move type. The first move type corresponds to a first game damage level, and the second move type corresponds to a second game damage level. The damage value of the second game damage level is greater than the damage value of the first game damage level. For example, if the first move type is a powerful game move type and the second move type is a super powerful game move type, the damage dealt to the first virtual character by the super powerful game move type will be greater than the damage dealt to the first virtual character by the powerful game move type.
[0043] For example, please see Figure 3 The graphical user interface 11 displays a first virtual character 12. When the computer device detects that the first virtual character 12 has entered the attack pre-animation phase, it determines the move type of the game move corresponding to the attack pre-animation phase and displays the attack prompt icon 13 corresponding to the move type on the graphical user interface.
[0044] Furthermore, the first move type is provided with a first attack prompt icon, and the second move type is provided with a second attack prompt icon. The display parameters of the first attack prompt icon and the display parameters of the second attack prompt icon are different. The display parameters can be color parameters, size parameters, and shape parameters, so that the display effect of the first attack prompt icon and the display effect of the second attack prompt icon are different.
[0045] For example, please refer to the following: Figure 4 and Figure 5 The graphical user interface 11 displays a first virtual character 12. When the computer device detects that the first virtual character 12 has entered the attack pre-animation phase, it determines the game move corresponding to the attack pre-animation phase. If the game move is a first game move, the move type corresponding to the first game move is a first move type, and a first attack prompt icon 14 corresponding to the first move type is displayed on the graphical user interface 11. The first attack prompt icon 14 has a first display color. If the game move is a second game move, the move type corresponding to the second game move is a second move type, and a second attack prompt icon 15 corresponding to the second move type is displayed on the graphical user interface 11. The second attack prompt icon 15 has a second display color, and the first display color is different from the second display color.
[0046] For example, please refer to the following: Figure 6 and Figure 7 The graphical user interface 11 displays a first virtual character 12. When the computer device detects that the first virtual character 12 has entered the attack pre-animation phase, it determines the game move corresponding to the attack pre-animation phase. If the game move is a first game move, the move type corresponding to the first game move is a first move type. A first attack prompt icon 14 corresponding to the first move type is displayed on the graphical user interface 11. The first attack prompt icon 14 has a first shape, which is a hexagon. If the game move is a second game move, the move type corresponding to the second game move is a second move type. A second attack prompt icon 15 corresponding to the second move type is displayed on the graphical user interface 11. The second attack prompt icon 15 has a second shape, which is a circle. The first shape and the second shape are different. It should be noted that the above shape can also be a square, rectangle, triangle, rhombus, or other polygons. This is only an example, and more shapes will not be elaborated.
[0047] In this embodiment, the attack warning indicator is removed from the graphical user interface after the display duration reaches a preset duration. Alternatively, the attack warning indicator is removed from the graphical user interface when the attack pre-animation phase ends. Or, the attack warning indicator is removed from the graphical user interface when the first virtual character is in the attack activation phase and releases the target attack.
[0048] Optionally, in order to alert players that the time for a game NPC or enemy virtual character to release a game skill against the player-controlled virtual character is about to arrive, the display effect of the attack warning indicator can be gradually enhanced. That is, the attack warning indicator is set with a specified display duration, and the display effect of the attack warning indicator gradually increases within the corresponding specified display duration.
[0049] 102. After the first virtual character enters the attack phase of the target move and before the target move hits the second virtual character, determine whether the second virtual character is within the attack range of the target move.
[0050] In this embodiment, the attack range corresponding to the target move released by the first virtual character can be determined based on the first virtual character. After the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, if the second virtual character is within the attack range of the target move, then in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character; if the second virtual character is not within the attack range of the target move, then the second virtual character cannot be controlled to perform the target action on the first virtual character.
[0051] 103. If the second virtual character is within the attack range of the target move, in response to a target trigger event for the first virtual character, control the second virtual character to perform a target action against the first virtual character, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
[0052] In this embodiment of the application, the target triggering event includes any one of the following:
[0053] The first trigger event for an attack skill while the defensive skill is active;
[0054] A second trigger event that occurs simultaneously with defensive and offensive skills.
