Information processing method and device in game, electronic equipment and storage medium

CN117732076BActive Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202311860210.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-12-29
Publication Date
2026-09-29
Estimated Expiration
2043-12-29

AI Technical Summary

Technical Problem

[0004]然而,在有限时长的游戏对局内,如果获得球权的一方取得的优势巨大,可能会使防守方呈现消极心态,从而使防守球员在优势方触发投射事件时放弃执行相关防守动作,这样容易导致单位时间内的游戏交互效率降低,进而导致无法充分利用服务器的资源

Benefits of technology

[0015]在操控虚拟球体的第一虚拟角色执行持球进攻事件中,控制第二虚拟角色对第一虚拟角色执行虚拟防守,根据第二虚拟角色在虚拟防守中完成的有效防守行为,确定第二虚拟角色获得的进攻属性加成,该进攻属性加成用于提升第二虚拟角色和/或与第二虚拟角色属于同一阵营的第三虚拟角色在操控虚拟球体执行持球进攻事件中的进攻属性。也就是说,本申请实施例能够利用虚拟角色在防守回合完成的有效防守行为提高该虚拟角色或队友在进攻回合的进攻技能的进攻属性,使虚拟角色在防守回合积极执行虚拟防守,提高单位时间内的游戏交互效率,有助于提高服务器的资源利用率,进而提高服务器的性能。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN117732076B_ABST
    Figure CN117732076B_ABST
Patent Text Reader

Abstract

The application provides a game information processing method and device, electronic equipment and storage medium. The method comprises: in a process of controlling a first virtual character to execute a ball holding attack event, controlling a second virtual character to execute virtual defense on the first virtual character; determining an attack attribute bonus obtained by the second virtual character according to an effective defense behavior completed by the second virtual character in the virtual defense, the attack attribute bonus being used to improve attack attributes of the second virtual character and / or a third virtual character in the process of controlling the virtual ball to execute the ball holding attack event, the third virtual character being in the same camp as the second virtual character. The application can improve the attack attributes of the virtual character or teammates in the attack round by using the effective defense behavior completed by the virtual character in the defense round, so that the virtual character actively executes the virtual defense in the defense round, improves the game interaction efficiency per unit time, and helps to improve the resource utilization rate of the server.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology

[0002] With the continuous development of game technology, a large number of games of different themes have emerged to meet the needs of players. Among them, sports games are popular across all age groups and are loved by more and more players.

[0003] In related technologies, multiple controls are overlaid on the scene screen of a sports game running on a terminal device, including a movement control and at least one motion control control. The movement control can be used to control the virtual character to move in the virtual interactive scene, and the motion control control is used to control the virtual character to perform corresponding competitive actions.

[0004] However, in a game with a limited duration, if the side that gains possession of the ball has a significant advantage, it may cause the defending side to become passive. This may cause the defending players to give up on performing relevant defensive actions when the advantageous side triggers a shooting event. This can easily lead to a decrease in the efficiency of game interaction per unit of time, and consequently, an inability to fully utilize server resources. Summary of the Invention

[0005] In view of this, the purpose of this application is to provide an information processing method, device, electronic device and storage medium in a game, which can improve the offensive attributes of the offensive skills of the virtual character or teammates in the attack round by utilizing the effective defensive behavior completed by the virtual character in the defense round, so as to enable the virtual character to actively perform virtual defense in the defense round, improve the game interaction efficiency per unit time, help improve the resource utilization of the server, and thus improve the performance of the server.

[0006] In a first aspect, embodiments of this application provide an information processing method for a game, which provides a virtual scene on a graphical user interface of a terminal device for virtual characters from different factions to interact, wherein the virtual characters from different factions compete for virtual spheres, and the method includes:

[0007] In the event of a first virtual character controlling a virtual sphere to perform a ball-handling attack, a second virtual character is controlled to perform virtual defense against the first virtual character.

[0008] Based on the effective defensive actions performed by the second virtual character in virtual defense, the offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling attack events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character.

[0009] Secondly, embodiments of this application also provide an information processing device for games, the device comprising:

[0010] The defensive interaction module is used to control a second virtual character to perform virtual defense against the first virtual character when the first virtual character, who is manipulating the virtual sphere, performs an offensive event with the ball.

[0011] The attribute bonus module is used to determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in virtual defense. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling attack events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character.

[0012] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform steps of the information processing method in the game described above.

[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in the game described above.

[0014] The information processing method in games provided in this application has at least the following beneficial effects:

[0015] In an attack event where a first virtual character controlling a virtual sphere performs a ball-carrying attack, a second virtual character performs virtual defense against the first. Based on the effective defensive actions performed by the second virtual character in the virtual defense, an offensive attribute bonus is determined for the second virtual character. This offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character belonging to the same faction as the second virtual character in the attack event where they control the virtual sphere. In other words, this embodiment of the application can utilize the effective defensive actions performed by virtual characters in the defense round to improve the offensive attributes of the virtual character or their teammates in the attack round, enabling virtual characters to actively perform virtual defense in the defense round, increasing the efficiency of game interaction per unit time, helping to improve server resource utilization, and thus improving server performance.

[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating an information processing method in a game, provided as an embodiment of this application;

[0019] Figure 2 A schematic diagram of a game interface provided in an embodiment of this application;

[0020] Figure 3 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0021] Figure 4 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0022] Figure 5 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0023] Figure 6 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0024] Figure 7 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0025] Figure 8 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0026] Figure 9 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0027] Figure 10 A schematic diagram illustrating another game interface provided in an embodiment of this application;

[0028] Figure 11 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of this application;

[0029] Figure 12 This is a schematic diagram of the structure of another information processing device in a game provided in an embodiment of this application;

[0030] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0032] First, a brief introduction to the names involved in the embodiments of this application:

[0033] (1) Terminal equipment

[0034] The terminal device involved in this application mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: laptops, smartphones, tablets, desktop computers, game consoles, personal digital assistants (PDAs), MP4 (Moving Picture Experts Group Audio Layer IV) players, e-book readers, etc. This terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this application embodiment, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-based application.

[0035] (2) Graphical User Interface

[0036] A graphical user interface (GUI) is a display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the screen by performing touch operations on the touch screen of a touch terminal, so as to control the virtual characters to select commands, launch programs, or perform other tasks.

[0037] (3) Virtual Scene

[0038] A virtual scene is a game scene displayed (or provided) when an application runs on a terminal or server; that is, the scene used during normal gameplay. Virtual characters can move, use skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. 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 any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual interactive scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual characters. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual parameters available to at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.

[0039] (4) Virtual characters

[0040] A virtual character refers to a controllable dynamic object in a virtual scene. Optionally, this dynamic object can be a virtual character, an anime character, etc. The virtual character is a character controlled by the player through an input device, or it can be artificial intelligence (AI) trained and set up for battle in a virtual environment. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on 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. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character having its own shape and volume in the three-dimensional virtual environment and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, virtual characters can also be implemented using 2.5D or 2D models, and this application does not limit this.

[0041] The information processing method in the game provided in this application can run on a local terminal device or a server. When the information processing method in the game runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0042] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing 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 information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0043] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0044] Secondly, the applicable application scenarios of this application are introduced. This application can be applied to sports games, such as ball games. Taking basketball games as an example: In existing basketball games, this application enhances the player's gaming experience beyond basketball during basketball matches. The in-game gameplay of basketball games typically involves one player controlling one player against other players controlling different players. These players perform a series of actions simulating real-world basketball physics, including shooting, stealing, blocking, rebounding, jumping, positioning, and screens, to score points and ultimately achieve victory.

[0045] In related technologies, the graphical user interface of a ball game running on a terminal device displays multiple skill controls. These controls are used to control virtual characters to perform corresponding game skills. For example, if a second virtual character controlled by a target player clicks the shooting control after gaining possession of the ball, the target virtual character can perform a shooting skill. If the shot is blocked by the first virtual character controlled by an opposing player, the target virtual character's shot may fail.

[0046] However, in a game with a limited duration, if the side that gains possession of the ball has a significant advantage, it may cause the defending side to become passive. This may cause the defending players to give up on performing relevant defensive actions when the advantageous side triggers a shooting event. This can easily lead to a decrease in the efficiency of game interaction per unit of time, and consequently, an inability to fully utilize server resources.

[0047] Based on this, this application provides an information processing method in a game that can improve the offensive attributes of the virtual character or teammates' offensive skills in the attack round by utilizing the effective defensive behavior completed by the virtual character in the defense round, so that the virtual character can actively perform virtual defense in the defense round, improve the game interaction efficiency per unit time, help improve the resource utilization of the server, and thus improve the performance of the server.

[0048] In this embodiment, a virtual scene is provided on the graphical user interface of the terminal device for virtual characters from different factions to interact. In this virtual scene, virtual characters from different factions compete by vying for a virtual sphere. The virtual characters controlling the virtual sphere can execute virtual projectile attack skills to advance the game.

[0049] The terminal devices involved here are primarily intelligent devices that provide a graphical user interface and enable control of virtual characters. These terminal devices can be either the aforementioned local terminal devices or client devices within the aforementioned cloud interaction system.

[0050] Specifically, the virtual scene includes virtual characters from different factions, such as the first virtual character, the second virtual character, and the third virtual character (who belongs to the same faction as the second virtual character), as well as a virtual sphere that the virtual characters from different factions are competing for. For example, for the first faction, to win the game, they need to be the first to reach a preset score threshold in the current game's settlement score. Conversely, if the second faction reaches the preset score threshold first, then the second faction wins the game.

[0051] In this game, virtual characters control virtual spheres to perform virtual projectile attacks, advancing the game's progress. The virtual spheres determine whether virtual characters from different factions win. One method is to determine the winner by the side whose score reaches a preset threshold first. For example, if the first virtual character or an allied virtual character projects the virtual sphere into the virtual hoop more times, causing their score to reach the preset threshold first, then the first virtual character and their allied virtual character in the first faction win. Alternatively, the winner can be determined by counting the number of times virtual characters from different factions project the virtual sphere into the virtual hoop within a limited time; the side with the most successful projectiles is declared the winner.

[0052] In one optional embodiment, a movement control is displayed on the graphical user interface. This movement control can be used to control the movement of a virtual character within a virtual scene. For example, the movement control may include a virtual joystick and a virtual wheel. In another optional embodiment, a skill control is displayed on the graphical user interface. This skill control is used to control the virtual character to perform corresponding game skills. Taking a basketball game as an example, the skill control may include steal controls, pass controls, block controls, screen controls, and shot controls.

[0053] Specifically, in response to a touch operation on the movement control, the virtual sphere is controlled to move within the virtual scene following the target virtual character. Alternatively, in response to touch operations on both the movement control and the skill control simultaneously, the virtual sphere is controlled to move within the virtual scene following the target virtual character while the target virtual character executes a corresponding game skill. The aforementioned touch operations may include, but are not limited to: swipe operations, click operations, and long-press operations. Here, the target virtual character can be any virtual character in the game, such as a first virtual character, a second virtual character, or a third virtual character, etc.

[0054] In one specific embodiment, by responding to a touch operation performed on a movement control (e.g., a user dragging a virtual joystick within a virtual wheel), the target virtual character can be controlled to move in the virtual scene based on the touch position of the touch operation, and the virtual sphere can be controlled to follow the target virtual character in the virtual scene.

[0055] In another specific embodiment, by simultaneously responding to touch operations performed on a movement control (e.g., a user dragging a virtual joystick within a virtual wheel) and touch operations performed on a steal control (e.g., a user clicking on a steal control), the target virtual character can be controlled to move within a virtual scene while simultaneously seizing a virtual sphere held by an enemy virtual character, based on the touch position of the touch operation. The target virtual character and the enemy virtual character belong to different factions.

[0056] When the target virtual character has possession of the ball, the movement controls can control both the target virtual character and the virtual ball. When controlling the target virtual character's movement through the movement controls displayed on the graphical user interface, the movement of the virtual ball and the target virtual character in horizontal space is unified; that is, when the target virtual character dribbles, both move together. It should be noted that when the virtual ball follows the target virtual character, the virtual ball and the target virtual character can be in a relatively stationary state or a non-relatively stationary state. Taking a basketball as an example, when the virtual ball follows the target virtual character, the virtual ball and the target virtual character are in a non-relatively stationary state. This following movement is a dynamic one, meaning that while the target virtual character controls the virtual ball's movement, the virtual ball can bounce up and down, but the virtual ball as a whole moves in the same direction as the target virtual character.

[0057] For example, the virtual ball can be controlled to swing based on the dribbling actions of the target virtual character, and to move in the direction of the target virtual character's movement. Taking a basketball game as an example, the aforementioned dribbling actions include, but are not limited to: dribbling actions determined based on the target virtual character's body posture, the direction / position of the hand hitting the ball, etc.; and dribbling actions pre-set by the game system according to the target virtual character's ball control ability attributes. Different dribbling actions determine different swing trajectories of the virtual ball when the target virtual character dribbles. Specifically, this can be manifested as the virtual ball bouncing up and down with different amplitudes / speeds / directions in the projection view of the main view / side view. The direction of movement can be the direction in which the target virtual character moves in the virtual scene, where the virtual ball can be controlled to move in the virtual scene following the target virtual character. For example, the direction of movement of the target virtual character in the virtual scene can automatically trigger the dribbling actions pre-set for the target virtual character.

[0058] Continuing with the basketball game as an example, the basketball swings based on the target virtual character's dribbling movements, which appears as the basketball bouncing up and down in the front / side view projection. Simultaneously, the basketball can move along with the target virtual character's direction of travel, which appears as the basketball moving along with the player in the top-down view projection.

[0059] Additionally, when the virtual character does not have possession of the ball, the movement control is controlled by the virtual character, meaning it moves the virtual character within the virtual scene, but the virtual ball does not follow the virtual character's movement.

