Virtual role control method and device, electronic equipment and readable storage medium

By utilizing the interaction between terminal devices and the QTE mechanism in competitive video games, the hostage time of the enemy virtual character can be dynamically adjusted, solving the problem of insufficient player interaction in existing technologies and improving the gaming experience.

CN117205565BActive Publication Date: 2026-07-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-09-19
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

In existing competitive video games, there is little interaction between players, resulting in a fixed duration for skills to restrain enemy virtual characters, which reduces the player's gaming experience.

Method used

The duration of the player's virtual character's control over the enemy's virtual character's game behavior is determined through the interaction between the first terminal device and the second terminal device. The virtual character is displayed using a graphical user interface, and the duration of the hold is determined through QTE (Quick Time Event). The hold time is dynamically adjusted in combination with the frequency of player operations.

Benefits of technology

It enhances player interactivity, allowing the duration of game behavior control to be determined based on player interaction, thereby improving the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a virtual role control method and device, electronic equipment and a readable storage medium, comprising: in response to a control instruction for a first terminal device controlled player virtual role, controlling the player virtual role to control a game behavior of a second terminal device controlled enemy virtual role; wherein the distance between the enemy virtual role and the player virtual role is less than a preset distance threshold; in response to a first operation for the player virtual role, determining the response frequency of the first operation; receiving the response frequency of a second operation for the enemy virtual role sent by the second terminal device; and determining the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation. In this way, the player virtual role can control the game behavior of the enemy virtual role, and the duration of the game behavior control can be determined through the interaction between players, thereby improving the experience of the game.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method, apparatus, electronic device, and readable storage medium for controlling virtual characters. Background Technology

[0002] In existing competitive video games, there are generally player-controlled virtual characters, friendly virtual characters of the same faction as the player, enemy virtual characters of different factions and non-player characters. Players use their player-controlled virtual characters and friendly virtual characters to fight against enemy virtual characters.

[0003] During gameplay, players can control their virtual characters to unleash skills on enemy virtual characters, thereby controlling or even controlling them. However, in existing video games, the duration of each skill controlling the enemy virtual character is generally fixed, resulting in limited player interaction and thus reducing the overall gaming experience. Summary of the Invention

[0004] In view of this, the purpose of the present invention is to provide a method, device, electronic device and readable storage medium for controlling virtual characters, in which the player's virtual character can control the game behavior of the enemy virtual character, and the duration of the game behavior control can be determined by the interaction between the players, thereby improving the player's game experience.

[0005] In a first aspect, embodiments of the present invention provide a method for controlling a virtual character, which provides a graphical user interface through a first terminal device, the graphical user interface displaying the virtual character, the method comprising: responding to a first operation of a player virtual character controlled by the first terminal device, controlling the player virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device; wherein the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold; responding to the first operation of the player virtual character and determining the response frequency of the first operation; receiving the response frequency of a second operation of the enemy virtual character sent by the second terminal device; and determining the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation.

[0006] Secondly, embodiments of the present invention also provide a control device for a virtual character, which provides a graphical user interface through a first terminal device. The graphical user interface displays a virtual character. The device includes: an enemy virtual character control module, used to respond to control commands for a player virtual character controlled by the first terminal device, and control the player virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device; wherein the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold; and a hostage duration determination module, used to respond to a first operation for the player virtual character, determine the response frequency of the first operation; receive the response frequency of a second operation for the enemy virtual character sent by the second terminal device; and determine the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation.

[0007] Thirdly, embodiments of the present invention also provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the above-described virtual character control method.

[0008] Fourthly, embodiments of the present invention also provide 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 implement the steps of the above-described virtual character control method.

[0009] The embodiments of the present invention bring the following beneficial effects:

[0010] This invention provides a method, apparatus, electronic device, and readable storage medium for controlling virtual characters. A first terminal device responds to a control command for a player's virtual character controlled by the first terminal device, controlling the player's virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device. The first terminal device responds to a first operation for the player's virtual character and determines the response frequency of the first operation; it receives the response frequency of a second operation for the enemy virtual character sent by the second terminal device; and it determines the duration of the game behavior control based on the response frequencies of the first and second operations. In this method, the player's virtual character can control the game behavior of an enemy virtual character, and the duration of the game behavior control can be determined through interaction between players, thereby improving the player's gaming experience.

[0011] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0012] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in 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 the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0014] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention;

[0016] Figure 3 A flowchart illustrating a method for controlling a virtual character, as provided in an embodiment of the present invention;

[0017] Figure 4 A flowchart illustrating another method for controlling a virtual character provided in an embodiment of the present invention;

[0018] Figure 5 This is a schematic diagram of the structure of a control device for a virtual character provided in an embodiment of the present invention;

[0019] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0021] Currently, in existing competitive video games, there are generally player-controlled virtual characters, friendly virtual characters of the same faction as the player, enemy virtual characters of different factions and non-player characters. Players use their player-controlled virtual characters and friendly virtual characters to fight against enemy virtual characters.