[0055] In this embodiment, the graphical user interface also displays game defense controls and game attack controls. Players can perform a first touch operation on the game defense controls. In response to this first touch operation, the computer device controls the second virtual character to enter a defensive state. Then, before the first touch operation ends, players can perform a second touch operation on the game attack controls. In response to this second touch operation, the computer device controls the second virtual character to launch a game attack on the first virtual character while it is in a defensive state, thus forming a first trigger event. Alternatively, players can perform touch operations on the graphical user interface while simultaneously triggering both the game defense controls and the game attack controls. When the computer device triggers both controls simultaneously, a second trigger event is determined to be formed.
[0056] Specifically, the method further includes:
[0057] In response to a third trigger event for a defensive skill, the second virtual character is controlled to perform a second defensive action against the first virtual character to reduce the damage of the target move to the second virtual character.
[0058] For example, the graphical user interface also displays game defense controls. After the first virtual character enters the attack phase of the target move and before the target move hits the second virtual character, if the second virtual character is within the attack range of the target move, the player can touch the game defense controls through the graphical user interface. The computer device can respond to a third trigger event of the defense skill corresponding to the game defense control and control the second virtual character to perform a second defense action against the first virtual character to reduce the damage of the target move to the second virtual character.
[0059] In one specific embodiment, the method further includes:
[0060] In response to a fourth trigger event for an attack skill, the second virtual character is controlled to perform a second attack action against the first virtual character to inflict first damage on the first virtual character.
[0061] In this embodiment, the graphical user interface also displays a game attack control. After the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, if the second virtual character is within the attack range of the target move, the player can perform touch operation on the game attack control through the graphical user interface. The computer device can respond to the fourth trigger event of the attack skill corresponding to the game attack control and control the second virtual character to perform a second attack action on the first virtual character to inflict first damage on the first virtual character.
[0062] In another specific embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes:
[0063] In response to a target trigger event for the first virtual character, the second virtual character is controlled to perform a target action on the first virtual character to eliminate the damage of the target move to the second virtual character and inflict second damage on the first virtual character.
[0064] For example, the graphical user interface also displays game defense controls and game attack controls. Players can simultaneously touch the game defense controls and game attack controls to form a target trigger event. The computer device can respond to the target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character, so as to eliminate the damage of the target move to the second virtual character and inflict second damage on the first virtual character, wherein the damage value of the first damage is less than the damage value of the second damage.
[0065] In one embodiment, the method for step "controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character" may include:
[0066] In response to a target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character to reduce the first attribute value and / or the second attribute value of the first virtual character;
[0067] The first attribute value is used to characterize the defensive capabilities of the first virtual character, and the second attribute value is used to characterize the health points of the first virtual character.
[0068] Furthermore, the method for the step "responding to a target trigger event for the first virtual character, controlling the second virtual character to perform a target action on the first virtual character to reduce the first attribute value and / or the second attribute value of the first virtual character" may include:
[0069] When the target move is the first target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value of the first virtual character;
[0070] When the target move is the second target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value and the second attribute value of the first virtual character;
[0071] The second target attack deals more damage than the first attack.
[0072] In the first scenario, when the target move is a first target move, the computer device, in response to a target trigger event targeting the first virtual character, controls the second virtual character to perform a target action on the first virtual character to reduce the first virtual character's first attribute value. For example, the first virtual character can perform a blocking action, deducting a first specified value from the first virtual character's current Qi value, thereby reducing the first virtual character's Qi value. Optionally, the computer device can also control the first virtual character to enter a stunned state, while simultaneously controlling the first virtual character to adopt a weak, panting posture.
[0073] In the second case, when the target move is the second target move, the computer device responds to the target trigger event for the first virtual character and controls the second virtual character to perform the target action on the first virtual character to reduce the first attribute value and the second attribute value of the first virtual character. For example, the first virtual character can perform a blocking action to reduce the first virtual character's current true qi value by a second specified value, thereby reducing the first virtual character's true qi value, and reduce the first virtual character's current health value by a third specified value, thereby reducing the first virtual character's health value.
[0074] Optionally, the method further includes:
[0075] When the first attribute value of the first virtual character reaches zero, the first virtual character is controlled to enter a rigid state.