[0060] Furthermore, after the start of the game, players will see a virtual scene on the graphical user interface of the terminal device, which is used to enable virtual characters from different factions to interact. The virtual scene contains virtual spheres that virtual characters from different factions compete for. The virtual characters from different factions fight against each other by competing for the virtual spheres and control the virtual characters that control the virtual spheres to execute virtual projectile attack skills to advance the game.

[0061] Please see Figure 1 , Figure 1 This is a flowchart of an information processing method in a game provided as an embodiment of this application.

[0062] like Figure 1 As shown in the embodiments of this application, the information processing method includes:

[0063] S101. During the first virtual character's ball-handling attack event while controlling the virtual sphere, control the second virtual character to perform virtual defense against the first virtual character.

[0064] S102. Based on the effective defensive actions completed by the second virtual character in virtual defense, determine the offensive attribute bonus obtained by the second virtual character. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling offensive events while controlling the virtual ball. The third virtual character is on the same side as the second virtual character.

[0065] In steps S101 to S102, during the ball-carrying attack event of the first virtual character controlling the virtual sphere, the second virtual character is controlled to perform virtual defense against the first virtual character. Based on the effective defensive actions performed by the second virtual character in the virtual defense, an offensive attribute bonus is determined for the second virtual character. This offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character belonging to the same faction as the second virtual character during the ball-carrying attack event. In other words, this embodiment of the application can utilize the effective defensive actions performed by virtual characters in the defense round to improve the offensive attributes of the virtual character or teammates' offensive skills in the attack round, enabling virtual characters to actively perform virtual defense in the defense round, improving the game interaction efficiency per unit time, helping to improve server resource utilization, and thus improving server performance.

[0066] The following describes each of the exemplary steps provided in this application embodiment, taking the information processing method in the above game running on a local terminal device (hereinafter referred to as the terminal device) as an example:

[0067] In step S101, during the first virtual character's ball-handling attack event, the second virtual character is controlled to perform virtual defense against the first virtual character.

[0068] Specifically, when the first virtual character, who controls the virtual sphere, performs an offensive action with the ball, in response to a defensive interaction command issued to the second virtual character, the second virtual character is controlled to perform virtual defense against the first virtual character.

[0069] Among them, the ball-handling attack event reflects that the first virtual character currently controlling the virtual ball is in a ball-handling attack state. For example, in a basketball game, the ball-handling attack event refers to the party with possession of the ball (the attacking party) executing a virtual attack, including but not limited to passing and receiving the ball, shooting, dribbling, dribbling through, grabbing offensive rebounds, and running positions.

[0070] Defensive interaction commands can be commands issued by players through their terminal devices or AI commands. These commands represent instructions that control a second virtual character to execute virtual defensive actions corresponding to the defensive interaction command. For example, in a basketball game, defensive interaction commands include, but are not limited to, blocking commands, stealing commands, stopping opponent's drive, contesting loose balls, and rebounding commands. Furthermore, virtual defense includes, but is not limited to, blocking, stealing, stopping opponent's drive, contesting loose balls, and rebounding.

[0071] The input forms of defensive interaction commands include, but are not limited to: defensive interaction commands generated by triggering operations on defensive interaction controls, defensive interaction voice input commands, and defensive interaction commands generated by sliding operations along a specified sliding trajectory.

[0072] In one alternative embodiment, a defensive interactive control is displayed on a graphical user interface, the defensive interactive control having the function of controlling a virtual character that manipulates a virtual sphere to perform defensive interactive skills.

[0073] Here, defensive interactive controls represent pre-set skill controls in the game system, which are displayed on the graphical user interface at the start of the game. Specifically, by sending a trigger operation to the defensive interactive controls through the terminal device, the second virtual character can be controlled to perform virtual defense corresponding to the defensive interactive controls in the virtual scene. Trigger operations can include, but are not limited to, swipe operations, click operations, and long press operations. These trigger operations can be implemented by the player touching the graphical user interface of the terminal device with their finger, or by mouse or keyboard input. For example, in a basketball game, defensive interactive controls include, but are not limited to, block controls, steal controls, stop controls, and steal controls.

[0074] This application embodiment allows control of a second virtual character to perform virtual defense actions corresponding to the triggered actions by sending touch operations to the defense interaction control. The operation is simple, reducing the learning curve for players and facilitating the execution of virtual defense actions by the second virtual character controlled by the target player during the game, thus improving game operation efficiency.

[0075] In step S102, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive actions performed by the second virtual character in the virtual defense.

[0076] Here, effective defensive behavior reflects that the virtual defense performed by the second virtual character can effectively interfere with the ball-handling offensive event performed by the first virtual character, such as successfully preventing the first virtual character from continuing to perform the ball-handling offensive event, participating in preventing the first virtual character from performing the ball-handling offensive event, or preventing the first virtual character from performing the ball-handling offensive event with the correct defensive action, etc.

[0077] In other words, effective defensive behavior represents actions that contribute to the defense of the ball-handling offensive event performed by the first virtual character. For example, in a basketball game, effective defensive behavior includes, but is not limited to, blocking a shot, stealing the ball, stopping the first virtual character's drive, contesting loose balls, and grabbing rebounds.

[0078] The offensive attribute bonus is used to enhance the offensive attributes of the second and / or third virtual characters when they control a virtual sphere to perform a ball-carrying attack. The third virtual character is on the same side as the second virtual character. In other words, the offensive attribute bonus can be used to enhance the offensive attributes of the second virtual character when controlling a virtual sphere to perform a ball-carrying attack, and it can also be used to enhance the offensive attributes of the third virtual character, who belongs to the same side as the second virtual character, when controlling a virtual sphere to perform a ball-carrying attack. It should be noted that after the second virtual character passes the virtual sphere to the third virtual character, a corresponding offensive attribute bonus will be added to the third virtual character, thereby enhancing the third virtual character's offensive attributes when controlling a virtual sphere to perform a ball-carrying attack.

[0079] In this embodiment, when determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in virtual defense, there are two main implementation methods: first, establishing a correspondence between the number of effective defensive actions completed and the offensive attribute bonus; second, determining the offensive attribute bonus that the second virtual character can obtain based on the offensive attribute sub-bonus corresponding to each effective defensive action. These two methods can achieve the goal of quickly and accurately converting the effective defensive actions performed by the second virtual character in virtual defense into the offensive attribute bonus obtained by the second virtual character.

[0080] In one optional embodiment, step S102 specifically includes:

[0081] Step S102a: Determine the offensive attribute bonus obtained by the second virtual character based on the number of effective defensive actions completed by the second virtual character in the virtual defense. The offensive attribute bonus is positively correlated with the number of actions completed.

[0082] Here, the number of effective defensive actions completed by the second virtual character in virtual defense is counted. The more times the action is completed, the greater the offensive attribute bonus the second virtual character receives. Specifically, it can be set that each accumulated effective defensive action increases the offensive attribute bonus by a certain percentage, thereby improving the offensive attributes.

[0083] Once the offensive attribute bonus reaches the preset bonus threshold, the bonus will no longer change even if the number of effective defensive actions continues to increase, thus preventing the offensive attribute from improving further.

[0084] Alternatively, in step S102b, accumulate the offensive attribute sub-bonus corresponding to the effective defensive actions completed by the second virtual character in the virtual defense, and obtain the offensive attribute bonus obtained by the second virtual character.

[0085] Here, the offensive attribute sub-bonus is pre-set for each effective defensive action in the game. The effective defensive actions completed by the second virtual character in virtual defense are counted, and the offensive attribute sub-bonus corresponding to the completed effective defensive actions are added together to obtain the offensive attribute bonus obtained by the second virtual character.

[0086] Specifically, it can be set that the sum of the offensive attribute sub-bonuses corresponding to the completed effective defensive actions has a linear relationship with the offensive attribute bonus, and stops changing when the offensive attribute bonus increases to a preset bonus threshold; or it can be set that when the sum of the offensive attribute sub-bonuses corresponding to the completed effective defensive actions reaches the preset offensive attribute bonus threshold corresponding to each level, the corresponding bonus ratio for that level is increased to improve the offensive attribute, and stops changing when the offensive attribute bonus increases to the preset bonus threshold, so that the offensive attribute no longer improves.

[0087] This application embodiment can convert the effective defensive actions performed by the second virtual character in virtual defense into offensive attribute bonuses obtained by the second virtual character through the above-described method. Since the mapping relationship between effective defensive actions and offensive attribute bonuses is clear and accurate, it ensures the uniqueness, stability, and accuracy of the offensive attribute bonuses. This achieves the technical effect of ensuring accurate conversion of offensive attribute bonuses when converting effective defensive actions performed by the second virtual character in virtual defense into offensive attribute bonuses obtained by the second virtual character. Furthermore, since the more effective defensive actions the second virtual character performs in virtual defense, the more offensive attribute bonuses the second virtual character can obtain, it can encourage the second virtual character to actively perform virtual defense during defense rounds to complete as many effective defensive actions as possible. This helps improve the efficiency of game interaction per unit time, helps improve server resource utilization, and thus improves server performance.

[0088] In order to quickly trigger the event that the effective defensive behavior completed by the second virtual character in the virtual defense is converted into an offensive attribute bonus obtained by the second virtual character, the embodiments of this application can adopt the following scheme. Specifically, step S102 includes:

[0089] In response to preset triggering conditions, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive actions performed by the second virtual character in virtual defense.

[0090] The preset trigger conditions include one of the following:

[0091] The system detects the completion of an effective defensive action and the minimum value of the offensive attribute bonus obtained by the second virtual character in the virtual defense, which is within the preset range of offensive attribute bonuses.

[0092] In other words, during a game, as long as the second virtual character completes an effective defensive action or the offensive attribute bonus obtained from the effective defensive action reaches the minimum value of the preset offensive attribute bonus range, the system will convert the effective defensive action completed by the second virtual character in virtual defense into an offensive attribute bonus obtained by the second virtual character, so that the second virtual character can obtain the offensive attribute bonus as soon as possible, thereby achieving an increase in offensive attributes during the offensive round.

[0093] The embodiments of this application ensure real-time processing of effective defensive actions performed by the second virtual character in virtual defense, so that the second virtual character can obtain offensive attribute bonuses in a timely manner, which helps to improve the resource utilization rate of the server per unit time.

[0094] To further reduce the difficulty of accumulating offensive attribute bonuses, increase the rate at which the second virtual character obtains offensive attribute bonuses, and improve the richness of accumulated offensive attribute bonuses, this application embodiment divides effective defensive behaviors into two behavior modes: direct effective defensive behaviors and indirect effective defensive behaviors. Specifically, direct effective defensive behaviors represent defensive behaviors that successfully end the attack of the first virtual character through a target defensive action; indirect effective defensive behaviors represent defensive behaviors that fail to end the attack of the first virtual character through a target defensive action.

[0095] In other words, both defensive actions that successfully end the first virtual character's attack (directly effective defensive actions) and defensive actions that fail to end the first virtual character's attack (indirectly effective defensive actions) affect the offensive attribute bonuses gained by the second virtual character. This diversifies the sources of offensive attribute bonuses, helps reduce the difficulty of accumulating them, increases the rate at which the second virtual character gains offensive attribute bonuses, and enhances the richness of accumulated offensive attribute bonuses. This not only improves the player's gaming experience but also increases the game's interactive efficiency, encouraging active player participation and accelerating the game's pace.

[0096] It should be emphasized that, in determining the offensive attribute bonus, the embodiments of this application also take into account indirect effective defensive behaviors, that is, defensive behaviors that fail to end the attack of the first virtual character through the target defensive action. In this way, regardless of whether the target defensive action performed by the second virtual character is successful, it is beneficial to the determination of offensive attributes in the attack round, which helps to mobilize the defensive enthusiasm of the second virtual character in the defense round, thereby improving the efficiency of game interaction per unit time.

[0097] In one embodiment, the target defensive action represents a defensive action performed by a second virtual character against a first virtual character during a defensive round. Exemplarily, the target defensive action includes at least one of the following: preventing the first virtual character from triggering a shooting event using a virtual ball; preventing the first virtual character from passing or holding the virtual ball; colliding with the first virtual character during the execution of a breakthrough skill; contesting the virtual ball with at least one virtual character from the first virtual character's team during the virtual ball's touchdown; and contesting the virtual ball with at least one virtual character from the first virtual character's team during the virtual ball's bounce off the virtual hoop or backboard after the first virtual character's shot misses the virtual hoop.

[0098] Optionally, the action of preventing the first virtual character from triggering a projection event using the virtual sphere includes an interference action by the second virtual character on the first virtual character within the interference zone, wherein the interference zone represents the area range in which the success rate of the target projection attack skill triggering a scoring event is reduced due to the interference of the second virtual character on the first virtual character's target projection attack skill.

[0099] As described above regarding the target defensive actions, this embodiment of the application monitors the defensive actions of the second virtual character against any offensive behavior performed by the first virtual character during a defensive round, ensuring the comprehensiveness of the monitored target defensive actions. Taking a basketball game as an example, target defensive actions include, but are not limited to, blocking, stealing, stopping the opponent's breakthrough, contesting for loose balls, and grabbing rebounds.

[0100] For example, a directly effective defensive action includes at least one of the following: successfully preventing the first virtual character from triggering a shooting event using a virtual ball; successfully preventing the first virtual character from passing or holding the virtual ball; colliding with and stopping the first virtual character during the execution of a breakthrough skill; competing for and obtaining the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground; and competing for and obtaining the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground.

[0101] For example, an indirect effective defensive action includes at least one of the following: preventing the first virtual character from triggering a shooting event using a virtual ball but failing to do so; or competing for a virtual ball with at least one virtual character from the first virtual character's faction while the virtual ball shot by the first virtual character does not enter the virtual hoop and is bounced off the virtual hoop or virtual backboard but failing to obtain the virtual ball.