[0022] During gameplay, players can control their virtual characters to unleash skills on enemy virtual characters, thereby controlling or even controlling them. However, in existing video games, the duration of each skill controlling the enemy virtual character is generally fixed, resulting in limited player interaction and thus reducing the overall gaming experience.

[0023] First, let me introduce the terms used in this application:

[0024] (1) Game Scene

[0025] The game system can provide (or offer) a virtual game scene displayed when the application runs on a terminal device or server. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is the scenario in which the user controls the virtual character and establishes complete game logic.

[0026] A virtual character refers to a controllable dynamic object in a virtual scene. Optionally, this dynamic object can be a virtual person, a virtual animal, etc. Virtual people include anime characters, game characters, etc. This virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, this virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.

[0027] (2) Player Role

[0028] A player character is a virtual character that can be controlled by a player and move around in a game environment. In some video games, they may also be called shikigami (spirit) characters or hero characters. Player characters can be at least one of the following forms: virtual characters, virtual animals, anime characters, virtual vehicles, etc.

[0029] (3) Game Interface

[0030] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a user interface (UI) for player interaction and a game screen. In optional implementations, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional implementations, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual characters such as game characters, NPC characters, and AI characters that execute game logic within the virtual scene.

[0031] Based on this, embodiments of the present invention provide a method, device, electronic device, and readable storage medium for controlling virtual characters. This technology can be applied to devices that enable human-computer interaction, such as mobile phones, tablets, computers, and servers, and is particularly suitable for mobile game scenarios.

[0032] To facilitate understanding of this embodiment, a method for controlling a virtual character disclosed in this embodiment of the invention will first be described in detail.

[0033] The virtual character control method in one embodiment of this disclosure can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual character control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0034] 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's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0036] In one possible implementation, embodiments of the present invention provide a method for controlling a virtual character, which provides a graphical user interface (GUI) 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. The GUI provided by the terminal device includes at least a portion of the game scene, the player character, and other virtual characters in the same game; as in the aforementioned embodiments, the player can control their character to attack other virtual characters.

[0037] See Figure 1 The diagram illustrates an implementation environment. This environment may include a first terminal device, a host, and a second terminal device. The first and second terminal devices communicate with a server to achieve data communication. In this embodiment, the first and second terminal devices are each equipped with a client that executes the virtual character control method provided in this application, and the host is a server that executes the virtual character control method provided in this application. Through the client, the first and second terminal devices can communicate with the host.

[0038] Taking the first terminal device as an example, the first terminal device establishes communication with the host by running a client. In an optional implementation, the server establishes a game match based on the client's game request. The parameters of the game match can be determined based on the parameters in the received game request; for example, the game match parameters may include the number of participants and the character levels of the participants. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. In an optional implementation, the server determines a target game match for the client from among multiple established game matches based on the client's game request. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0039] Taking a second terminal device as an example, the second terminal device establishes communication with the host by running a client. In an optional implementation, the server establishes a game match based on the client's game request. The parameters of the game match can be determined based on the parameters in the received game request; for example, the game match parameters may include the number of participants and the character levels of the participants. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. In an optional implementation, the server determines a target game match for the client from among multiple established game matches based on the client's game request. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0040] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual character in the graphical user interface according to the synchronization data sent by the server.

[0041] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual characters controlled by the first terminal device and the virtual characters controlled by the second terminal device may have the same character attributes or different character attributes.

[0042] It should be noted that the virtual characters in the current game can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. In other words, in the current game, there are two or more terminal devices that send and synchronize game data with the host.

[0043] This embodiment provides a method for controlling a virtual character. The game in this embodiment can be a multiplayer game, and the terminal device in this embodiment can be a touch device with communication and human-computer interaction functions, such as a mobile phone or tablet computer.

[0044] This embodiment provides the game's graphical user interface through a terminal device, see [link to documentation]. Figure 2 The diagram shows a graphical user interface that can display virtual characters through the graphical user interface of a terminal device.

[0045] The virtual characters displayed in the graphical user interface can be virtual characters controlled by the player (i.e., player virtual characters), other virtual characters controlled by other players, or virtual characters not controlled by the player (i.e., non-player virtual characters NPCs). Other virtual characters can include friendly virtual characters of the same faction as the virtual characters controlled by the player or enemy virtual characters of a different faction from the virtual characters controlled by the player.

[0046] Based on the above description, see Figure 3 The flowchart shown illustrates a method for controlling a virtual character, which includes the following steps:

[0047] Step S302: In response to the control command for the player virtual character controlled by the first terminal device, control the player virtual character to control the game behavior of the enemy virtual character controlled by the second terminal device; wherein, the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold.

[0048] In this embodiment, players control their virtual characters via a first terminal device and exert game behavior control over enemy virtual characters controlled by other players via a second terminal device. This game behavior control can be simply referred to as hijacking. Hijacking in this embodiment can be understood as putting the enemy virtual character into a special state such as dizziness or sleep. During hijacking, other players cannot control the enemy virtual character via the second terminal device; that is, the enemy virtual character does not respond to the control of the second terminal device.

[0049] The first terminal device can respond to control commands to hijack an enemy virtual character. In this embodiment, the hijacking can be subject to certain restrictions, such as distance limitations; hijacking can only be performed when the distance between the enemy virtual character and the player's virtual character is less than a preset distance threshold.