[0076] For example, please see Figure 8The graphical user interface 11 displays a first virtual character 12. When the computer device detects that the first virtual character 12 has entered the attack pre-animation phase, it determines the move type of the target move corresponding to the attack pre-animation phase and displays an attack prompt icon 13 corresponding to the move type on the graphical user interface. The progress indicator corresponding to the game status includes a first progress bar 16 and a currently completed first progress icon 17. The first progress bar 16 represents the maximum progress value, and the currently completed first progress icon 17 represents the currently accumulated attribute value of the first virtual character. Figure 9 As shown, the computer device can adjust the currently completed first progress marker 17 based on the damage value received by the second virtual character 12 in the game, thereby adjusting the game status progress; when the game status progress of the first virtual character is 0, that is, when the currently completed first progress marker 17 is as shown... Figure 9 When the indicated value completely disappears, control the first virtual character to enter a frozen state.
[0077] In games, a "stun state" refers to a period of time after a virtual character is attacked and injured, during which they are unable to move or have their movement restricted. For example, the effects of a stun state can include being knocked back, stunned, knocked down, or launched into the air. These effects affect the virtual character's position, posture, and mobility. The longer the stun duration, the greater the restriction on the virtual character's mobility after being attacked.
[0078] Furthermore, the method also includes:
[0079] When the target move is the first target move, in response to the target trigger event for the first virtual character, the first virtual character is controlled to enter a stun state, and the first virtual character is controlled to perform the character posture configured for the stun state.
[0080] For example, when the target move is the first target move, the computer device responds to the target trigger event for the first virtual character, controls the first virtual character to enter a stun state, and controls the first virtual character to perform the character posture configured for the stun state, such as falling to the ground, being weak, or panting.
[0081] In one embodiment, the method further includes:
[0082] If the second virtual character is within the attack range of the target move, and the target trigger event is detected as not being successfully triggered, the first virtual character is controlled to perform the attack action of the target move on the second virtual character, causing the third damage corresponding to the target move to the second virtual character.
[0083] In this embodiment of the application, after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, if the second virtual character is within the attack range of the target move, and the player does not control the second virtual character to trigger the first trigger event against the attack skill in the state of the defense skill triggering, or the second trigger event that triggers both the defense skill and the attack skill simultaneously, then it is determined that the target trigger event has not been successfully triggered. Therefore, the computer device controls the first virtual character to perform the attack action of the target move against the second virtual character, causing the third damage corresponding to the target move to the second virtual character.
[0084] Alternatively, if the player does not perform any defensive action against the second virtual character during the attack animation, preparation phase, and activation phase of the target move, the computer device controls the first virtual character to perform the attack action of the target move against the second virtual character, causing the third damage corresponding to the target move to the second virtual character.
[0085] In another embodiment, the method further includes:
[0086] If the second virtual character is within the attack range of the target move, in response to the fifth trigger event for the defensive skill, the second virtual character is controlled to perform the target defensive action, while the first virtual character is controlled to perform the target move attack action on the second virtual character, causing the second virtual character to suffer fourth damage;
[0087] The fourth damage is determined based on the defense value corresponding to the target's defensive action and the third damage, wherein the third damage is greater than the fourth damage.
[0088] In this embodiment, after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, if the second virtual character is within the attack range of the target move, the computer device, in response to the fifth trigger event for the defensive skill, controls the second virtual character to perform a target defensive action. Simultaneously, the computer device controls the first virtual character to perform an attack action against the second virtual character using the target move, inflicting fourth damage on the second virtual character. The second virtual character can partially defend against the target move released by the first virtual character through the target defensive action, thus reducing the damage of the target move. Therefore, when the first virtual character releases the target move at the second virtual character, and the second virtual character performs a target defensive action, the damage received by the second virtual character is the fourth damage, which is less than the third damage.
[0089] Based on the above description, the following examples will further illustrate the game control method of this application. Specific embodiments of this game control method are as follows:
[0090] (1) The content displayed in the graphical user interface includes a first virtual character. When the computer device detects that the first virtual character has entered the attack pre-animation phase, it determines the game move corresponding to the attack pre-animation phase. If the game move is the first game move, the move type corresponding to the first game move is the first move type. The first attack prompt icon 14 corresponding to the first move type is displayed on the graphical user interface. The first attack prompt icon has a first display color.