[0102] It is important to emphasize that the defensive actions involved in indirect effective defensive behaviors are mostly defensive actions that are greatly affected by the player's skill level in controlling the second virtual character. Since these defensive actions are greatly influenced by human factors, in order to motivate players to participate in the game, it is possible to set up an offensive attribute bonus based on the indirect effective defensive actions completed by the second virtual character, so as to encourage players to actively defend in the defensive rounds and thus improve the efficiency of game interaction.

[0103] This application embodiment, by setting the specific types of the aforementioned target defensive actions, can clearly stipulate that offensive attribute bonuses can be obtained based on the effective defensive behavior of the aforementioned target defensive actions in the game. This makes the types of target defensive actions that can obtain offensive attribute bonuses more diverse, thereby improving the player's gaming experience and accelerating the efficiency of obtaining offensive attribute bonuses.

[0104] In another embodiment, a directly effective defensive action represents a defensive action that successfully terminates the attack of the first virtual character by satisfying a target defensive action that meets preset conditions; an indirectly effective defensive action represents a defensive action that fails to terminate the attack of the first virtual character by satisfying a target defensive action that meets preset conditions.

[0105] Here, by limiting the preset conditions, the target defensive actions involved in direct and indirect effective defensive actions can be clearly defined, which helps to accurately monitor direct and indirect effective defensive actions, thereby improving the efficiency of game interaction.

[0106] Specifically, the preset conditions include at least one of the following:

[0107] a. The target's defensive actions are executed within the preset action release time range;

[0108] The preset action release time range is determined based on the start and end times of the executable target defensive action. Specifically, the start time of the executable target defensive action is determined by the start time of the first virtual character's ball-handling attack event, and the end time of the executable target defensive action is determined based on the duration of the target defensive action preset by the game.

[0109] Taking the defensive action of competing for a virtual ball between at least one virtual character from the same faction as the first virtual character as an example, such as the rebounding action in a basketball game, as an example, when the first virtual character misses a shot, both sides can use rebounding skills to compete for the virtual ball that bounces off the virtual backboard or rim. Therefore, the start time for the rebounding action can be a preset time before the rebound appears (such as when the first virtual character begins the shooting event), and the end time for the rebounding action can be a preset time after the rebound appears (when the virtual ball is won by another virtual character).

[0110] The following example illustrates how a defensive action can be used to participate in a rebounding contest:

[0111] a1. Determine the moment when the second virtual character performs the first action execution when participating in the rebounding action;

[0112] a2. If the execution time of the first action is within the preset first action release time range, then the action of participating in the rebounding contest meets the preset conditions; wherein, the preset first action release time range is determined based on the start time node and the end time node of the executable rebounding contest action.

[0113] Taking the defensive action of preventing the first virtual character from triggering a shooting event using a virtual ball as an example, this action could be a block action in a basketball game. For instance, after the first virtual character performs a shot, a block action can be performed before the basketball reaches its highest point or hits the backboard. It's important not to block during the basketball's descent, as this would be considered goaltending. Therefore, the start time for a block action can be a preset time before the ball reaches its highest point (e.g., when the first virtual character begins the shooting event), and the end time can be a preset time before the backboard begins to fall (when the virtual ball is contested by another virtual character).

[0114] The following example illustrates the blocking action using the target's defensive movement as an example:

[0115] a11. Determine the timing of the second action execution of the second virtual character's sealing action;

[0116] a22. If the execution time of the second action is within the preset release time range of the second action, then the sealing action is determined to meet the preset conditions; wherein, the preset release time range of the second action is determined based on the start time node and the end time node of the executable sealing action.

[0117] b. The target's defensive actions have an interaction range within the preset action release range;

[0118] The preset action release range is determined based on the second virtual character's jump parameters and the skill parameters for executing the target's defensive action. Here, both the jump parameters and skill parameters are preset parameter values ​​in the game.

[0119] In one optional embodiment, the preset action release range is the effective range of the second virtual character's skill in performing the target defensive action, and is related to the second virtual character's jumping parameters, the skill parameters of the second virtual character in performing the target defensive action, and the interaction type of the second virtual character in performing the target defensive action.

[0120] In another optional embodiment, the jumping parameters and skill parameters of the second virtual character for performing target defensive actions are related to the character settings of the second virtual character. Specifically, the second virtual character has basic jumping parameters and skill parameters when it starts the game, and its jumping parameters and skill parameters can be improved through the accumulation of resources.

[0121] In one possible implementation, the preset action release range can be determined by weighting the basic action release range based on the basic action release range preset in the game, using the jumping parameters and skill parameters of the second virtual character.

[0122] The following example illustrates how a defensive action can be used to participate in a rebounding contest:

[0123] b1. When the second virtual character performs the action of grabbing a rebound, the first horizontal position coordinate, the first vertical position coordinate, and the first height position coordinate of the second virtual character in the virtual scene, and the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate of the virtual ball in the virtual scene.

[0124] Here, the position coordinates of the second virtual character and the virtual sphere in the virtual scene are both three-dimensional coordinates (the virtual scene is a three-dimensional interactive scene), and are the server positions of the second virtual character and the virtual sphere.

[0125] b2. Based on the first horizontal position coordinates, the first vertical position coordinates, the first height position coordinates, the second horizontal position coordinates, the second vertical position coordinates, and the second height position coordinates, determine the first action interaction range for the second virtual character to perform the rebounding action.

[0126] Optionally, a three-dimensional coordinate system can be established with the center point of the virtual scene as the origin. Then, based on the established three-dimensional coordinate system, the first horizontal position coordinate, the first vertical position coordinate, and the first height position coordinate of the second virtual character in the virtual scene, as well as the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate of the virtual sphere in the virtual scene, can be determined. Based on the determined first horizontal position coordinate, first vertical position coordinate, first height position coordinate, second horizontal position coordinate, second vertical position coordinate, and second height position coordinate, the first action interaction range of the second virtual character can be calculated.

[0127] For example, if the coordinates of the first virtual character are determined to be (x1, y1, z1) and the coordinates of the virtual sphere are (x2, y2, z2), then the range of the first action interaction can be determined according to the following formula:

[0128] R = ((x1 - x2)) 2 +(y1-y2) 2 +(z1-z2) 2 ) 0.5 ;

[0129] Where R represents the first action interaction range; x1 represents the first lateral position coordinate; x2 represents the second lateral position coordinate; y1 represents the first vertical position coordinate; y2 represents the second vertical position coordinate; z1 represents the first height position coordinate; and z2 represents the second height position coordinate.

[0130] b3. If the interaction range of the first action of the rebounding action is less than the preset first action release range, then the rebounding action is determined to meet the preset conditions; wherein, the preset first action release range is determined based on the jumping parameters of the second virtual character and the skill parameters of the rebounding action.

[0131] Furthermore, after determining the first working interaction range of the second virtual character, it is necessary to determine whether the first action interaction range is less than the preset first action release range based on the first action interaction range. If the first action interaction range is less than the preset first action release range, it is determined that the rebounding action meets the preset conditions.

[0132] The following example illustrates the blocking action using the target's defensive movement as an example:

[0133] b11. When the second virtual character performs the blocking action, determine the third horizontal position coordinate, the third vertical position coordinate, and the third height position coordinate of the second virtual character in the virtual scene, and the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate of the virtual sphere in the virtual scene.

[0134] b22. Based on the third horizontal position coordinate, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate, determine the second action interaction range of the second virtual character;

[0135] b33. If the interaction range of the second action is less than the preset release range of the second action, then the blocking action is determined to meet the preset conditions; wherein, the preset release range of the second action is determined based on the jumping parameters of the second virtual character and the skill parameters of the blocking action.

[0136] The above descriptions of b11 to b33 can be referenced in relation to the descriptions of a11 to a33, and will not be repeated here.

[0137] c. The target's defensive action is executed at an angle within the preset action release angle.

[0138] In this embodiment, when it is determined that the second virtual character is performing a defensive action, it is necessary to obtain the first position of the second virtual character in the virtual scene, the second position of the first virtual character currently controlling the virtual ball to trigger the projection event, and the target position towards which the first virtual character controls the virtual ball to perform the projection event. For example, the first position, second position, and target position are all server positions. For example, taking a virtual basketball as an example, the target position is the position of the virtual basketball hoop in the virtual scene; taking a virtual soccer ball as an example, the target position is the position of the virtual goal in the virtual scene.

[0139] In one possible implementation, the preset execution angle a1 of the target defensive action is the larger of the target defensive action release angle a2 and the angle a3 at which the skill is interrupted by the target defensive action. For example, if the target defensive action release angle a2 is 10° and the angle a3 at which the first virtual character's projectile attack skill is interrupted by the target defensive action is 15°, then the preset skill release angle a1 of the target defensive action is 15°.

[0140] The following example illustrates the blocking action using the target's defensive movement as an example:

[0141] c1. When the second virtual character performs the sealing action, determine the first position of the second virtual character in the virtual scene, and the second position of the first virtual character that currently controls the virtual sphere to trigger the projection event;

[0142] c2. Based on the first position, the second position, and the target position, determine the action execution angle of the second virtual character;

[0143] c3. If the action execution angle is less than the preset action release angle of the sealing action, then the sealing action is determined to meet the preset conditions.

[0144] In steps c1 to c3 above, the vector A between the second virtual character and the first virtual character can be calculated based on the position coordinates of the first position and the second position. The vector B between the first virtual character and the target position can be calculated based on the second position and the target position. The angle between vector A and vector B is determined as the skill angle a2 of the second virtual character. At the same time, the preset action execution angle a1 of the target's defensive action is determined. If the skill angle a2 of the second virtual character is less than the preset action execution angle a1 of the target's defensive action, it is determined that the target's defensive action meets the preset condition.

[0145] This application embodiment limits the target's defensive actions by setting the above-mentioned preset conditions, thereby obtaining more accurate definitions of direct and indirect effective defensive behaviors. This helps to accurately monitor direct and indirect effective defensive behaviors, thereby improving the efficiency of game interaction.

[0146] Furthermore, under the condition that effective defensive actions are divided into direct effective defensive actions and indirect effective defensive actions, the offensive attribute bonus obtained by the second virtual character is determined based on the direct and indirect effective defensive actions completed by the second virtual character in virtual defense.

[0147] In one optional embodiment, step S102 specifically includes:

[0148] Step S102c: Determine the offensive attribute bonus obtained by the second virtual character based on the number of indirect actions completed in indirect effective defensive actions and the number of direct actions completed in direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed.

[0149] Here, direct and indirect effective defensive actions contribute equally to determining the bonus attribute. The contribution percentage represents the proportion of the second virtual character's contribution to defending against the first virtual character's ball-handling offensive events. Since only the number of times an action is completed is counted, the target defensive action performed by the second virtual character during a defensive round, regardless of success or failure, will contribute to the determination of the offensive attribute bonus. This encourages the second virtual character to actively perform target defensive actions during defensive rounds, improving not only the efficiency of determining the offensive attribute bonus but also the efficiency of game interaction.

[0150] In another optional embodiment, step S102 specifically includes:

[0151] Step S102d: Determine the offensive attribute bonus obtained by the second virtual character based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior; wherein, the direct attribute sub-bonus of the direct effective defensive behavior is greater than the indirect attribute sub-bonus of the indirect effective defensive behavior.

[0152] Here, since the indirect effective defensive action failed to terminate the defensive action of the first virtual character's attack, while the direct effective defensive action successfully terminated the defensive action of the first virtual character's attack, it can be considered that the contribution of the direct effective defensive action to the determined bonus attribute bonus is greater than the contribution of the indirect effective defensive action to the determined attack attribute bonus. Therefore, the direct attribute sub-bonus of the direct effective defensive action is set to be greater than the indirect attribute sub-bonus of the indirect effective defensive action.

[0153] This encourages the second virtual character to perform as many direct and effective defensive actions as possible during defensive rounds to quickly determine offensive attribute bonuses. It also encourages players to stay online for longer periods to improve their gameplay, thereby increasing average playtime and the number of real-time players. Furthermore, even if the player controlling the second virtual character performs a defensive action that fails to end the first virtual character's attack, the second virtual character will still be rewarded with certain indirect attribute bonuses. This further facilitates the determination of offensive attribute bonuses, encouraging the second virtual character to actively perform target defensive actions during defensive rounds. This not only improves the efficiency of determining offensive attribute bonuses but also enhances the efficiency of game interaction.

[0154] To facilitate the game's progress for both attackers and defenders and encourage active player participation, this application introduces an indirect effective defensive action—a defensive action that fails to end the first virtual character's attack—to gain an offensive attribute bonus during the attack round. This improves the game's interactive efficiency and accelerates the game's progress. However, to further enhance the player's gaming experience and motivate active participation in tasks, thereby increasing the game's pace, this application determines whether to utilize the indirect effective defensive action to determine the offensive attribute bonus gained by the second virtual character by detecting whether the second virtual character triggers a target game event.

[0155] In one specific embodiment, step S102 includes:

[0156] Step S1021: Determine whether the second virtual character triggers the target game event.

[0157] The target game event includes one of the following:

[0158] d1. The second virtual character achieves a preset achievement outside of or during the current game.

[0159] For example, if it is determined that the second virtual character has achieved a preset achievement during the "out-of-game development" process or the "in-game match," such as obtaining an out-of-game development badge or an in-game match badge, specifically, the badge acquisition methods include at least exchanging player fragments and drawing from supply boxes. The reward for the second virtual character achieving the preset achievement could be "the offensive attribute bonus obtained by determining the second virtual character through indirect effective defensive actions," thereby motivating players both outside and during the game, accelerating the game pace, and thus improving the game interaction efficiency per unit of time.