[0050] In some embodiments, enemy virtual characters include: enemy virtual characters that knock down player virtual characters and / or enemy virtual characters that are within a distance threshold but do not knock down player virtual characters.

[0051] It should also be noted that the hijacking of enemy virtual characters in this embodiment can be done without any restrictions. That is, the player virtual character can hijack an enemy virtual character who has knocked down the player virtual character, regardless of whether the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold. The player virtual character can also hijack an enemy virtual character within the distance threshold that has not yet attacked the player virtual character.

[0052] Furthermore, the distance in this embodiment can be the distance between the player's virtual character and the enemy's virtual character, unaffected by terrain. Therefore, obstacles between the player's virtual character and the enemy's virtual character will not affect the distance calculation. The player's virtual character can use obstacles to restrain the enemy's virtual character and hide the player's virtual character through obstacles, thereby improving the player's gaming experience.

[0053] Step S304: Respond to the first operation targeting the player's virtual character and determine the response frequency of the first operation; receive the response frequency of the second operation targeting the enemy's virtual character sent by the second terminal device.

[0054] In this embodiment, the duration of the hijacking of the enemy virtual character can be determined through interaction between players. After the player's virtual character begins to hijack the enemy virtual character, player A, who controls the player's virtual character through the first terminal device, can perform a first operation, and player B, who controls the enemy virtual character through the second terminal device, can perform a second operation. The first terminal device determines the response frequency of the first operation; the second terminal device determines the response frequency of the second operation and sends the response frequency of the second operation to the first terminal device so that the first terminal device can determine the duration of the hijacking based on the response frequencies of the first and second operations.

[0055] Step S306: Determine the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation.

[0056] For example, in this embodiment, the duration of the hostage situation can be determined by QTE (Quick Time Event). For instance, after the player's virtual character begins to hostage the enemy's virtual character, the graphical user interface of the first terminal device and the second terminal device respectively displays a QTE control. The aforementioned player A and player B can click the QTE control to perform the first operation and the second operation, respectively. The response frequency of the first operation and the response frequency of the second operation are the number of times player A and player B click the QTE control.

[0057] Therefore, in this embodiment, the duration for which the player's virtual character holds the enemy's virtual character hostage can be determined through interaction between players, thereby improving the player's gaming experience.

[0058] In this embodiment, the QTE can be set with a settlement cycle, for example, 4 times per second. That is, a settlement is performed every 0.25 seconds. The duration of the game behavior control within the settlement cycle is determined based on the response frequency of the first operation and the response frequency of the second operation within the settlement cycle, and the duration of the settlement can be displayed in the graphical user interface of the first terminal device and the second terminal device.

[0059] This invention provides a method for controlling a virtual character. A first terminal device responds to a control command for a player's virtual character controlled by the first terminal device, controlling the player's virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device. The first terminal device responds to a first operation for the player's virtual character and determines the response frequency of the first operation. It then receives the response frequency of a second operation for the enemy virtual character sent by the second terminal device. The duration of the game behavior control is determined based on the response frequencies of the first and second operations. In this method, the player's virtual character can control the game behavior of an enemy virtual character, and the duration of the game behavior control can be determined through interaction between players, thereby improving the player's gaming experience.

[0060] like Figure 4 The flowchart shown is for another virtual character control method in an optional embodiment. The virtual character control method in the optional embodiment includes the following steps:

[0061] Step S402: Respond to special events for the player's virtual character and accumulate the player's virtual character's point value; determine the player's virtual character's attribute value based on the point value.

[0062] In this embodiment, the player's virtual character needs to actively approach the enemy's virtual character in order to control them. Therefore, this embodiment can be configured to increase the player's virtual character's attribute values ​​through special events, thereby enhancing the player's gaming experience.

[0063] In this embodiment, different skills can be set for the player's virtual character. The first skill can be a passive skill that increases the player's virtual character's attribute values ​​through special events. For example, the graphical user interface can display an icon for the first skill, which can represent the skill's cooldown status and the number of points it has. In this embodiment, the number of points can also be referred to as pain tolerance.

[0064] In some embodiments, the aforementioned special events include: each time a player's virtual character accumulates damage exceeding a preset damage threshold; or, after a player's virtual character's health is less than or equal to a preset health threshold, the player's virtual character's health is restored to its maximum health.

[0065] For example, when a player's virtual character takes 80 damage (i.e., the damage threshold is 80), or when the player's virtual character's health does not exceed 40 (i.e., the health threshold is 40) and recovers to the maximum health, the pain resistance value can accumulate 1 point.

[0066] To prevent pain tolerance values ​​from accumulating indefinitely, in some embodiments, the point value is less than or equal to a preset point threshold. For example, the point threshold could be 5, meaning that a maximum of 5 points of pain tolerance can accumulate.

[0067] Since pain tolerance can be related to the attribute values ​​of a player's virtual character, in some embodiments, the aforementioned attribute values ​​include at least one of the following: stamina recovery speed, hit protection duration, or hit protection cooldown time.