[0091] (2) Before the first virtual character is in the attack activation phase and before the target move hits the second virtual character, the player performs a first touch operation on the game defense control. The computer device responds to the first touch operation on the game defense control and controls the second virtual character to enter a defensive state. Then, before the first touch operation ends, the player performs a second touch operation on the game attack control. The computer device responds to the second touch operation on the game attack control before the first touch operation ends and controls the second virtual character to perform a game attack on the first virtual character while in a defensive state. This controls the second virtual character to enter a defensive state and to perform a game attack on the first virtual character while in a defensive state, so as to form game damage corresponding to the first move type on the first virtual character, that is, to deduct the attribute value of the first attribute of the first virtual character from the first specified value, control the first virtual character to enter the target game state, and control the first virtual character to perform the character posture configured by the first move type, that is, to control the first virtual character to enter a stun state and to control the first virtual character to make a weak panting posture.
[0092] Based on the above description, the following examples will further illustrate the game control method of this application. Specific embodiments of this game control method are as follows:
[0093] (1) The content displayed in the graphical user interface includes a first virtual character. When the computer device detects that the first virtual character has entered the attack pre-animation phase, it determines the game move corresponding to the attack pre-animation phase. If the game move is a second game move, the move type corresponding to the second game move is a second move type. The second attack prompt icon corresponding to the second move type is displayed on the graphical user interface. The second attack prompt icon has a second display color.
[0094] (2) Before the first virtual character is in the attack activation phase and before the target move hits the second virtual character, the player performs a first touch operation on the game defense control. The computer device responds to the first touch operation on the game defense control and controls the second virtual character to enter a defensive state. Then, before the first touch operation ends, the player performs a second touch operation on the game attack control. The computer device responds to the second touch operation on the game attack control before the first touch operation ends and controls the second virtual character to attack the first virtual character while in a defensive state. This controls the second virtual character to enter a defensive state and attack the first virtual character while in a defensive state, so as to form game damage corresponding to the second move type on the first virtual character, that is, to deduct a second specified value from the attribute value of the first attribute of the first virtual character. The second virtual character is controlled to use a preset game move combination to attack the first virtual character, thereby deducting a third specified value from the attribute value of the second attribute of the first virtual character.
[0095] In summary, this application provides a game control method. When the first virtual character is detected to enter the attack animation phase of a target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface. The attack prompt icon indicates the type of the target move to be released by the first virtual character. Then, after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, it is determined whether the second virtual character is within the attack range of the target move. If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, the second virtual character is controlled to perform a target action against the first virtual character. The target action includes a first defensive action against the target move and a first attack action against the first virtual character. This application allows the main virtual character to perform a defensive counterattack after the animation phase of a game move released by a game NPC or enemy virtual character occurs, or during skill release. This counterattack enriches the gameplay, significantly enhances the replayability of the game's combat content, and improves the smoothness of the game for players. This effectively increases the richness of combat strategies and enhances the combat experience.
[0096] To facilitate better implementation of the game control method provided in this application, this application also provides a game control apparatus based on the above-described game control method. The meanings of the terms used are the same as in the game control method described above, and specific implementation details can be found in the descriptions within the method embodiments.
[0097] Please see Figure 10 , Figure 10 This is a schematic diagram of a game control device provided in an embodiment of this application. The device includes:
[0098] The display unit 201 is used to display an attack prompt icon corresponding to the target move on the graphical user interface when the first virtual character is detected to enter the attack pre-animation phase of the target move. The attack prompt icon is used to indicate the move type of the target move that the first virtual character is about to release.
[0099] The determining unit 202 is used to determine whether the second virtual character is within the attack range of the target move after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character.
[0100] The control unit 203 is configured to, in response to a target trigger event targeting the first virtual character, control the second virtual character to perform a target action against the first virtual character if the second virtual character is within the attack range of the target move, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
[0101] In some embodiments, the game control device includes:
[0102] The trigger subunit is used for the first trigger event against an attack skill when the defensive skill is triggered.
[0103] The trigger subunit is also used for a second trigger event that triggers both defensive and offensive skills simultaneously.
[0104] In some embodiments, the game control device includes:
[0105] The first control subunit is configured to, in response to a third trigger event for a defensive skill, control the second virtual character to perform a second defensive action against the first virtual character in order to reduce the damage of the target move to the second virtual character.