[0160] d2. The second virtual character completed the designated game task in this game.

[0161] Here, completing designated game tasks unlocks "the offensive attribute bonus obtained by determining the second virtual character through indirect effective defensive actions," thereby encouraging players to actively complete designated game tasks, improving game interaction efficiency per unit of time, and thus improving server resource utilization.

[0162] d3. The second virtual character obtained a specific virtual item during this game.

[0163] Here, obtaining specific virtual items can also unlock "the offensive attribute bonus obtained by determining the second virtual character through indirect effective defensive actions", thereby encouraging players to actively perform game tasks to obtain specific virtual items, improving the efficiency of game interaction per unit of time, and thus improving the resource utilization of the server.

[0164] d4. The second virtual character's accumulated score in this game reaches the preset score threshold.

[0165] Here, when the score accumulated by the second virtual character in this game reaches the preset score line, the "offensive attribute bonus obtained by the second virtual character by using indirect effective defensive behavior" can be used as an additional reward. This is conducive to encouraging players to actively participate in offensive and defensive battles in order to reach the preset score line as soon as possible, thereby achieving the goal of gaining an advantage in this game as soon as possible and accelerating the game pace.

[0166] This application embodiment sets the aforementioned target game event to trigger whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character. This is conducive to mobilizing the enthusiasm of players to actively participate, further improving the game pace, not only improving the player's game experience, but also improving the efficiency of game interaction, thereby improving the resource utilization of the server.

[0167] Step S1022: If so, determine the offensive attribute bonus obtained by the second virtual character based on indirect effective defensive behavior and direct effective defensive behavior.

[0168] Specifically, if the second virtual character triggers the target game event, the offensive attribute bonus obtained by the second virtual character is determined based on the indirect effective defensive behavior and the direct effective defensive behavior.

[0169] Among them, the offensive attribute bonus obtained by the second virtual character is determined based on the number of indirect actions completed in indirect effective defensive actions and the number of direct actions completed in direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed.

[0170] Alternatively, the offensive attribute bonus obtained by the second virtual character can be determined based on the indirect attribute sub-bonus of indirect effective defensive behavior and the direct attribute sub-bonus of direct effective defensive behavior; wherein, the direct attribute sub-bonus of direct effective defensive behavior is greater than the indirect attribute sub-bonus of indirect effective defensive behavior.

[0171] The specific implementation of determining the offensive attribute bonus obtained by the second virtual character based on indirect and direct effective defensive actions in step S1022 can be found in the descriptions of steps S102d and S102c, and will not be repeated here.

[0172] Step S1023: Otherwise, based on the direct and effective defensive actions, determine the offensive attribute bonus obtained by the second virtual character.

[0173] Specifically, if the second virtual character does not trigger the target game event, the offensive attribute bonus obtained by the second virtual character is determined based on the direct and effective defensive behavior.

[0174] Specifically, the offensive attribute bonus obtained by the second virtual character is determined based on the number of times the direct and effective defensive actions are completed, and the offensive attribute bonus is positively correlated with the number of times the direct actions are completed.

[0175] This helps the second virtual character to actively perform target defensive actions during defensive rounds, which not only improves the accuracy of offensive attribute bonuses but also enhances game interaction efficiency.

[0176] Alternatively, accumulate the direct attribute sub-bonus of each directly effective defensive action to determine the offensive attribute bonus obtained by the second virtual character.

[0177] The embodiments of this application can encourage the second virtual character to complete direct and effective defensive actions as much as possible during the defensive round in order to obtain offensive attribute bonuses as soon as possible, and encourage players to stay online for as long as possible to improve their game operation level, thereby increasing the average game time per player and increasing the number of real-time players.

[0178] This application embodiment determines whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character by detecting whether the second virtual character triggers the target game event. This is beneficial to improving the player's game experience, and can further improve the game pace, thereby improving the server's resource utilization.

[0179] To further describe the positive effect of the offensive attribute bonus gained by the second virtual character during a defensive round on offensive skills during the second virtual character's offensive round, the information processing method provided in this application embodiment further includes:

[0180] Step 103: In response to the attack interaction command issued to the second virtual character, control the second virtual character to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus.

[0181] Offensive interaction commands are instructions issued by players through their terminal devices, representing commands that control a second virtual character to execute the corresponding offensive skills. For example, in a basketball game, offensive interaction commands include, but are not limited to, passing and receiving commands, shooting commands, dribbling commands, ball-handling breakthrough commands, offensive rebounding commands, and positioning commands. Furthermore, offensive skills include, but are not limited to, passing and receiving, shooting, dribbling, ball-handling breakthroughs, offensive rebounding, and positioning.

[0182] The input forms of offensive interaction commands include, but are not limited to: offensive interaction commands generated by triggering offensive interaction controls, offensive interaction voice input commands, and offensive interaction commands generated by sliding operations along a specific sliding trajectory.

[0183] In one alternative embodiment, an offensive interaction control is displayed on a graphical user interface, the offensive interaction control having the function of controlling a virtual character that manipulates a virtual sphere to perform offensive interactive skills.

[0184] Here, offensive interaction controls represent pre-set skill controls in the game system, which are displayed on the graphical user interface at the start of the game. Specifically, by sending a trigger operation to the offensive interaction control through the terminal device, the second virtual character can be controlled to execute the offensive skill corresponding to the offensive interaction control in the virtual scene. Trigger operations can include, but are not limited to, swipe operations, click operations, and long press operations. These trigger operations can be implemented by the player touching the graphical user interface of the terminal device with their finger, or by mouse or keyboard input. For example, in a basketball game, offensive interaction controls include, but are not limited to, passing and receiving controls, shooting controls, dribbling controls, ball-handling and breakthrough controls, offensive rebounding controls, and movement controls.

[0185] This embodiment of the application allows for control of a second virtual character to execute attack skills corresponding to the triggered operation by sending touch operations to the attack interaction control. The operation is simple, reducing the learning curve for players and facilitating the execution of attack skills by the second virtual character controlled by the target player during the game, thus improving game operation efficiency.

[0186] Optionally, the target offensive skill represents an offensive skill whose offensive attribute has been enhanced based on the offensive attribute bonus. That is, the second virtual character gains an offensive attribute bonus by performing effective defensive actions during the defensive round, and this offensive attribute bonus is used to enhance the offensive attribute of the second virtual character's offensive skill during the offensive round or enhance the offensive attribute of the third virtual character's offensive skill during the offensive round.

[0187] Optionally, the type of offensive skill will affect the specific offensive attributes that the offensive attribute bonus will improve. For example, for shooting offensive skills, the offensive attribute bonus will improve shooting accuracy and resistance to interference, among other offensive attributes; for passing offensive skills, the offensive attribute bonus will improve passing distance and passing success rate, among other offensive attributes.

[0188] The embodiments of this application can achieve the goal of accumulating effective defensive actions completed in the defensive round to enhance offensive capabilities in the offensive round, which helps to improve game interaction efficiency and thus improve server resource utilization.

[0189] The following example illustrates offensive skills as shooting and passing skills:

[0190] Firstly, step 103 specifically includes:

[0191] Step 103a: In response to the projection attack interaction command issued to the second virtual character, control the second virtual character to execute the projection attack skill corresponding to the projection attack interaction command based on the attack attribute bonus.

[0192] Specifically, when the attack interaction command is a projection attack interaction command, the second virtual character can be controlled to obtain a projection attack skill with enhanced attack attributes based on the attack attribute bonus, and then the second virtual character can be controlled to execute the projection attack skill with enhanced attack attributes according to the projection attack interaction command.

[0193] For example, offensive attributes of a projectile attack skill are enhanced based on offensive attribute bonuses. These offensive attributes include projectile accuracy and interference resistance. Projectile accuracy represents the success rate of the second virtual character triggering a scoring event when executing the second projectile attack skill corresponding to the second projectile control. Interference resistance represents the range within which the second virtual character is not interfered with when executing the first projectile attack skill corresponding to the first projectile control.

[0194] The embodiments of this application can enable effective defensive actions completed in the defensive round to achieve the purpose of increasing the shooting accuracy and anti-interference ability of shooting offensive skills in the offensive round, which helps to improve the efficiency of game interaction, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0195] In a first optional embodiment, a first projection control is displayed on a graphical user interface. The first projection attack skill corresponding to the first projection control represents a virtual skill that controls a second virtual character to project a virtual ball onto a virtual frame with a projection hit rate greater than a preset hit rate threshold. The first projection attack skill is obtained based on virtual resources.

[0196] Additionally, a second projection control can be displayed on the graphical user interface. The second projection attack skill corresponding to the second projection control represents a virtual skill that controls the second virtual character to project the virtual ball to the virtual frame at a projection hit rate corresponding to a preset hit rate threshold.

[0197] It's important to emphasize that the first projection control's corresponding first projection attack skill has enhanced projection attributes. In one scenario, the first projection control's inherent first projection attack skill is inherently stronger than the second projection control's corresponding second projection attack skill; for example, the first projection control's inherent first projection attack skill has a higher projection hit rate than the second projection control's second projection attack skill. In another scenario, the first projection control's corresponding first projection attack skill is enhanced through the accumulation of virtual resources. In this case, at the start of the game, the first projection control's first projection attack skill has the same projection hit rate as the second projection control's second projection attack skill. As virtual resources accumulate during the game, the first projection control's first projection attack skill gradually surpasses the second projection control's second projection attack skill's projection hit rate.

[0198] Given that the first projection control is displayed on the graphical user interface, step 103a specifically includes:

[0199] Step 103a1: In response to the trigger operation on the first projection control, control the second virtual character to execute the first projection attack skill corresponding to the first projection control based on the first attack attribute bonus.

[0200] Among them, the first offensive attribute bonus includes an anti-interference bonus, which represents the bonus to the effective defensive behavior of the second virtual character in virtual defense against interference range, and the anti-interference range represents the range within which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

[0201] In step 103a1, since the first projection attack skill corresponding to the first projection control has been enhanced with the attack attribute of projection hit rate, in order to ensure the fairness and balance of the game, the first attack attribute bonus is used separately to improve the anti-interference ability of the first projection attack skill.

[0202] For example, for each additional layer of the first offensive attribute bonus, the anti-interference capability of the first projectile offensive skill increases by a preset percentage. For instance, adding one layer to the first offensive attribute bonus increases the range of the second virtual character's uninterrupted movement when executing the first projectile offensive skill corresponding to the first projectile control by 2%; adding two layers increases the range by 4%, and so on, until the first offensive attribute bonus reaches the maximum preset range, at which point it no longer increases the offensive attribute of the second virtual character when executing the first projectile offensive skill corresponding to the first projectile control.

[0203] Based on the already improved first projectile attack skill, this application embodiment can flexibly enhance other offensive attributes of the first projectile attack skill, such as anti-interference ability, according to the offensive attribute bonus obtained by the second virtual character in the defensive round. This can further improve the efficiency of game interaction, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0204] In one optional embodiment, a first passing control is displayed on the graphical user interface. The first passing control corresponds to a first passing offensive skill that controls a second virtual character to pass a virtual ball to a third virtual character. In this case, during the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on a first offensive attribute bonus, the first passing control is adjusted to the second passing control; the passing success rate of the second passing offensive skill corresponding to the second passing control is greater than the passing success rate of the first passing offensive skill corresponding to the first passing control, and the passing distance of the second passing offensive skill is greater than the passing distance of the first passing offensive skill; in response to a trigger operation on the second passing control, the second virtual character is controlled to execute the second passing offensive skill corresponding to the second passing control.

[0205] Here, before controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, a first passing control is displayed on the graphical user interface. After controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, the first passing control is adjusted to the second passing control in real time. Specifically, the passing success rate of the second passing offensive skill corresponding to the second passing control is greater than the passing success rate of the first passing offensive skill corresponding to the first passing control, and the passing distance of the second passing offensive skill is greater than the passing distance of the first passing offensive skill. In other words, during the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, the passing control receives an offensive attribute boost and is directly adjusted from the first passing control to the second passing control.

[0206] In response to a trigger action on the second pass control, the system controls the second virtual character to execute the second pass offensive skill corresponding to the second pass control. Afterward, the second pass control is switched back to the first pass control. In other words, after controlling the second virtual character to execute the second pass offensive skill corresponding to the second pass control, the offensive attribute bonus is cleared, thereby clearing the anti-interference ability improved by the first shooting offensive skill, and the second pass control is switched back to the first pass control.

[0207] This application embodiment enhances the anti-interference capability of the first shooting offensive skill by adding offensive attributes. In the process of executing the first shooting offensive skill with enhanced anti-interference capability, the passing success rate and passing distance of the passing offensive skill are further improved. This process can speed up the duel between virtual characters of different camps, help to speed up the game process, improve the game interaction efficiency per unit time, and thus improve the resource utilization of the server.

[0208] Furthermore, in this embodiment, the first pass control can be adjusted to the second pass control only after the first shooting offensive skill with enhanced anti-interference capability is executed. This reduces the area occupied by the control while improving the convenience of interaction. Moreover, the display of the second pass control is associated with and interacts with the offensive attribute bonus, which increases the diversity of the pass control display and the interactivity with the second virtual character. It can also intuitively display the second pass control during the execution of the first shooting offensive skill with enhanced anti-interference capability, so that players can know in time the pass skills that can be executed and pass the virtual ball with improved pass success rate and pass distance based on the newly displayed second pass control, which helps to improve the efficiency of game interaction.

[0209] Furthermore, the embodiments of this application also include: in response to a trigger operation on the second pass control, controlling the addition of a second virtual resource to the third virtual character, wherein the second virtual resource is used to acquire the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus.