[0068] For example, in a game, each point of pain resistance can be set to increase stamina regeneration speed by 10%, or each point of pain resistance can extend the duration of hit protection by 0.15 seconds. Hit protection can be understood as automatically activating when the player character's health is less than X (e.g., 40), increasing certain attributes such as movement speed and attack power. However, to prevent hit protection from activating indefinitely, a cooldown period can be set. In this embodiment, the cooldown period can be reduced based on pain resistance; for example, each point of pain resistance can reduce the cooldown period by 5 seconds.

[0069] Step S404: Respond to the control command for the player virtual character controlled by the first terminal device, and control the player virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device; respond to the first operation for the player virtual character and determine the response frequency of the first operation; receive the response frequency of the second operation for the enemy virtual character sent by the second terminal device; determine the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation.

[0070] In this embodiment, the player's virtual character can hold the enemy's virtual character hostage. To improve the player's gaming experience, the duration of the hostage situation can be determined through interaction between players.

[0071] Players can perform a first action, and the first terminal device can respond to the first action to control the player's virtual character to release a second skill, thereby controlling the enemy's virtual character.

[0072] In some embodiments, a first skill control is activated in response to an attribute value of the player's virtual character meeting an attribute threshold; and a control command for the player's virtual character controlled by the first terminal device is triggered in response to a trigger operation on the first skill control.

[0073] After the attribute values ​​of the player's virtual character meet the attribute threshold, the first skill control for releasing skills can be activated in this embodiment. The player can execute the release of the first skill control by clicking, long-pressing, etc. The terminal device responds to the above triggering operation and can trigger control commands for the player's virtual character controlled by the first terminal device, thereby enabling the player's virtual character to control the enemy's virtual character.

[0074] This embodiment can impose certain restrictions on kidnapping, such as the aforementioned distance restriction. For example, the graphical user interface can have an icon for a second skill, which can indicate whether the second skill is available or unavailable. If the second skill is available, the player can click on the second skill icon.

[0075] In addition to distance restrictions, the control mechanism can also be limited by the player's virtual character's stamina; that is, the second skill must consume a certain amount of the player's virtual character's stamina before it can be used. In some embodiments, the player's virtual character's stamina can be consumed to control the player's virtual character's game behavior against an enemy virtual character controlled by a second terminal device.

[0076] When a player clicks the second skill icon to control their virtual character to unleash the second skill, if the player's virtual character's stamina is less than a preset stamina threshold (e.g., 30), the second skill cannot be unleashed. If the player's virtual character's stamina is greater than or equal to the stamina threshold (e.g., 30), the second skill must be unleashed after the player's virtual character consumes stamina equal to the threshold (e.g., 30) to control the enemy virtual character.

[0077] In addition to distance restrictions, the restrictions on kidnapping can also be imposed on the player's virtual character's state. The player's virtual character can only kidnap the enemy's virtual character when the player's virtual character is in the target behavior state (e.g., knocked down).

[0078] In some embodiments, in response to the player's virtual character being in a target behavior state, a control command is triggered for the player's virtual character controlled by the first terminal device.

[0079] Regarding the aforementioned knockdown state, the player's virtual character can be knocked down after being attacked by an enemy virtual character, or due to the influence of terrain (e.g., the player's virtual character is injured when jumping from a high place), or due to accidental injury from a friendly virtual character (e.g., player's virtual character A is accidentally injured by a projectile thrown by friendly virtual character B). This embodiment does not limit how the player's virtual character specifically falls down.

[0080] In addition to distance restrictions, stamina restrictions, and status restrictions, this embodiment can also set some other restrictions on the hijacking of enemy virtual characters, such as: enemy virtual characters in special states (e.g., magic immunity, inability to be selected by skills, etc.) cannot be hijacked, etc. This embodiment does not limit the specific other restrictions.

[0081] Furthermore, to prevent the duration of the hijacking from being too long or too short, this embodiment can also set an upper and lower limit for the duration of the hijacking. In some embodiments, the duration of the hijacking of game behavior control is less than a preset first time threshold, and the duration of the game behavior control is greater than a preset second time threshold. For example, the first time threshold is 5, and the second time threshold is 3.

[0082] Specifically, the second time threshold and the first time threshold can also be determined based on the pain tolerance value obtained in the aforementioned steps. For example, the first time threshold is 4.5 + 0.3 × pain tolerance value, and the second time threshold is 2.6 + 0.2 × pain tolerance value.

[0083] In some embodiments, a base duration can be obtained; a first product of the response frequency of the first operation and a preset first constant, and a second product of the response frequency of the second operation and a preset second constant can be determined; the base duration can be added to the first product and then subtracted from the second product to obtain the duration of the game behavior control.

[0084] For example, the duration of the hostage situation can be determined based on the response frequencies of the first and second operations using the following formula: T = T0 + a × f1 - b × f2; where T is the duration of the hostage situation, T0 is the preset base duration, f1 is the response frequency of the first operation, f2 is the response frequency of the second operation, a is a first constant, and b is a second constant.