[0106] In some embodiments, the game control device includes:
[0107] The second control subunit is used to control the second virtual character to perform a second attack action on the first virtual character in response to a fourth trigger event for an attack skill, so as to inflict first damage on the first virtual character.
[0108] In some embodiments, the game control device includes:
[0109] The third control subunit is used to respond to a target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character, so as to eliminate the damage of the target move to the second virtual character and inflict second damage on the first virtual character.
[0110] In some embodiments, the game control device includes:
[0111] The fourth control subunit is configured to, in response to a target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character, thereby reducing the first attribute value and / or the second attribute value of the first virtual character.
[0112] The first attribute value is used to characterize the defensive capabilities of the first virtual character, and the second attribute value is used to characterize the health points of the first virtual character.
[0113] In some embodiments, the game control device includes:
[0114] The fifth control subunit is used to control the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character when the target move is the first target move, so as to reduce the first attribute value of the first virtual character;
[0115] The fifth control subunit is also configured to, when the target move is the second target move, respond to a target trigger event for the first virtual character and control the second virtual character to perform a target action on the first virtual character, so as to reduce the first attribute value and the second attribute value of the first virtual character;
[0116] The second target attack deals more damage than the first attack.
[0117] In some embodiments, the game control device includes:
[0118] The sixth control subunit is used to control the first virtual character to enter a rigid state when the first attribute value of the first virtual character is zero.
[0119] In some embodiments, the game control device includes:
[0120] The seventh control subunit is used to, in response to a target trigger event for the first virtual character, control the first virtual character to enter a stun state and control the first virtual character to perform the character posture configured for the stun state when the target move is the first target move.
[0121] In some embodiments, the game control device includes:
[0122] The eighth control unit is configured to, if the second virtual character is within the attack range of the target move and the target triggering event is not successfully triggered, control the first virtual character to perform the attack action of the target move on the second virtual character, and cause the third damage corresponding to the target move to the second virtual character.
[0123] In some embodiments, the game control device includes:
[0124] The ninth control unit is configured to, in response to a fifth trigger event for the defensive skill, control the second virtual character to perform a target defensive action if the second virtual character is within the attack range of the target move, and simultaneously control the first virtual character to perform an attack action on the second virtual character to inflict fourth damage on the second virtual character;
[0125] The fourth damage is determined based on the defense value corresponding to the target's defensive action and the third damage, wherein the third damage is greater than the fourth damage.
[0126] This application discloses a game control device. When the display unit 201 detects that the first virtual character has entered the attack pre-attack phase of a target move, it displays an attack prompt icon corresponding to the target move on the graphical user interface. The attack prompt icon is used to indicate the type of the target move that the first virtual character is about to release. After the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, the determination unit 202 determines whether the second virtual character is within the attack range of the target move. If the second virtual character is within the attack range of the target move, the control unit 203 responds to a target trigger event for the first virtual character and controls the second virtual character to perform a target action against the first virtual character. The target action includes a first defensive action against the target move and a first attack action against the first virtual character. This application embodiment allows the main virtual character to defend and counterattack after the pre-cast animation of a game move by an NPC or enemy virtual character, or during the skill release. This enriches the gameplay, significantly enhances the replayability of the game's combat content, and improves the smoothness of gameplay. Ultimately, it effectively increases the richness of combat strategies and enhances the overall combat experience.
[0127] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Figure 11 As shown, Figure 11 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0128] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby monitoring the computer device 300 as a whole.
[0129] In this embodiment, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to achieve various functions:
[0130] When the first virtual character is detected to have entered the attack animation phase of the target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface. The attack prompt icon is used to indicate the type of the target move that the first virtual character is about to release.
[0131] After the first virtual character enters the attack phase of the target move and before the target move hits the second virtual character, determine whether the second virtual character is within the attack range of the target move;
[0132] If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, the second virtual character is controlled to perform a target action against the first virtual character, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
[0133] In one embodiment, the target triggering event includes any one of the following:
[0134] The first trigger event for an attack skill while the defensive skill is active;
[0135] A second trigger event that occurs simultaneously with defensive and offensive skills.