[0210] Here, the second virtual resource can be used to acquire special skills in the game, such as burst shooting skills or burst passing skills. In this embodiment, the first shooting offensive skill is a special shooting offensive skill that improves shooting accuracy, so the second virtual resource can be used to acquire the first shooting offensive skill. For example, when the second virtual resource reaches a preset resource threshold, the first shooting control is in an active state. At this time, clicking the first shooting control can control the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control. Afterward, the first shooting control is in a claiming state. Only after the cooldown time ends and the accumulated second virtual resource reaches the preset resource threshold again can the first shooting control be controlled to re-enter the active state for the player to continue using.

[0211] Therefore, after the second virtual character passes the virtual ball to the third virtual character, in order to further demonstrate that the second pass offensive skill corresponding to the second pass control has been enhanced in offensive attributes, the second virtual character can be controlled to pass the virtual ball to the third virtual character, thereby increasing the second virtual resource for the third virtual character. This helps the third virtual character to accumulate the second virtual resource as quickly as possible to unlock the first shooting offensive skill.

[0212] The second virtual resource is positively correlated with the first offensive attribute bonus. In other words, the higher the first offensive attribute bonus, the more second virtual resources the second virtual character gains when passing the virtual sphere to the third virtual character. For example, in a real game, when the first offensive attribute bonus is at level one, the second virtual character gains 100 points of second virtual resources after passing the virtual sphere to the third virtual character; when the first offensive attribute bonus is at level two, the second virtual character gains 200 points of second virtual resources, and so on.

[0213] In this embodiment, during the execution of the first shooting attack skill by the second virtual character, after the second virtual character passes the virtual ball to the third virtual character via the second passing control, a second virtual resource can be added to the third virtual character. This added second virtual resource can then be used to acquire the first shooting attack skill. This process creates a close connection and interaction between the first shooting attack skill, the second passing attack skill corresponding to the second passing control, and the second virtual resource. Furthermore, the added second virtual resource can increase the accumulation speed of the first shooting attack skill, thus improving game interaction efficiency.

[0214] In order to enable virtual characters in different factions to observe in time that the second virtual character passes the virtual ball to the third virtual character, thereby advancing the game process, in the process of controlling the second virtual character to execute the second pass attack skill corresponding to the second pass control, a first reminder icon is displayed at the first preset position of the virtual ball in the graphical user interface and a second reminder icon is displayed at the second preset position of the third virtual character.

[0215] The first reminder icon is used to indicate that the virtual sphere is being passed on, and the second reminder icon is used to indicate to the third virtual character who received the virtual sphere from the second virtual character.

[0216] Specifically, the first reminder icon moves with the virtual sphere in the virtual scene, such as when the first reminder icon is placed on the virtual sphere. The second reminder icon moves with the third virtual character in the virtual scene, such as when the second reminder icon is placed on the body of the third virtual character. Optionally, the first and second reminder icons can be displayed in different ways, such as using different special effects. For example, the virtual sphere can be equipped with a first charging effect, and the third virtual character can be equipped with a second charging effect.

[0217] For example, such as Figures 2 to 7As shown, during the process of controlling the second virtual character 201 to execute the first shooting attack skill corresponding to the first shooting control based on the first offensive attribute bonus, the second virtual character 201 is also controlled to execute the second passing attack skill corresponding to the second passing control. At this time, both the virtual sphere 202 and the third virtual character 203 are equipped with charging effects on the graphical user interface 200. When the first offensive attribute bonus corresponds to one layer, the attribute bonus progress bar 204 fills a filling area. During the process of the second virtual character 201 controlling the virtual sphere 202 to pass to the third virtual character 203, the virtual sphere 202 will be equipped with one layer of the first charging effect (such as...). Figure 2 As shown), when the third virtual character 203 receives the virtual sphere 202, the third virtual character 203 will be equipped with a second charging effect (such as...). Figure 3 (as shown); and so on, when the first offensive attribute bonus corresponds to the second layer, the attribute bonus progress bar 204 fills both filling areas. During the process of the second virtual character 201 controlling the virtual sphere 202 to pass to the third virtual character 203, the virtual sphere 202 will be equipped with the second layer's first charging effect (as shown). Figure 4 As shown), when the third virtual character 203 receives the virtual sphere 202, the third virtual character 203 will be equipped with a second-layer second charging effect (such as...). Figure 5 (As shown); When the first offensive attribute bonus corresponds to three layers, the attribute bonus progress bar 204 fills the three filling areas. During the process of the second virtual character 201 controlling the virtual sphere 202 to transfer to the third virtual character 203, the virtual sphere 202 will be equipped with three layers of the first charging effect (as shown). Figure 6 As shown), when the third virtual character 203 receives the virtual sphere 202, the third virtual character 203 will be equipped with three layers of second charging effects (such as...). Figure 7 As shown in the figure); the first charging effect can be represented as adding multiple layers of halo around the virtual sphere 202 (represented by multiple superimposed dashed lines in the figure), and the second charging effect can be represented as adding multiple layers of halo around the body of the third virtual character 203 (represented by gradually thickening dashed lines in the figure).

[0218] This application embodiment displays a first reminder icon at a first preset position of the virtual sphere and a second reminder icon at a second preset position of the third virtual character in the graphical user interface. The first and second reminder icons remind the player that the current virtual sphere is being transferred to the third virtual character. This helps both sides to quickly know the transfer status of the virtual sphere, thereby enabling them to make strategic deployments as soon as possible. It also helps players to grasp the game situation in a timely and accurate manner, improves the efficiency of game interaction, and ultimately improves the resource utilization of the game server.

[0219] Furthermore, in the process of controlling the addition of a second virtual resource to a third virtual character, in response to the increase in the first offensive attribute bonus, the control updates the resource addition manifestation corresponding to the second virtual resource.

[0220] For example, a teammate can be given a third virtual resource through the second pass offensive skill. Since the second virtual resource is positively correlated with the first offensive attribute bonus, the resource increase of the second virtual resource added to the third virtual character will also be different when the first offensive attribute bonus is different.

[0221] For example, in a real game, when the first offensive attribute bonus is at level one, the second virtual character can increase the third virtual character's second virtual resource by 100 points after passing the virtual sphere to the third virtual character. At this time, the resource added to the third virtual character will have a special effect. When the first offensive attribute bonus is at level two, the second virtual character can increase the third virtual character's second virtual resource by 200 points after passing the virtual sphere to the third virtual character. At this time, the resource added to the third virtual character will have a stronger special effect, so that the special effect will be different depending on the amount of second virtual resource added to the third virtual character.

[0222] This application embodiment, by controlling the resource increase presentation of the updated second virtual resource, helps players to know the status of the second virtual resource accumulated by the third virtual character in a timely manner, making it easier for players to view and helping to improve the efficiency of game interaction.

[0223] In this embodiment of the application, in order to reward the second virtual character for the maximum value of the offensive attribute bonus obtained based on the effective defensive behavior, the offensive attribute of the second virtual character's first projecting offensive skill in the offensive round is given an additional buff effect, which helps to improve the efficiency of game interaction.

[0224] In one specific embodiment, in response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projectile attack skill executed by the second virtual character is adjusted to the first preset anti-interference bonus threshold, and a first additional benefit effect is obtained. The first additional benefit effect indicates that the second virtual character can execute the first projectile attack skill regardless of the interference of any virtual character in the faction to which the first virtual character belongs.

[0225] In other words, when the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projectile offensive skill executed by the second virtual character reaches the maximum value (first preset anti-interference bonus threshold), and accordingly, the second virtual character's offensive skill is given a first additional buff effect.

[0226] Specifically, the first additional benefit effect indicates that the second virtual character can ignore the interference of any virtual character in the faction to which the first virtual character belongs and execute the first projectile attack skill. That is, when the first attack attribute bonus reaches the maximum value of the preset attack attribute bonus range, the increased first additional benefit effect can increase the probability of the player winning in the virtual scene, thereby encouraging the player to actively defend in the defensive round, thereby reducing the game match time, reducing the power consumption of the terminal device, and reducing the performance overhead of the game server.

[0227] In this embodiment of the application, in order to further motivate players to perform virtual defense in the defense round and improve the efficiency of game interaction, the first offensive attribute bonus obtained by the second virtual character can be cleared after the first offensive attribute bonus is cleared.

[0228] Specifically, in response to the triggering of the condition for clearing the first offensive attribute bonus, the first offensive attribute bonus obtained by the second virtual character is cleared;

[0229] The conditions for clearing the first offensive attribute bonus include any one of the following:

[0230] (1) Control the second virtual character to execute the second pass attack skill corresponding to the second pass control.

[0231] Here, during the process of controlling the second virtual character to execute the first shooting attack skill corresponding to the first shooting control based on the first attack attribute bonus, the second passing attack skill corresponding to the second passing control is enhanced in attack attribute. In this embodiment, it is set that as long as the second passing attack skill with enhanced attack attribute is released, the first attack attribute bonus obtained by the second virtual character is cleared.

[0232] (2) When the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, control the second virtual character to release the first projecting offensive skill corresponding to the first projecting control, and the first projecting offensive skill triggers a scoring event.

[0233] Here, when the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the first projectile offensive skill triggers a scoring event, thus clearing the first offensive attribute bonus obtained by the second virtual character.

[0234] In this embodiment, a first offensive attribute bonus clearing condition is set. When the second virtual character triggers the first offensive attribute bonus clearing condition, the first offensive attribute bonus obtained by the second virtual character is cleared. This can increase the player's enthusiasm for performing virtual defense in the defense round, enhance the game's playability, and further improve the player's interactivity and game interaction efficiency in the game. Since the first offensive attribute bonus obtained by the second virtual character is cleared in time, the required storage resources can be reduced, and the utilization rate of network resources and storage space can be improved.

[0235] In a second alternative embodiment, a second projection control is displayed on a graphical user interface, and the second projection attack skill corresponding to the second projection control represents a virtual skill that controls the second virtual character to project a virtual ball onto a virtual sphere.

[0236] It's important to emphasize here that the second projection control is one that hasn't undergone any offensive attribute enhancements. Before any offensive attribute bonuses are synthesized, the second projection control's corresponding second projection offensive skill represents a virtual skill that controls the second virtual character to project a virtual ball onto a virtual hoop at a preset hit rate threshold. This preset hit rate threshold is a value derived from extensive historical game data or a value set at the game's factory defaults.

[0237] When a second projection control is displayed on the graphical user interface, step 103a specifically includes:

[0238] Step 103a2: In response to the trigger operation on the second projection control, control the second virtual character to execute the second projection attack skill corresponding to the second projection control based on the second attack attribute bonus;

[0239] The second offensive attribute bonus includes a shooting accuracy bonus and an anti-interference bonus. The shooting accuracy bonus represents the bonus to the shooting accuracy of the effective defensive actions completed by the second virtual character in virtual defense. The shooting accuracy represents the success rate of the second virtual character in triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control. The anti-interference bonus represents the bonus to the anti-interference range of the effective defensive actions completed by the second virtual character in virtual defense. The anti-interference range represents the range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control.

[0240] In step 103a2, since the second projection attack skill corresponding to the second projection control has not improved its attack attribute before the second virtual character obtains the attack attribute bonus, in order to ensure the positive effect of the attack attribute bonus on the attack attribute improvement of the second projection attack skill, the second attack attribute bonus is controlled to improve the projection hit rate and anti-interference ability of the second projection attack skill.

[0241] For example, with each additional layer of the second offensive attribute bonus, the projectile hit rate and anti-interference ability of the second projectile offensive skill are increased by a preset percentage. For instance, adding one layer of the second offensive attribute bonus increases the projectile hit rate of the second virtual character when executing the second projectile offensive skill corresponding to the second projectile control by 3% and the uninterrupted range by 2%; adding two layers increases the projectile hit rate of the second virtual character when executing the second projectile offensive skill corresponding to the second projectile control by 6% and the uninterrupted range by 4%, and so on, until the second offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, at which point it no longer increases the offensive attributes of the second virtual character when executing the second projectile offensive skill corresponding to the second projectile control.

[0242] This application embodiment can enhance the offensive attributes of the second shooting skill in multiple dimensions, such as shooting accuracy and anti-interference ability, based on the offensive attribute bonus obtained by the second virtual character in the effective defensive behavior completed in the defensive round; it can improve the efficiency of game interaction, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0243] In this embodiment of the application, in order to reward the second virtual character for the maximum value of the offensive attribute bonus obtained by the second virtual character based on the completed effective defensive behavior, the offensive attribute of the second projectile offensive skill of the second virtual character is increased by adding an extra buff effect or significantly improving the offensive attribute of the second projectile offensive skill in the offensive round, which helps to improve the efficiency of game interaction.

[0244] In one specific embodiment, in response to the offensive attribute bonus reaching the maximum value of a preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to a first preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to a second preset anti-interference bonus threshold, and a second additional benefit effect is obtained; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is within a preset distance range, and the second additional benefit effect indicates that the second virtual character can execute the second projectile offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs;

[0245] In another specific embodiment, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, when the second projectile offensive skill is executed, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

[0246] In other words, when the second offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, if the distance between the second virtual character and the virtual ball hoop's vertical projection position on the virtual scene's horizontal plane when executing the second shooting offensive skill is within the preset distance range, then the shooting accuracy bonus and anti-interference bonus corresponding to the second shooting offensive skill executed by the second virtual character will both reach their maximum values. Correspondingly, a second additional benefit effect will be added to the second virtual character's second shooting offensive skill. If the distance between the second virtual character and the virtual ball hoop's vertical projection position on the virtual scene's horizontal plane when executing the second shooting offensive skill is outside the preset distance range, then the anti-interference bonus corresponding to the second shooting offensive skill executed by the second virtual character will reach its maximum value, and the corresponding shooting accuracy bonus will be further enhanced on the basis of reaching its maximum value. For example, the shooting accuracy bonus will be further enhanced by a certain percentage on the basis of reaching its maximum value, such as 10% on the basis of reaching its maximum value.