[0085] Here, a and b can be understood as the efficiency of the first player in performing the first operation and the efficiency of the second player in performing the second operation. The higher a is, the higher the efficiency of the first player in performing the first operation, and the higher b is, the higher the efficiency of the second player in performing the second operation.

[0086] For example, if T0 = 3 seconds, a = 0.2, b = 0.1, then T = 3 + 0.2 × f1 - 0.1 × f2. If the response frequency f1 of the first operation is 30 and the response frequency f2 of the second operation is 40, then the duration of the holdout is T = 3 + 0.2 × 30 - 0.1 × 40 = 5 seconds.

[0087] Specifically, the base duration can also be determined based on the point values ​​obtained in the preceding steps. In some embodiments, the base duration can be determined based on the pain tolerance value of the player's virtual character. For example, the base duration T0 is 2.5 + 0.3 × pain tolerance value.

[0088] To further enhance the enjoyment of the game, this embodiment can upgrade the effects of the first skill and / or the second skill during gameplay. The game can be configured to upgrade the effects of the first skill and / or the second skill after a certain period of gameplay, or it can be configured to upgrade the effects of the first skill and / or the second skill after the player's virtual character uses virtual items or completes a virtual character task. This embodiment does not limit this approach.

[0089] For example, the upgrade effect of the first skill could be: further reduce the cooldown time of hit protection. The upgrade effect of the second skill could be: remove the knockdown state restriction of the second skill and increase the casting range of the second skill. The upgrade effect of the second skill could also be: increase the pain resistance threshold and increase the influence coefficient of each point of pain resistance on the player's virtual character's attribute values, etc.

[0090] In some embodiments, the distance threshold can be adjusted in response to the player's virtual character's attribute values ​​meeting the attribute threshold. For example, when the player's virtual character's attribute values ​​meet the attribute threshold, the second skill can be upgraded, thereby increasing the release distance of the second skill, i.e., increasing the distance threshold.

[0091] In this embodiment, logical and performance details can also be set for the first and second skills. It should be noted that the following settings are specific to a particular game and may differ for different games. The following settings are only used as examples for explanation.

[0092] I. Logical details of the first skill:

[0093] The accumulation of pain tolerance points takes precedence over determining the attribute values ​​of the player's virtual character. That is, pain tolerance points are accumulated first, and then the attribute values ​​of the virtual character are determined based on the accumulated pain tolerance points, thereby improving the player's gaming experience.

[0094] II. Logical details of the second skill:

[0095] (1) When the second skill is released and the enemy virtual character is continuously restrained, the player's virtual character can be arbitrarily controlled and forcibly moved to interrupt the release. For example: if the player's virtual character releases the second skill while in a knocked-down state, and the player's virtual character moves actively, the release of the second skill will be interrupted.

[0096] (2) The first QTE pre-input is accepted during the intense interaction. To facilitate player interaction, input can be performed before the QTE starts, thereby improving the gaming experience for both players.

[0097] (3) The second skill deducts the player's virtual character's stamina after the QTE ends. The purpose of this is to allow the player's virtual character to recover as much stamina as possible. As long as the player's virtual character's stamina is greater than or equal to the stamina threshold after the QTE ends, the second skill can be successfully released, thereby improving the player's gaming experience.

[0098] (4) When the second skill is activated, it is a strong interaction. At this time, neither the player's virtual character nor the enemy's virtual character can be selected, thereby increasing the success rate of the second skill activation and improving the player's gaming experience.

[0099] III. Details of the second skill's performance:

[0100] In some embodiments, it can be determined that the attribute level of the player's virtual character has reached a threshold level, thereby upgrading the second skill.

[0101] Before the second skill effect was upgraded, it could determine whether the player's virtual character was in the target behavior state. Taking the target behavior state as a knockdown state as an example, the icon of the second skill would only light up when the player's virtual character was knocked down and had full stamina. After the second skill effect was upgraded, the icon of the second skill would light up regardless of whether the player's virtual character was knocked down or not, as long as the stamina value was greater than or equal to the stamina value threshold.

[0102] In the method provided by this embodiment of the invention, the player's virtual character needs to actively approach the enemy virtual character in order to control them. Therefore, this embodiment can be configured to increase the attribute values ​​of the player's virtual character through some special events, thereby improving the player's gaming experience. Furthermore, the player's virtual character can control the enemy virtual character, and the duration of the control can be determined through interaction between players, thus enhancing the player's gaming experience.

[0103] Corresponding to the above method embodiments, this invention provides a control device for a virtual character, which provides a graphical user interface through a first terminal device, the graphical user interface displaying the virtual character. For example... Figure 5 The diagram shows a structural schematic of a control device for a virtual character. The control device for the virtual character includes:

[0104] The enemy virtual character control module 51 is used to respond to control commands for the player virtual character controlled by the first terminal device, and to control the player virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device; wherein, the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold.

[0105] The response frequency determination module 52 is used to respond to the first operation against the player's virtual character and determine the response frequency of the first operation; and to receive the response frequency of the second operation against the enemy's virtual character sent by the second terminal device.

[0106] The control time determination module 53 is used to determine the duration of game behavior control based on the response frequency of the first operation and the response frequency of the second operation.