[0136] In one embodiment, the method further includes:
[0137] In response to a third trigger event for a defensive skill, the second virtual character is controlled to perform a second defensive action against the first virtual character to reduce the damage of the target move to the second virtual character.
[0138] In one embodiment, the method further includes:
[0139] In response to a fourth trigger event for an attack skill, the second virtual character is controlled to perform a second attack action against the first virtual character to inflict first damage on the first virtual character.
[0140] In one embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes:
[0141] In response to a target trigger event for the first virtual character, the second virtual character is controlled to perform a target action on the first virtual character to eliminate the damage of the target move to the second virtual character and inflict second damage on the first virtual character.
[0142] In one embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes:
[0143] In response to a target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character to reduce the first attribute value and / or the second attribute value of the first virtual character;
[0144] The first attribute value is used to characterize the defensive capabilities of the first virtual character, and the second attribute value is used to characterize the health points of the first virtual character.
[0145] In one embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character, so as to reduce the first attribute value and / or the second attribute value of the first virtual character, includes:
[0146] When the target move is the first target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value of the first virtual character;
[0147] When the target move is the second target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value and the second attribute value of the first virtual character;
[0148] The second target attack deals more damage than the first attack.
[0149] In one embodiment, the method further includes:
[0150] When the first attribute value of the first virtual character reaches zero, the first virtual character is controlled to enter a rigid state.
[0151] In one embodiment, the method further includes:
[0152] When the target move is the first target move, in response to the target trigger event for the first virtual character, the first virtual character is controlled to enter a stun state, and the first virtual character is controlled to perform the character posture configured for the stun state.
[0153] In one embodiment, the first target move is configured with a first attack prompt icon, and the second target move is configured with a second attack prompt icon. The display parameters of the first attack prompt icon and the display parameters of the second attack prompt icon are different.
[0154] In one embodiment, the method further includes:
[0155] If the second virtual character is within the attack range of the target move, and the target trigger event is detected as not being successfully triggered, the first virtual character is controlled to perform the attack action of the target move on the second virtual character, causing the third damage corresponding to the target move to the second virtual character.
[0156] In one embodiment, the method further includes:
[0157] If the second virtual character is within the attack range of the target move, in response to the fifth trigger event for the defensive skill, the second virtual character is controlled to perform the target defensive action, while the first virtual character is controlled to perform the target move attack action on the second virtual character, causing the second virtual character to suffer fourth damage;
[0158] The fourth damage is determined based on the defense value corresponding to the target's defensive action and the third damage, wherein the third damage is greater than the fourth damage.
[0159] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0160] Optional, such as Figure 11 As shown, the computer device 300 also includes: a touch screen display 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen display 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 11 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0161] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.
[0162] In this embodiment, a game application is executed by processor 301 to generate a graphical user interface (GUI) on touch display screen 303. The touch display screen 303 is used to present the GUI and receive user commands generated by the GUI.
[0163] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0164] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0165] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0166] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0167] although Figure 11 As not shown in the diagram, computer equipment 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0168] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0169] As can be seen from the above, the computer device provided in this embodiment, when detecting that the first virtual character has entered the attack pre-animation phase of the target move, displays an attack prompt icon corresponding to the target move on the graphical user interface, wherein the attack prompt icon is used to indicate the move type of the target move to be released by the first virtual character; then, after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, it determines whether the second virtual character is within the attack range of the target move; if the second virtual character is within the attack range of the target move, in response to a target trigger event for the first virtual character, it controls the second virtual character to perform a target action against the first virtual character, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character. This embodiment of the application can control the main virtual character to perform a defensive counterattack after the pre-animation phase of the game move released by the game NPC or enemy virtual character occurs and when the skill is released, thereby counterattacking the game moves released by the game NPC or enemy virtual character, enriching the gameplay, greatly improving the replayability of the game combat content, and enhancing the smoothness of the game for players. This effectively increases the richness of combat strategies and enhances the combat experience.
[0170] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0171] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game control methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0172] When the first virtual character is detected to have entered the attack animation phase of the target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface. The attack prompt icon is used to indicate the type of the target move that the first virtual character is about to release.