[0247] This application embodiment can increase the probability of players winning in virtual scenarios by adding a second additional benefit effect or significantly improving offensive attributes, thereby encouraging players to actively defend in defensive rounds, thereby reducing game duration, reducing power consumption of terminal devices, and reducing the performance overhead of game servers.

[0248] In this embodiment of the application, in order to further motivate players to perform virtual defense in the defense round and improve the efficiency of game interaction, the second offensive attribute bonus obtained by the second virtual character can be cleared after the condition for clearing the second offensive attribute bonus is triggered.

[0249] In one specific embodiment, in response to the triggering of the second offensive attribute bonus clearing condition, the second offensive attribute bonus obtained by the second virtual character is cleared;

[0250] The conditions for clearing the second offensive attribute bonus include any one of the following:

[0251] (1) The second virtual character is controlled to execute the second shooting attack skill to trigger a scoring event. When the second shooting attack skill is executed, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range.

[0252] (2) Under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second projection attack skill executed by the second virtual character triggers a scoring event. The distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projection attack skill is within a preset distance range. The interference area represents the area range in which the success rate of the second projection attack skill triggering a scoring event is reduced due to the interference of any virtual character in the camp to which the first virtual character belongs to the second virtual character's second projection attack skill.

[0253] In this embodiment, a condition for clearing the second offensive attribute bonus is set. When the second virtual character triggers the condition for clearing the second offensive attribute bonus, the second offensive attribute bonus obtained by the second virtual character is cleared. This can increase the player's enthusiasm for performing virtual defense in the defense round, enhance the game's playability, and further improve the player's interactivity and game interaction efficiency in the game. Since the second offensive attribute bonus obtained by the second virtual character is cleared in time, the required storage resources can be reduced, and the utilization rate of network resources and storage space can be improved.

[0254] Secondly, step 103 specifically includes:

[0255] Step 103b: In response to the pass attack interaction command issued to the second virtual character, add an attack attribute bonus to the third virtual character affected by the pass attack interaction command, so that the third virtual character can obtain an attack attribute boost based on the attack attribute bonus when performing the shooting attack skill.

[0256] Specifically, when the offensive interaction command is a pass offensive interaction command, the second virtual character can be controlled to perform a pass offensive skill with improved offensive attributes based on offensive attribute bonuses. These offensive attributes include passing distance and passing success rate. Furthermore, when the second virtual character passes the virtual ball to the third virtual character, the third virtual character will also receive an offensive attribute bonus, thus improving their offensive attributes when performing shooting offensive skills, such as a short-term increase in shooting accuracy.

[0257] For example, a first pass control is displayed on the graphical user interface. The first pass skill corresponding to the first pass control represents controlling the second virtual character to pass a virtual ball to the third virtual character. Specifically, in response to a trigger operation on the first pass control, an offensive attribute bonus of a shooting offensive skill is added to the third virtual character. The third virtual character represents the virtual character that receives the virtual ball passed by the second virtual character.

[0258] In this embodiment of the application, while passing a virtual ball via a pass-and-attack interaction command, an offensive attribute bonus is added to a third virtual character who receives the virtual ball passed by a second virtual character. This allows the third virtual character to gain an offensive attribute boost based on the offensive attribute bonus when performing a shooting offensive skill.

[0259] In this way, before the offensive attribute bonus is cleared, the offensive attribute bonus can move with the virtual ball. That is, the friendly virtual character who gains possession of the ball will also gain the offensive attribute bonus accordingly, which helps to improve the efficiency of game interaction, speed up the game process, and improve the utilization rate of server resources while saving server resources.

[0260] In an optional embodiment, step 103 further includes: in response to a pass-and-attack interaction command issued to the second virtual character, controlling the third virtual character acting on the pass-and-attack interaction command to add a first virtual resource.

[0261] Here, the first virtual resource can be used to acquire special skills in the game, such as burst shooting skills or burst passing skills; the first virtual resource can also be used to improve the offensive attributes of burst shooting skills or burst passing skills. For example, every time the first virtual resource accumulates to a preset resource threshold, the burst shooting skill or burst passing skill can gain a growth, thereby improving the offensive attributes of the burst shooting skill or burst passing skill.

[0262] This application embodiment can control the second virtual character to pass the virtual sphere to the third virtual character, and then add the first virtual resource to the third virtual character. This helps the third virtual character to accumulate the first virtual resource as soon as possible to unlock special skills in the game or upgrade special skills in the game.

[0263] Among these, the first virtual resource is positively correlated with the attack attribute bonus. That is, the higher the attack attribute bonus, the more first virtual resources the second virtual character gains when transferring a virtual sphere to the third virtual character. For example, in a real game, when the attack attribute bonus is at level one, the second virtual character transferring a virtual sphere to the third virtual character will gain 100 points of first virtual resources; when the attack attribute bonus is at level two, the second virtual character transferring a virtual sphere to the third virtual character will gain 200 points of first virtual resources, and so on.

[0264] In this embodiment of the application, during the process of the second virtual character executing the pass attack interaction command, after the second virtual character passes the virtual ball to the third virtual character, the first virtual resource can continue to be added to the third virtual character. The added first virtual resource can continue to be used to unlock special skills in the game or to upgrade special skills in the game. In this way, the added first virtual resource can increase the accumulation speed of special skills. This process helps to improve the efficiency of game interaction and thus promote the game progress.

[0265] To enable both attackers and defenders to view their accumulated offensive attribute bonuses in a timely manner, continuous visual prompts can be set on the graphical user interface. These visual prompts will promptly remind players of the offensive attribute bonuses they have gained, making them intuitive and clear. This will help players make a general prediction of the offensive skills they will execute, which will not only improve the player's gaming experience but also further accelerate the game's pace.

[0266] Based on the above concept, the information processing method provided in this application adopts the following technical means:

[0267] In the first embodiment, an attribute enhancement progress bar is displayed in a graphical user interface, and the attribute enhancement progress bar includes multiple areas to be filled.

[0268] In this embodiment, an attribute bonus progress bar is introduced to demonstrate the accumulation of offensive attribute bonuses gained by the second virtual character. Optionally, the progress of the attribute bonus progress bar is positively correlated with the offensive attribute bonus gained by the second virtual character. Specifically, when the attribute bonus progress bar reaches its maximum value, the offensive attribute bonus gained by the second virtual character reaches its upper limit. After reaching the upper limit, the offensive attribute bonus no longer changes with the number of effective defensive actions performed by the second virtual character in defensive rounds.

[0269] like Figure 8As shown, at the start of this game, if the second virtual character 201 is in a defensive turn (i.e., the first virtual character 205 holds the virtual sphere 202), then preparations can begin to record the offensive attribute bonus of the second virtual character 201, and at the same time, the attribute bonus progress bar 204 is displayed on the graphical user interface 200. The current progress of the attribute bonus progress bar 204 is 0.

[0270] For example, such as Figure 8 As shown, the attribute bonus progress bar 204 can be an arc-shaped progress bar displayed with the location of the second virtual character 201 as the center, and it moves with the second virtual character 201 in the virtual scene to ensure that the display position of the attribute bonus progress bar 204 relative to the second virtual character 201 remains unchanged.

[0271] Optionally, the attribute bonus display progress bar shows multiple areas to be filled. The areas to be filled represent the current offensive attribute bonus that can be accumulated. Once the offensive attribute bonus is determined, the attribute bonus progress bar needs to be filled to indicate to the player that they have obtained the offensive attribute bonus.

[0272] For example, the preset attack attribute bonus range includes multiple consecutive preset attack attribute bonus sub-ranges. In response to the attack attribute bonus changing from the previous preset attack attribute bonus sub-range to the next preset attack attribute bonus sub-range, the control adjusts the attribute bonus progress bar from filling one area to filling another area.

[0273] This application embodiment introduces an attribute bonus progress bar, which can intuitively and clearly display the changes in the offensive attribute bonus obtained by the second virtual character, making it easier for players to view and helping to improve the efficiency of game interaction.

[0274] Furthermore, embodiments of this application also include: in response to the increase in offensive attribute bonus, updating the fill area of ​​multiple unfilled areas of the attribute bonus progress bar, and displaying attribute bonus update prompt information in the graphical user interface.

[0275] Specifically, after determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions completed by the second virtual character in virtual defense, the unfilled area in the attribute bonus progress bar is partially filled. At the same time, an attribute bonus update prompt message is displayed in the graphical user interface to indicate the current accumulation status of the offensive attribute bonus for the player.

[0276] Generally, once the second virtual character enters the game, it can start accumulating offensive attribute bonuses from 0. As the offensive attribute bonuses increase, the filling area of ​​multiple unfilled areas of the attribute bonus progress bar is continuously updated.

[0277] Optionally, the attribute bonus update notification can be displayed as text information in the graphical user interface, such as "The second virtual character has currently accumulated one layer of attack attribute bonus"; or it can be displayed as a momentary effect around the second virtual character to indicate that the attack attribute bonus has been accumulated; or it can be highlighted after the second virtual character has accumulated one layer of attack attribute bonus.

[0278] Furthermore, the embodiments of this application also include: when the attack attribute bonus reaches the maximum value of the preset attack attribute bonus range, the filling area of ​​the multiple unfilled areas of the attribute bonus progress bar reaches the maximum, as shown in the figure, and an attribute bonus update prompt message is displayed in the graphical user interface, and a prompt icon indicating that the attack attribute bonus has reached the maximum value of the preset attack attribute bonus range is displayed at the third preset position of the second virtual character.

[0279] For example, when determining the offensive attribute bonus obtained by the second virtual character based on the number of effective defensive actions completed in virtual defense, one layer of offensive attribute bonus is accumulated for each detected effective defensive action. Optionally, the preset range of offensive attribute bonuses can be set to three layers, so that after three effective defensive actions are detected, the attribute bonus progress bar reaches its maximum value (e.g., ...). Figure 7 The attribute bonus progress bar shown (204) will not continue to increase even if a fourth valid defensive action is detected.

[0280] Specifically, when the attack attribute bonus reaches the maximum value of the preset attack attribute bonus range, in addition to the attribute bonus progress bar reaching its full value and displaying an attribute bonus update prompt message in the graphical user interface, an additional prompt icon will also be displayed to highlight that the attack attribute bonus has reached the maximum value of the preset attack attribute bonus range.

[0281] For example, the notification icon is used to indicate that the attack attribute bonus has reached the maximum value of the preset attack attribute bonus range. Optionally, the notification icon can be displayed as a special effect. Optionally, the notification icon is displayed at a third preset position, for example, the third preset position can be the hand of the second virtual character, to prevent interference when the second virtual character performs other attack skills. For example, when the attack attribute bonus reaches the maximum value of the preset attack attribute bonus range, a full-layer permanent special effect will be applied to the hand of the second virtual character.

[0282] This application embodiment uses the progress change of the attribute bonus progress bar to represent the change of offensive attribute bonus. It can intuitively and clearly show the change of offensive attribute bonus obtained by the second virtual character, which is convenient for players to view and helps players predict the success rate when executing certain offensive skills, thereby helping to improve the efficiency of game interaction.

[0283] In the second embodiment, in addition to displaying the attack attribute bonus obtained by the current second virtual character through the attribute bonus progress bar, an attribute bonus prompt control can also be displayed in the graphical user interface to indicate the attack attribute bonus obtained by the current second virtual character.

[0284] Furthermore, based on the offensive attribute bonus, an attribute bonus prompt control is displayed in the graphical user interface, showing the bonus value information corresponding to the offensive attribute bonus.

[0285] Optionally, in order to reduce occlusion of the virtual scene in the graphical user interface, the attribute bonus tooltip control may not be displayed in the graphical user interface all the time. It may only be displayed in the graphical user interface after it has been determined that the second virtual character has obtained the attack attribute bonus.

[0286] For example, such as Figure 9 and Figure 10 As shown, the attribute bonus prompt control 206 can be a circular icon and is displayed in the upper right corner of the graphical user interface 200. At the same time, the bonus value information of the attack attribute bonus obtained by the current second virtual character 201 (e.g., the number of accumulated attack attribute bonuses) is displayed in a preset position of the circular icon (e.g., the lower right corner of the circular icon). For example, during an offensive round (when the second virtual character 201 holds the virtual sphere 202), as the second virtual character 201 attacks with the virtual sphere 202, an attribute bonus progress bar 204 will be displayed at the location of the second virtual character 201 in the graphical user interface 200, and an attribute bonus prompt control 206 will be displayed in the upper right corner of the graphical user interface 200. When the offensive attribute bonus corresponds to level 1, the attribute bonus progress bar 204 fills one fill area, and the bonus value information on the attribute bonus prompt control 206 is 1. Similarly, when the offensive attribute bonus corresponds to level 3, the attribute bonus progress bar 204 fills three fill areas, and the bonus value information on the attribute bonus prompt control 206 is 3. Additionally, during the defensive round (when the first virtual character 205 holds the virtual sphere 202), as the second virtual character 201 accumulates the number of effective defensive actions, the attribute bonus progress bar 204 gradually fills its included areas based on the number of effective defensive actions completed, and updates the bonus value information on the attribute bonus prompt control 206 in the upper right corner of the graphical user interface 200. It should be noted that when the offensive attribute bonus is cleared, the filling progress of multiple unfilled areas of the attribute bonus progress bar 204 is cleared, and the attribute bonus prompt control 206 is also cleared. That is, the display content of the graphical user interface 200 returns to the state it was at the start of the game. Figure 8 As shown.