[0107] This invention provides a virtual character control device. A first terminal device responds to control commands for a player's virtual character controlled by the first terminal device, controlling the player's virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device. The first terminal device responds to a first operation for the player's virtual character and determines the response frequency of the first operation; it receives the response frequency of a second operation for the enemy virtual character sent by the second terminal device; and it determines the duration of the game behavior control based on the response frequencies of the first and second operations. In this method, the player's virtual character can control the game behavior of an enemy virtual character, and the duration of the game behavior control can be determined through interaction between players, thereby improving the player's gaming experience.

[0108] In one feasible implementation, the above-mentioned device further includes: a control command triggering module, used to trigger control commands for the player virtual character controlled by the first terminal device in response to the player virtual character being in a target behavior state.

[0109] In one feasible implementation, the device further includes: a first skill control processing module, configured to activate a first skill control in response to an attribute value of the player's virtual character meeting an attribute threshold; and to trigger control commands for the player's virtual character controlled by the first terminal device in response to a trigger operation on the first skill control.

[0110] In one feasible implementation, the aforementioned first skill control processing module is also used to determine whether the attribute level of the player's virtual character has reached a threshold level.

[0111] In one feasible implementation, the aforementioned first skill control processing module is also used to determine whether the player's virtual character is in the target behavior state.

[0112] In one feasible implementation, the aforementioned enemy virtual characters include: enemy virtual characters that knock down the player virtual character and / or enemy virtual characters that are within a distance threshold but do not knock down the player virtual character.

[0113] In one feasible implementation, the above-mentioned device further includes: a distance threshold adjustment module, used to adjust the distance threshold in response to the attribute value of the player's virtual character meeting the attribute threshold.

[0114] In one feasible implementation, the above-mentioned device further includes: a point processing module, used to respond to special events for the player's virtual character, accumulate the point value of the player's virtual character, and determine the attribute value of the player's virtual character based on the point value.

[0115] In one feasible implementation, the aforementioned special events include: each time a player's virtual character accumulates damage exceeding a preset damage threshold; or, after a player's virtual character's health is less than or equal to a preset health threshold, the player's virtual character's health is restored to its maximum health.

[0116] In one feasible implementation, the above point value is less than or equal to a preset point threshold.

[0117] In a feasible implementation, the above attribute values ​​include at least one of the following: stamina recovery speed, hit protection duration, or hit protection cooldown time.

[0118] In one feasible implementation, the aforementioned enemy virtual character control module is used to consume the player's virtual character's stamina and control the player's virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device.

[0119] In one feasible implementation, the aforementioned control time determination module is used to obtain a base duration; determine the first product of the response frequency of the first operation and a preset first constant, and the second product of the response frequency of the second operation and a preset second constant; add the base duration to the first product and subtract the second product to obtain the duration of the game behavior control.

[0120] In one feasible implementation, the aforementioned control time determination module is also used to determine the base duration based on the point value of the player's virtual character.

[0121] In one feasible implementation, the duration of the game behavior control is less than a preset first time threshold and the duration of the game behavior control is greater than a preset second time threshold.

[0122] The virtual character control device provided in this embodiment of the invention has the same technical features as the virtual character control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0123] This invention also provides an electronic device for operating the aforementioned control method for a virtual character; see [link to related documentation]. Figure 6 The diagram shows the structure of an electronic device, which includes a memory 100 and a processor 101. The memory 100 stores one or more computer instructions, which are executed by the processor 101 to perform the following steps:

[0124] In response to control commands issued to a player's virtual character controlled by a first terminal device, the system controls the player's virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device; wherein the distance between the enemy virtual character and the player's virtual character is less than a preset distance threshold; in response to a first operation on the player's virtual character, the system determines the response frequency of the first operation; the system receives the response frequency of a second operation on the enemy virtual character sent by the second terminal device; and the system determines the duration of the game behavior control based on the response frequencies of the first and second operations.

[0125] In an optional embodiment of the present invention, the method further includes: responding to the player's virtual character being in a target behavior state, triggering a control command for the player's virtual character controlled by the first terminal device.

[0126] In an optional embodiment of the present invention, the method further includes: activating a first skill control in response to an attribute value of the player's virtual character satisfying an attribute threshold; and triggering a control command for the player's virtual character controlled by a first terminal device in response to a trigger operation on the first skill control.

[0127] In an optional embodiment of the present invention, before the step of responding to the player's virtual character's attribute value satisfying the attribute threshold, the method further includes: determining that the player's virtual character's attribute level has reached the threshold level.

[0128] In an optional embodiment of the present invention, before the step of responding to the player's virtual character's attribute value satisfying the attribute threshold, the method further includes: determining that the player's virtual character is in a target behavior state.

[0129] In an optional embodiment of the present invention, the aforementioned enemy virtual character includes: an enemy virtual character that knocks down the player virtual character and / or an enemy virtual character that does not knock down the player virtual character within a distance threshold.

[0130] In an optional embodiment of the present invention, the method further includes: adjusting the distance threshold in response to the attribute value of the player's virtual character satisfying the attribute threshold.