[0173] After the first virtual character enters the attack phase of the target move and before the target move hits the second virtual character, determine whether the second virtual character is within the attack range of the target move;
[0174] If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, the second virtual character is controlled to perform a target action against the first virtual character, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
[0175] In one embodiment, the target triggering event includes any one of the following:
[0176] The first trigger event for an attack skill while the defensive skill is active;
[0177] A second trigger event that occurs simultaneously with defensive and offensive skills.
[0178] In one embodiment, the method further includes:
[0179] In response to a third trigger event for a defensive skill, the second virtual character is controlled to perform a second defensive action against the first virtual character to reduce the damage of the target move to the second virtual character.
[0180] In one embodiment, the method further includes:
[0181] In response to a fourth trigger event for an attack skill, the second virtual character is controlled to perform a second attack action against the first virtual character to inflict first damage on the first virtual character.
[0182] In one embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes:
[0183] In response to a target trigger event for the first virtual character, the second virtual character is controlled to perform a target action on the first virtual character to eliminate the damage of the target move to the second virtual character and inflict second damage on the first virtual character.
[0184] In one embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes:
[0185] In response to a target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character to reduce the first attribute value and / or the second attribute value of the first virtual character;
[0186] The first attribute value is used to characterize the defensive capabilities of the first virtual character, and the second attribute value is used to characterize the health points of the first virtual character.
[0187] In one embodiment, controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character, so as to reduce the first attribute value and / or the second attribute value of the first virtual character, includes:
[0188] When the target move is the first target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value of the first virtual character;
[0189] When the target move is the second target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value and the second attribute value of the first virtual character;
[0190] The second target attack deals more damage than the first attack.
[0191] In one embodiment, the method further includes:
[0192] When the first attribute value of the first virtual character reaches zero, the first virtual character is controlled to enter a rigid state.
[0193] In one embodiment, the method further includes:
[0194] When the target move is the first target move, in response to the target trigger event for the first virtual character, the first virtual character is controlled to enter a stun state, and the first virtual character is controlled to perform the character posture configured for the stun state.
[0195] In one embodiment, the first target move is configured with a first attack prompt icon, and the second target move is configured with a second attack prompt icon. The display parameters of the first attack prompt icon and the display parameters of the second attack prompt icon are different.
[0196] In one embodiment, the method further includes:
[0197] If the second virtual character is within the attack range of the target move, and the target trigger event is detected as not being successfully triggered, the first virtual character is controlled to perform the attack action of the target move on the second virtual character, causing the third damage corresponding to the target move to the second virtual character.
[0198] In one embodiment, the method further includes:
[0199] If the second virtual character is within the attack range of the target move, in response to the fifth trigger event for the defensive skill, the second virtual character is controlled to perform the target defensive action, while the first virtual character is controlled to perform the target move attack action on the second virtual character, causing the second virtual character to suffer fourth damage;
[0200] The fourth damage is determined based on the defense value corresponding to the target's defensive action and the third damage, wherein the third damage is greater than the fourth damage.
[0201] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0202] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0203] The computer program stored in the storage medium displays an attack prompt icon corresponding to the target move on the graphical user interface when the first virtual character is detected to enter the attack animation phase of the target move. The attack prompt icon indicates the type of the target move to be released by the first virtual character. Then, after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character, it determines whether the second virtual character is within the attack range of the target move. If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, it controls the second virtual character to perform a target action against the first virtual character. This target action includes a first defensive action against the target move and a first offensive action against the first virtual character. This embodiment of the application allows the main virtual character to perform a defensive counterattack after the animation phase of a game NPC or enemy virtual character's move is triggered and during skill release, thereby counterattacking the game moves released by the game NPC or enemy virtual character. This enriches the gameplay, significantly improves the replayability of the game's combat content, and enhances the smoothness of the game for players. This effectively increases the richness of combat strategies and enhances the combat experience.
[0204] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0205] The above provides a detailed description of a game control method, apparatus, computer device, and storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the technical solutions and core ideas of this application. Those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. These modifications 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.