[0287] In addition to displaying the attribute bonus progress bar, this application embodiment also displays an attribute bonus prompt control carrying bonus value information. This ensures that players can promptly and accurately view the changes in the offensive attribute bonuses obtained by the second virtual character, which helps players predict the success rate when executing certain offensive skills, thereby improving the efficiency of game interaction.

[0288] Specifically, in response to an increase in the offensive attribute bonus, the control updates the bonus value information on the attribute bonus tooltip. Optionally, when the offensive attribute bonus increases, the bonus value information on the attribute bonus tooltip needs to be updated synchronously.

[0289] Furthermore, in response to the clearing of offensive attribute bonuses, the filling progress of multiple unfilled areas of the attribute bonus progress bar is cleared, and the attribute bonus tooltip control is cleared.

[0290] In other words, when the offensive attribute bonus is cleared, the filling progress of multiple unfilled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared. This situation indicates that the current offensive attribute bonus obtained by the second virtual character is 0. It is possible to restart listening to the effective defensive actions completed by the second virtual character in the defensive round, and then restart determining the offensive attribute bonus obtained by the second virtual character in the offensive round based on the effective defensive actions completed by the second virtual character in the defensive round.

[0291] This application embodiment, by clearing the filling progress of multiple unfilled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, allows players to promptly notice that the current offensive attribute bonus has been cleared, which helps players make timely strategic deployments for the next step, thereby improving the efficiency of game interaction.

[0292] For example, taking a basketball game as an example, the above embodiments of this application are illustrated as follows:

[0293] At the start of this game, you can begin recording the attack attribute bonuses of the second virtual character. Simultaneously, an attribute bonus progress bar will be displayed on the graphical user interface. The current progress bar is 0. Figure 8 As shown.

[0294] In the defensive round, first determine whether the second virtual character has triggered the target game event;

[0295] If so, during the defense round, listen for indirect and direct effective defensive actions. When an indirect or direct effective defensive action is detected, determine the offensive attribute bonus gained by the second virtual character based on the number of indirect actions completed and the number of direct actions completed for the indirect effective defensive action, and update the progress of the attribute bonus progress bar displayed on the graphical user interface. If a direct effective defensive action is detected, control the attribute bonus progress bar displayed on the graphical user interface to fill one fill area. If a direct effective defensive action and an indirect effective defensive action are detected, control the attribute bonus progress bar displayed on the graphical user interface to fill two fill areas.

[0296] If not, during the defensive round, only directly effective defensive actions are monitored. When an indirect effective defensive action and / or a directly effective defensive action is detected and triggered, the offensive attribute bonus obtained by the second virtual character can be determined based on the number of times the directly effective defensive action is completed, and the progress of the attribute bonus progress bar displayed on the graphical user interface is updated. If one directly effective defensive action is monitored, the attribute bonus progress bar displayed on the graphical user interface is controlled to fill one fill area. If two directly effective defensive actions are monitored, the attribute bonus progress bar displayed on the graphical user interface is controlled to fill two fill areas.

[0297] During an offensive round, when controlling the second virtual character to execute the first and second projectile attack skills, the corresponding offensive attributes are increased based on the offensive attribute bonus obtained by the second virtual character; among them, the projectile hit rate of the first projectile attack skill is greater than that of the second projectile attack skill.

[0298] When the second virtual character performs the second projectile attack skill, if the second virtual character does not receive an attack attribute bonus, the progress of the attribute bonus progress bar displayed on the graphical user interface will be 0. At this time, the second virtual character's second projectile attack skill will not have any attack attribute improvement.

[0299] When the second virtual character gains an offensive attribute bonus, and the bonus accumulates to 1 or 2 layers, the progress bar for the attribute bonus displayed on the graphical user interface will fill one or two fill areas, which will correspondingly increase the projectile hit rate of the second projectile offensive skill and increase the range of the projectile that is not affected by interference. Among them, the projectile hit rate bonus corresponding to 2 layers of offensive attribute bonus is greater than that corresponding to 1 layer of offensive attribute bonus, and the interference resistance bonus corresponding to 2 layers of offensive attribute bonus is greater than that corresponding to 1 layer of offensive attribute bonus.

[0300] When the second virtual character gains an offensive attribute bonus, and the bonus accumulates to 3 layers (maximum value), the progress bar displayed on the graphical user interface will fill three areas (progress reaches full value), further increasing the projectile hit rate of the second projectile offensive skill and increasing the range of uninterrupted projection. Specifically, the projectile hit rate bonus corresponding to 3 layers of offensive attribute bonus is greater than that corresponding to 2 layers, and the anti-interference bonus corresponding to 3 layers of offensive attribute bonus is greater than that corresponding to 2 layers.

[0301] When the offensive attribute bonus accumulates to 3 layers (maximum value), if the distance between the position of the second virtual character when executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range, the second additional buff effect is obtained. The second additional buff effect indicates that the second virtual character can execute the second projectile attack skill regardless of the interference of any virtual character in the faction to which the first virtual character belongs; or if the distance between the position of the second virtual character when executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, the projectile hit rate of the second projectile attack skill is displayed as increased, wherein the increase in projectile hit rate is greater than the projectile hit rate corresponding to 3 layers of offensive attribute bonus;

[0302] Additionally, if the distance between the position of the second virtual character when executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, controlling the second virtual character to execute the second projectile attack skill will trigger a scoring event; or if the distance between the position of the second virtual character when executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within the preset distance range, and if any virtual character from the camp to which the first virtual character belongs is present in the interference area, controlling the second virtual character to execute the second projectile attack skill will trigger a scoring event, which will clear the offensive attribute bonus obtained by the second virtual character and clear the progress of the attribute bonus progress bar displayed on the graphical user interface.

[0303] When the second virtual character performs the first projectile attack skill, if the second virtual character does not receive an attack attribute bonus, the progress of the attribute bonus progress bar displayed on the graphical user interface will be 0. At this time, the second virtual character's first projectile attack skill will not provide any attack attribute boost.

[0304] When the second virtual character gains an offensive attribute bonus, and the offensive attribute bonus accumulates to 1 or 2 layers, the attribute bonus progress bar displayed on the graphical user interface will fill one or two fill areas, which will correspondingly increase the range of the first projectile offensive skill that is not affected by interference; among them, the interference resistance bonus corresponding to 2 layers of offensive attribute bonus is greater than the interference resistance bonus corresponding to 1 layer of offensive attribute bonus.

[0305] While controlling the second virtual character to execute the first shooting offensive skill, the control of the first pass control is adjusted to the second pass control; the second virtual character executes the second pass offensive skill corresponding to the second pass control, adding second virtual resources to the third virtual character. The second virtual resources are used to acquire the first shooting offensive skill. When the offensive attribute bonus accumulates to level 1, 100 points of second virtual resources are added to the three virtual characters. When the offensive attribute bonus accumulates to level 2, 200 points of second virtual resources are added to the three virtual characters. After controlling the second virtual character to execute the second pass offensive skill corresponding to the second pass control, the offensive attribute bonus obtained by the second virtual character is cleared, and the progress of the attribute bonus progress bar displayed on the graphical user interface is cleared.

[0306] When the second virtual character gains an offensive attribute bonus, and the offensive attribute bonus accumulates to 3 layers (maximum value), the attribute bonus progress bar displayed on the graphical user interface will fill three fill areas (progress reaches full value), which will continue to increase the range of the first projectile offensive skill that is not affected by interference; among them, the interference resistance bonus corresponding to 3 layers of offensive attribute bonus is greater than the interference resistance bonus corresponding to 2 layers of offensive attribute bonus.

[0307] When the offensive attribute bonus accumulates to 3 layers (maximum value), the second virtual character gains the first additional buff when executing the first shooting offensive skill. The first additional buff means that the second virtual character can execute the first shooting offensive skill regardless of interference from any virtual character in the first virtual character's faction. When controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control, 300 points of second virtual resources are added to the third virtual character.

[0308] Additionally, if the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, and the second virtual character releases the first shooting offensive skill corresponding to the first shooting control and the first shooting offensive skill triggers a scoring event, or if the second virtual character executes the second passing offensive skill corresponding to the second passing control when the offensive attribute bonus accumulates to 3 layers (maximum value), the offensive attribute bonus obtained by the second virtual character will be cleared, and the progress of the attribute bonus progress bar displayed on the graphical user interface will be cleared.

[0309] This application embodiment can improve the offensive attributes of the virtual character or teammates' offensive skills in the offensive round by utilizing the effective defensive actions completed by the virtual character in the defensive round. This allows the virtual character to actively perform virtual defense in the defensive round, improving the game interaction efficiency per unit time, which helps to improve server resource utilization and thus improve server performance. In addition, this application embodiment can adjust the first pass control to the second pass control only after the first shooting offensive skill with improved anti-interference ability is executed. This reduces the area occupied by the control and improves the convenience of interaction. Moreover, the display of the second pass control is related to and interacts with the offensive attribute bonus, improving the diversity of the pass control display and its interactivity with the second virtual character. Furthermore, in order to enable both the offensive and defensive sides to view the currently accumulated offensive attribute bonus in a timely manner, a continuous external prompt can be set on the graphical user interface. This visual display promptly reminds players of the offensive attribute bonus they have obtained, which is intuitive and clear. It helps players to make a general prediction of the offensive skills they will execute, which not only improves the player's gaming experience but also further speeds up the game pace, playing a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear rewards for progress and rewards for achieving goals, which enriches the gameplay, has wide applications, and helps improve the player's gaming experience.

[0310] Based on the same inventive concept, this application also provides an information processing device in the game corresponding to the information processing method in the game. Since the principle of the device in this application is similar to the information processing method in the game described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0311] Please see Figure 11 , Figure 12 , Figure 11 This is a schematic diagram of the structure of an information processing device in a game provided in an embodiment of this application. Figure 12 This is a schematic diagram of the structure of another information processing device in a game provided in an embodiment of this application. Figure 11 As shown, the information processing device 1100 includes:

[0312] The defense interaction module 1101 is used to control the second virtual character to perform virtual defense against the first virtual character when the first virtual character, who is manipulating the virtual ball, performs a ball-handling attack event.

[0313] The attribute bonus module 1102 is used to determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in virtual defense. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling attack events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character.

[0314] In one optional embodiment of this application, the effective defensive actions include direct effective defensive actions and indirect effective defensive actions;

[0315] The directly effective defensive behavior is characterized by a defensive behavior that successfully terminates the attack of the first virtual character through the target defensive action;

[0316] The indirect effective defensive behavior represents the defensive behavior that fails to end the attack of the first virtual character through the target defensive action.

[0317] In one optional embodiment of this application, the direct and effective defensive behavior characterization is the defensive behavior that successfully terminates the attack of the first virtual character by a target defensive action that meets preset conditions;

[0318] The indirect effective defensive behavior is characterized by the defensive behavior that fails to end the attack of the first virtual character by the target defensive action that meets the preset conditions.

[0319] In one optional embodiment of this application, the preset conditions include at least one of the following:

[0320] The execution time of the target defensive action is within the preset action release time range;

[0321] The target defensive action's interaction range is within the preset action release range;

[0322] The target defensive action is executed at an angle within a preset action release angle.

[0323] In one optional embodiment of this application, the target defensive action includes at least one of the following: preventing the first virtual character from triggering a shooting event using a virtual ball, preventing the first virtual character from passing or holding the virtual ball, colliding with the first virtual character during the first virtual character's execution of a breakthrough skill, competing for the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground, and competing for the virtual ball with at least one virtual character from the first virtual character's faction during the process where the virtual ball shot by the first virtual character does not enter the virtual hoop and is bounced off the virtual hoop or virtual backboard.

[0324] In one optional embodiment of this application, the attribute addition module 1102 is used for:

[0325] Determine whether the second virtual character triggers the target game event;

[0326] If so, based on the indirect effective defensive behavior and the direct effective defensive behavior, determine the offensive attribute bonus obtained by the second virtual character;

[0327] Otherwise, based on the aforementioned direct and effective defensive actions, the offensive attribute bonus obtained by the second virtual character is determined.

[0328] In one optional embodiment of this application, the target game event includes one of the following:

[0329] The second virtual character achieves a preset achievement either outside of or during the current game session;

[0330] The second virtual character completed the designated game task in this game match;

[0331] The second virtual character obtained specific virtual items during this game.

[0332] The second virtual character's accumulated score in this game reaches the preset score threshold.

[0333] In one optional embodiment of this application, the attribute enhancement module 1102 is specifically used for:

[0334] The offensive attribute bonus obtained by the second virtual character is determined based on the number of effective defensive actions completed by the second virtual character in the virtual defense, and the offensive attribute bonus is positively correlated with the number of actions completed.

[0335] Alternatively, accumulate the offensive attribute sub-bonus corresponding to the effective defensive actions completed by the second virtual character in virtual defense to obtain the offensive attribute bonus obtained by the second virtual character.

[0336] In one optional embodiment of this application, the attribute enhancement module 1102 is further configured to:

[0337] The offensive attribute bonus obtained by the second virtual character is determined based on the number of indirect actions completed in the indirect effective defensive actions and the number of direct actions completed in the direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed.

[0338] Alternatively, the offensive attribute bonus obtained by the second virtual character can be determined based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior;

[0339] Wherein, the direct attribute sub-addition of the directly effective defensive action is greater than the indirect attribute sub-addition of the indirectly effective defensive action.

[0340] In one optional embodiment of this application, the attribute enhancement module 1102 is further configured to:

[0341] In response to preset triggering conditions, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive actions performed by the second virtual character in virtual defense;

[0342] The preset triggering condition includes one of the following:

[0343] The effective defensive action is detected as completed, and the offensive attribute bonus obtained by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0344] Furthermore, such as Figure 12 As shown, the information processing device 1100 provided in this application embodiment further includes a skill execution module 1103, which is used for:

[0345] In response to an attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus.