[0131] In an optional embodiment of the present invention, the method further includes: responding to special events for the player's virtual character, accumulating the player's virtual character's point value; and determining the player's virtual character's attribute value based on the point value.

[0132] In an optional embodiment of the present invention, the aforementioned special events include: each time a player's virtual character accumulates damage exceeding a preset damage threshold; or, after a player's virtual character's health is less than or equal to a preset health threshold, the player's virtual character's health is restored to its maximum health.

[0133] In an optional embodiment of the present invention, the above-mentioned point value is less than or equal to a preset point threshold.

[0134] In optional embodiments of the present invention, the above-mentioned attribute values ​​include at least one of the following: stamina recovery speed, duration of hit protection, or hit protection cooldown time.

[0135] In an optional embodiment of the present invention, the step of controlling the player's virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device includes: consuming the player's virtual character's stamina and controlling the player's virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device.

[0136] In an optional embodiment of the present invention, the step of determining the duration of game behavior control based on the response frequency of the first operation and the response frequency of the second operation includes: obtaining a base duration; determining a first product of the response frequency of the first operation and a preset first constant, and a second product of the response frequency of the second operation and a preset second constant; adding the first product to the base duration and subtracting the second product to obtain the duration of game behavior control.

[0137] In an optional embodiment of the present invention, the method further includes: determining the base duration based on the point value of the player's virtual character.

[0138] In an optional embodiment of the present invention, the duration of the game behavior control is less than a preset first time threshold, and the duration of the game behavior control is greater than a preset second time threshold.

[0139] In this embodiment, the first terminal device responds to control commands for a player's virtual character controlled by the first terminal device, controlling the player's virtual character to perform game behavior control on an enemy virtual character controlled by the second terminal device; the first terminal device responds to a first operation for the player's virtual character and determines the response frequency of the first operation; it receives the response frequency of a second operation for the enemy virtual character sent by the second terminal device; and the duration of the game behavior control is determined based on the response frequencies of the first and second operations. In this method, the player's virtual character can perform game behavior control on an enemy virtual character, and the duration of the game behavior control can be determined through interaction between players, thereby improving the player's gaming experience.

[0140] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0141] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0142] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0143] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned virtual character control method, which can perform the following steps:

[0144] In response to control commands issued to a player's virtual character controlled by a first terminal device, the system controls the player's virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device; wherein the distance between the enemy virtual character and the player's virtual character is less than a preset distance threshold; in response to a first operation on the player's virtual character, the system determines the response frequency of the first operation; the system receives the response frequency of a second operation on the enemy virtual character sent by the second terminal device; and the system determines the duration of the game behavior control based on the response frequencies of the first and second operations.

[0145] In an optional embodiment of the present invention, the method further includes: responding to the player's virtual character being in a target behavior state, triggering a control command for the player's virtual character controlled by the first terminal device.

[0146] In an optional embodiment of the present invention, the method further includes: activating a first skill control in response to an attribute value of the player's virtual character satisfying an attribute threshold; and triggering a control command for the player's virtual character controlled by a first terminal device in response to a trigger operation on the first skill control.

[0147] In an optional embodiment of the present invention, before the step of responding to the player's virtual character's attribute value satisfying the attribute threshold, the method further includes: determining that the player's virtual character's attribute level has reached the threshold level.

[0148] In an optional embodiment of the present invention, before the step of responding to the player's virtual character's attribute value satisfying the attribute threshold, the method further includes: determining that the player's virtual character is in a target behavior state.

[0149] In an optional embodiment of the present invention, the aforementioned enemy virtual character includes: an enemy virtual character that knocks down the player virtual character and / or an enemy virtual character that does not knock down the player virtual character within a distance threshold.

[0150] In an optional embodiment of the present invention, the method further includes: adjusting the distance threshold in response to the attribute value of the player's virtual character satisfying the attribute threshold.

[0151] In an optional embodiment of the present invention, the method further includes: responding to special events for the player's virtual character, accumulating the player's virtual character's point value; and determining the player's virtual character's attribute value based on the point value.

[0152] In an optional embodiment of the present invention, the aforementioned special events include: each time a player's virtual character accumulates damage exceeding a preset damage threshold; or, after a player's virtual character's health is less than or equal to a preset health threshold, the player's virtual character's health is restored to its maximum health.

[0153] In an optional embodiment of the present invention, the above-mentioned point value is less than or equal to a preset point threshold.

[0154] In optional embodiments of the present invention, the above-mentioned attribute values ​​include at least one of the following: stamina recovery speed, duration of hit protection, or hit protection cooldown time.

[0155] In an optional embodiment of the present invention, the step of controlling the player's virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device includes: consuming the player's virtual character's stamina and controlling the player's virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device.

[0156] In an optional embodiment of the present invention, the step of determining the duration of game behavior control based on the response frequency of the first operation and the response frequency of the second operation includes: obtaining a base duration; determining a first product of the response frequency of the first operation and a preset first constant, and a second product of the response frequency of the second operation and a preset second constant; adding the first product to the base duration and subtracting the second product to obtain the duration of game behavior control.