Claims
1. A method for controlling a game, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI including at least a partial virtual scene, a first virtual character and a second virtual character located in the virtual scene, the second virtual character being a virtual character controlled by the terminal device, the method comprising: When the first virtual character is detected to have entered the attack animation phase of the target move, an attack prompt icon corresponding to the target move is displayed on the graphical user interface. The attack prompt icon is used to indicate the type of the target move that the first virtual character is about to release. After the first virtual character enters the attack phase of the target move and before the target move hits the second virtual character, determine whether the second virtual character is within the attack range of the target move; If the second virtual character is within the attack range of the target move, in response to a target trigger event targeting the first virtual character, the second virtual character is controlled to perform a target action against the first virtual character, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
2. The method according to claim 1, characterized in that, The target triggering event includes any one of the following: The first trigger event for an attack skill while the defensive skill is active; A second trigger event that occurs simultaneously with defensive and offensive skills.
3. The method according to claim 2, characterized in that, The method further includes: In response to a third trigger event for a defensive skill, the second virtual character is controlled to perform a second defensive action against the first virtual character to reduce the damage of the target move to the second virtual character.
4. The method according to claim 2, characterized in that, The method further includes: In response to a fourth trigger event for an attack skill, the second virtual character is controlled to perform a second attack action against the first virtual character to inflict first damage on the first virtual character.
5. The method according to claim 2, characterized in that, The step of controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes: In response to a target trigger event for the first virtual character, the second virtual character is controlled to perform a target action on the first virtual character to eliminate the damage of the target move to the second virtual character and inflict second damage on the first virtual character.
6. The method according to claim 1, characterized in that, The step of controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character includes: In response to a target trigger event for the first virtual character, control the second virtual character to perform a target action on the first virtual character to reduce the first attribute value and / or the second attribute value of the first virtual character; The first attribute value is used to characterize the defensive capabilities of the first virtual character, and the second attribute value is used to characterize the health points of the first virtual character.
7. The method according to claim 6, characterized in that, The step of controlling the second virtual character to perform a target action on the first virtual character in response to a target trigger event for the first virtual character, so as to reduce the first attribute value and / or the second attribute value of the first virtual character, includes: When the target move is the first target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value of the first virtual character; When the target move is the second target move, in response to the target trigger event for the first virtual character, the second virtual character is controlled to perform the target action on the first virtual character to reduce the first attribute value and the second attribute value of the first virtual character; The second target attack deals more damage than the first attack.
8. The method according to claim 7, characterized in that, The method further includes: When the first attribute value of the first virtual character reaches zero, the first virtual character is controlled to enter a rigid state.
9. The method according to claim 7, characterized in that, The method further includes: When the target move is the first target move, in response to the target trigger event for the first virtual character, the first virtual character is controlled to enter a stun state, and the first virtual character is controlled to perform the character posture configured for the stun state.
10. The method according to claim 7, characterized in that, The first target move is configured with a first attack indicator, and the second target move is configured with a second attack indicator. The display parameters of the first attack indicator and the display parameters of the second attack indicator are different.
11. The method according to claim 2, characterized in that, The method further includes: If the second virtual character is within the attack range of the target move, and the target trigger event is detected as not being successfully triggered, the first virtual character is controlled to perform the attack action of the target move on the second virtual character, causing the third damage corresponding to the target move to the second virtual character.
12. The method according to claim 11, characterized in that, The method further includes: If the second virtual character is within the attack range of the target move, in response to the fifth trigger event for the defensive skill, the second virtual character is controlled to perform the target defensive action, while the first virtual character is controlled to perform the target move attack action on the second virtual character, causing the second virtual character to suffer fourth damage; The fourth damage is determined based on the defense value corresponding to the target's defensive action and the third damage, wherein the third damage is greater than the fourth damage.
13. A device for controlling a game, characterized in that, include: The display unit is used to display an attack prompt icon corresponding to the target move on the graphical user interface when the first virtual character is detected to enter the attack pre-animation phase of the target move. The attack prompt icon is used to indicate the move type of the target move that the first virtual character is about to release. The determining unit is used to determine whether the second virtual character is within the attack range of the target move after the first virtual character enters the attack activation phase of the target move and before the target move hits the second virtual character. A control unit is configured to, in response to a target trigger event targeting the first virtual character, control the second virtual character to perform a target action against the first virtual character if the second virtual character is within the attack range of the target move, wherein the target action includes a first defensive action against the target move and a first attack action against the first virtual character.
14. A computer device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the game control method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform steps in the game control method as described in any one of claims 1 to 12.