[0157] In an optional embodiment of the present invention, the method further includes: determining the base duration based on the point value of the player's virtual character.

[0158] In an optional embodiment of the present invention, the duration of the game behavior control is less than a preset first time threshold, and the duration of the game behavior control is greater than a preset second time threshold.

[0159] In this embodiment, the first terminal device responds to control commands for a player's virtual character controlled by the first terminal device, controlling the player's virtual character to perform game behavior control on an enemy virtual character controlled by the second terminal device; the first terminal device responds to a first operation for the player's virtual character and determines the response frequency of the first operation; it receives the response frequency of a second operation for the enemy virtual character sent by the second terminal device; and the duration of the game behavior control is determined based on the response frequencies of the first and second operations. In this method, the player's virtual character can perform game behavior control on an enemy virtual character, and the duration of the game behavior control can be determined through interaction between players, thereby improving the player's gaming experience.

[0160] The computer program products of the virtual character control method, device, electronic device, and readable storage medium provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0161] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and / or device described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0162] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0163] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part 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, electronic device, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0164] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0165] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for controlling a virtual character, characterized in that, The method includes providing a graphical user interface (GUI) via a first terminal device, wherein the GUI displays virtual characters, and the method comprises: In response to a control command issued to a player virtual character controlled by the first terminal device, the player virtual character is controlled to perform game behavior control on an enemy virtual character controlled by the second terminal device; wherein the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold. Responding to a first operation on the player's virtual character, determining the response frequency of the first operation; receiving the response frequency of a second operation on the enemy's virtual character sent by the second terminal device; The duration of the game behavior control is determined based on the response frequency of the first operation and the response frequency of the second operation.

2. The method according to claim 1, characterized in that, The method further includes: In response to the player's virtual character being in the target behavior state, control commands are triggered for the player's virtual character controlled by the first terminal device.

3. The method according to claim 1, characterized in that, The method further includes: When the attribute value of the player's virtual character meets the attribute threshold, the first skill control is activated; In response to a trigger operation on the first skill control, control commands are triggered for the player's virtual character controlled by the first terminal device.

4. The method according to claim 3, characterized in that, Before the step of responding to the player's virtual character's attribute value satisfying the attribute threshold, the method further includes: The attribute level of the player's virtual character has been determined to have reached a threshold level.

5. The method according to claim 3, characterized in that, Before the step of responding to the player's virtual character's attribute value satisfying the attribute threshold, the method further includes: Determine that the player's virtual character is in the target behavior state.

6. The method according to claim 1, characterized in that, The enemy virtual characters include: enemy virtual characters that knock down the player virtual character and / or enemy virtual characters that do not knock down the player virtual character within the distance threshold.

7. The method according to claim 1, characterized in that, The method further includes: When the attribute value of the player's virtual character meets the attribute threshold, the distance threshold is adjusted.

8. The method according to claim 1, characterized in that, The method further includes: In response to special events targeting the player's virtual character, accumulate the player's virtual character's point value; The attribute values ​​of the player's virtual character are determined based on the point values.

9. The method according to claim 8, characterized in that, The special events include: The player's virtual character accumulates damage exceeding a preset damage threshold; Alternatively, if the player's virtual character's health is less than or equal to a preset health threshold, the player's virtual character's health will be restored to its maximum health.

10. The method according to claim 8, characterized in that, The point value is less than or equal to a preset point threshold.

11. The method according to claim 8, characterized in that, The attribute value includes at least one of the following: stamina recovery speed, hit protection duration, or hit protection cooldown time.

12. The method according to claim 1, characterized in that, The steps of controlling the player's virtual character to perform game behavior control on an enemy virtual character controlled by a second terminal device include: Consume the player's virtual character's stamina to control the player's virtual character's game behavior against an enemy virtual character controlled by a second terminal device.

13. The method according to claim 1, characterized in that, The step of determining the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation includes: Get the base duration; Determine the first product of the response frequency of the first operation and a preset first constant, and the second product of the response frequency of the second operation and a preset second constant; The duration of the game behavior control is obtained by adding the first product to the base duration and then subtracting the second product.

14. The method according to claim 13, characterized in that, The method further includes: The base duration is determined based on the point value of the player's virtual character.

15. The method according to claim 1, characterized in that, The duration of the game behavior control is less than a preset first time threshold, and the duration of the game behavior control is greater than a preset second time threshold.

16. A control device for a virtual character, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displaying virtual characters, the device comprising: The enemy virtual character control module is used to respond to control commands for the player virtual character controlled by the first terminal device, and to control the player virtual character to perform game behavior control on the enemy virtual character controlled by the second terminal device; wherein, the distance between the enemy virtual character and the player virtual character is less than a preset distance threshold; The response frequency determination module is used to respond to a first operation on the player's virtual character and determine the response frequency of the first operation; and to receive the response frequency of a second operation on the enemy's virtual character sent by the second terminal device. A control time determination module is used to determine the duration of the game behavior control based on the response frequency of the first operation and the response frequency of the second operation.

17. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the steps of the virtual character control method according to any one of claims 1-15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the steps of the virtual character control method according to any one of claims 1-15.