[0346] In one optional embodiment of this application, the skill execution module 1103 is specifically used for:

[0347] In response to a projectile attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus.

[0348] In one optional embodiment of this application, the skill execution module 1103 is further configured to:

[0349] In response to the pass-and-attack interaction command issued to the second virtual character, the third virtual character affected by the pass-and-attack interaction command is given the attack attribute bonus, so that the third virtual character gains an attack attribute boost based on the attack attribute bonus when performing a shooting attack skill.

[0350] In one optional embodiment of this application, the information processing apparatus further includes a resource addition module (not shown in the figures), the resource addition module being used for:

[0351] In response to a pass-and-attack interaction command issued to the second virtual character, control is applied to add a first virtual resource to the third virtual character affected by the pass-and-attack interaction command.

[0352] In one optional embodiment of this application, a first projection control is displayed on the graphical user interface. The first projection control corresponds to a first projection attack skill, which represents a virtual skill that controls the second virtual character to project the virtual ball onto the virtual frame with a projection hit rate greater than a preset hit rate threshold. The first projection attack skill is obtained based on virtual resources.

[0353] The skill execution module 1103 is also used to: in response to a trigger operation on the first projection control, control the second virtual character to execute the first projection attack skill corresponding to the first projection control based on the first attack attribute bonus;

[0354] The first offensive attribute bonus includes an anti-interference bonus, which represents the bonus to the effective defensive behavior of the second virtual character in virtual defense against interference range, and the anti-interference range represents the range within which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

[0355] In one optional embodiment of this application, a first passing control is displayed on the graphical user interface, and the first passing attack skill corresponding to the first passing control controls the second virtual character to pass the virtual ball to the third virtual character; the skill execution module 1103 is further configured to:

[0356] During the process of controlling the second virtual character to execute the first shooting attack skill corresponding to the first shooting control based on the first offensive attribute bonus, the first passing control is adjusted to the second passing control; the passing success rate of the second passing attack skill corresponding to the second passing control is greater than the passing success rate of the first passing attack skill corresponding to the first passing control, and the passing distance of the second passing attack skill is greater than the passing distance of the first passing attack skill;

[0357] In response to a trigger operation on the second pass control, the second virtual character is controlled to execute the second pass attack skill corresponding to the second pass control.

[0358] In one optional embodiment of this application, the resource addition module is further configured to:

[0359] In response to a trigger operation on the second passing control, the control adds a second virtual resource to the third virtual character, wherein the second virtual resource is used to acquire the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus.

[0360] In one optional embodiment of this application, the skill execution module 1103 is further configured to:

[0361] In response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projectile attack skill executed by the second virtual character is adjusted to the first preset anti-interference bonus threshold, and a first additional benefit effect is obtained. The first additional benefit effect indicates that the second virtual character can execute the first projectile attack skill regardless of the interference of any virtual character in the faction to which the first virtual character belongs.

[0362] In one optional embodiment of this application, the information processing device further includes an addition clearing module (not shown in the figure), which is specifically used for:

[0363] In response to the triggering of the condition for clearing the first offensive attribute bonus, the first offensive attribute bonus obtained by the second virtual character is cleared;

[0364] The first offensive attribute bonus reset condition includes any one of the following:

[0365] Control the second virtual character to execute the second pass attack skill corresponding to the second pass control;

[0366] When the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the second virtual character is controlled to release the first projectile offensive skill corresponding to the first projectile control, and the first projectile offensive skill triggers a scoring event.

[0367] In one optional embodiment of this application, the information processing device further includes a reminder module (not shown in the figure), the reminder module being used for:

[0368] During the process of controlling the second virtual character to execute the second pass attack skill corresponding to the second pass control, a first reminder icon is displayed at the first preset position of the virtual sphere in the graphical user interface and a second reminder icon is displayed at the second preset position of the third virtual character;

[0369] The first reminder icon is used to indicate that the virtual sphere is being passed on, and the second reminder icon is used to indicate to the third virtual character who received the virtual sphere from the second virtual character.

[0370] In one optional embodiment of this application, the reminder module is specifically used for:

[0371] In the process of controlling the addition of a second virtual resource to a third virtual character, in response to the increase in the first offensive attribute bonus, the control updates the resource addition manifestation of the second virtual resource.

[0372] In one optional embodiment of this application, a second projection control is displayed on the graphical user interface, and the second projection attack skill corresponding to the second projection control represents a virtual skill that controls the second virtual character to project the virtual ball onto the virtual sphere.

[0373] Skill execution module 1103 is also specifically used for:

[0374] In response to a trigger operation on the second projection control, the second virtual character is controlled to execute the second projection attack skill corresponding to the second projection control based on the second attack attribute bonus;

[0375] The second offensive attribute bonus includes a shooting accuracy bonus and an anti-interference bonus. The shooting accuracy bonus represents the bonus to the shooting accuracy of the effective defensive actions performed by the second virtual character in virtual defense. The shooting accuracy represents the success rate of the second virtual character in triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control. The anti-interference bonus represents the bonus to the anti-interference range of the effective defensive actions performed by the second virtual character in virtual defense. The anti-interference range represents the range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control.

[0376] In one optional embodiment of this application, the skill execution module 1103 is further configured to:

[0377] In response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the second preset anti-interference bonus threshold, and a second additional benefit effect is obtained; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is within a preset distance range, and the second additional benefit effect indicates that the second virtual character can execute the second projectile offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs;

[0378] And / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

[0379] In one optional embodiment of this application, the addition clearing module is further used for:

[0380] In response to the triggering of the condition for clearing the second offensive attribute bonus, the second offensive attribute bonus obtained by the second virtual character is cleared;

[0381] The conditions for clearing the second offensive attribute bonus include any one of the following:

[0382] The second shooting attack skill executed by the second virtual character triggers a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual hoop on the horizontal plane of the virtual scene when the second shooting attack skill is executed is outside a preset distance range;

[0383] Under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second virtual character is controlled to execute a second projectile attack skill to trigger a scoring event. The distance between the second virtual character executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range. The interference area represents the area range in which the success rate of the second projectile attack skill triggering a scoring event is reduced due to interference from any virtual character in the camp to which the first virtual character belongs to the second virtual character's second projectile attack skill.

[0384] In one optional embodiment of this application, the reminder module is further configured to:

[0385] The graphical user interface displays an attribute enhancement progress bar, which includes multiple areas to be filled.

[0386] In one optional embodiment of this application, the reminder module is further configured to:

[0387] In response to the increase in the offensive attribute bonus, the fill area of ​​multiple unfilled areas of the attribute bonus progress bar is updated, and an attribute bonus update prompt message is displayed in the graphical user interface;

[0388] And / or, when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the filling area of ​​the multiple unfilled areas of the attribute bonus progress bar reaches the maximum, and an attribute bonus update prompt message is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus has reached the maximum value of the preset offensive attribute bonus range is displayed at the third preset position of the second virtual character.

[0389] In one optional embodiment of this application, the reminder module is further configured to:

[0390] Based on the offensive attribute bonus, an attribute bonus prompt control is displayed in the graphical user interface, and the attribute bonus prompt control displays the bonus value information corresponding to the offensive attribute bonus.

[0391] In one optional embodiment of this application, the reminder module is further configured to:

[0392] In response to the increase in the offensive attribute bonus, the control updates the bonus value information on the attribute bonus prompt control.

[0393] In one optional embodiment of this application, the addition clearing module is further used for:

[0394] In response to the clearing of the offensive attribute bonus, the filling progress of multiple unfilled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared.

[0395] The information processing device provided in this application embodiment can improve the offensive attributes of the virtual character or teammates' offensive skills in the offensive round by utilizing the effective defensive actions completed by the virtual character in the defensive round. This enables the virtual character to actively perform virtual defense in the defensive round, improving the game interaction efficiency per unit time, which helps to improve the resource utilization of the server and thus improve the server performance. In addition, this application embodiment can adjust the first pass control to the second pass control only after the first shooting offensive skill with improved anti-interference ability is executed. This reduces the area occupied by the control and improves the convenience of interaction. Moreover, the display of the second pass control is associated with and interacts with the offensive attribute bonus, improving the diversity of the pass control display and its interactivity with the second virtual character. Furthermore, in order to enable both the attacker and defender to view the currently accumulated offensive attribute bonus in a timely manner, continuous external prompts can be set on the graphical user interface. The visual display promptly reminds the player of the currently obtained offensive attribute bonus, which is intuitive and clear, helping the player to make a general prediction of the offensive skill to be executed. This not only improves the player's game experience but also further speeds up the game pace, which can play a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear rewards for progress and rewards for achieving goals, which enriches the gameplay, has wide applications, and helps improve the player's gaming experience.

[0396] Please see Figure 13 , Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 13 As shown, the electronic device 1300 includes a processor 1301, a memory 1302, and a bus 1303.

[0397] The memory 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device 1300 is running, the processor 1301 communicates with the memory 1302 via the bus 1303, causing the processor 1301 to execute the following instructions during operation:

[0398] In the event of a first virtual character controlling a virtual sphere to perform a ball-handling attack, a second virtual character is controlled to perform virtual defense against the first virtual character.

[0399] Based on the effective defensive actions performed by the second virtual character in virtual defense, the offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling attack events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character.

[0400] In one optional embodiment of this application, the effective defensive actions include direct effective defensive actions and indirect effective defensive actions;

[0401] The directly effective defensive behavior is characterized by a defensive behavior that successfully terminates the attack of the first virtual character through the target defensive action;

[0402] The indirect effective defensive behavior represents the defensive behavior that fails to end the attack of the first virtual character through the target defensive action.

[0403] In one optional embodiment of this application, the direct and effective defensive behavior characterization is the defensive behavior that successfully terminates the attack of the first virtual character by a target defensive action that meets preset conditions;

[0404] The indirect effective defensive behavior is characterized by the defensive behavior that fails to end the attack of the first virtual character by the target defensive action that meets the preset conditions.

[0405] In one optional embodiment of this application, the preset conditions include at least one of the following:

[0406] The execution time of the target defensive action is within the preset action release time range;

[0407] The target defensive action's interaction range is within the preset action release range;

[0408] The target defensive action is executed at an angle within a preset action release angle.

[0409] In one optional embodiment of this application, the target defensive action includes at least one of the following: preventing the first virtual character from triggering a shooting event using a virtual ball, preventing the first virtual character from passing or holding the virtual ball, colliding with the first virtual character during the first virtual character's execution of a breakthrough skill, competing for the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground, and competing for the virtual ball with at least one virtual character from the first virtual character's faction during the process where the virtual ball shot by the first virtual character does not enter the virtual hoop and is bounced off the virtual hoop or virtual backboard.

[0410] In one optional embodiment of this application, the instructions executed by the processor 1301 determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in the virtual defense, including:

[0411] Determine whether the second virtual character triggers the target game event;

[0412] If so, based on the indirect effective defensive behavior and the direct effective defensive behavior, determine the offensive attribute bonus obtained by the second virtual character;

[0413] Otherwise, based on the aforementioned direct and effective defensive actions, the offensive attribute bonus obtained by the second virtual character is determined.

[0414] In one optional embodiment of this application, the target game event includes one of the following:

[0415] The second virtual character achieves a preset achievement either outside of or during the current game session;

[0416] The second virtual character completed the designated game task in this game match;

[0417] The second virtual character obtained specific virtual items during this game.

[0418] The second virtual character's accumulated score in this game reaches the preset score threshold.

[0419] In one optional embodiment of this application, the instructions executed by the processor 1301 determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in the virtual defense, including:

[0420] The offensive attribute bonus obtained by the second virtual character is determined based on the number of effective defensive actions completed by the second virtual character in the virtual defense, and the offensive attribute bonus is positively correlated with the number of actions completed.

[0421] Alternatively, accumulate the offensive attribute sub-bonus corresponding to the effective defensive actions completed by the second virtual character in virtual defense to obtain the offensive attribute bonus obtained by the second virtual character.

[0422] In one optional embodiment of this application, the instructions executed by the processor 1301, based on the indirect effective defensive behavior and the direct effective defensive behavior, determine the offensive attribute bonus obtained by the second virtual character, including:

[0423] The offensive attribute bonus obtained by the second virtual character is determined based on the number of indirect actions completed in the indirect effective defensive actions and the number of direct actions completed in the direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed.

[0424] Alternatively, the offensive attribute bonus obtained by the second virtual character can be determined based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior;

[0425] Wherein, the direct attribute sub-addition of the directly effective defensive action is greater than the indirect attribute sub-addition of the indirectly effective defensive action.

[0426] In one optional embodiment of this application, the instructions executed by the processor 1301 determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in the virtual defense, including:

[0427] In response to preset triggering conditions, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive actions performed by the second virtual character in virtual defense;

[0428] The preset triggering condition includes one of the following:

[0429] The effective defensive action is detected as completed, and the offensive attribute bonus obtained by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0430] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0431] In response to an attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus.

[0432] In one optional embodiment of this application, the instructions executed by the processor 1301, in response to an attack interaction instruction issued to the second virtual character, control the second virtual character to execute the target attack skill corresponding to the attack interaction instruction based on the attack attribute bonus, including:

[0433] In response to a projectile attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus.

[0434] In one optional embodiment of this application, the instructions executed by the processor 1301, in response to an attack interaction instruction issued to the second virtual character, control the second virtual character to execute the target attack skill corresponding to the attack interaction instruction based on the attack attribute bonus, including:

[0435] In response to the pass-and-attack interaction command issued to the second virtual character, the third virtual character affected by the pass-and-attack interaction command is given the attack attribute bonus, so that the third virtual character gains an attack attribute boost based on the attack attribute bonus when performing a shooting attack skill.

[0436] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0437] In response to a pass-and-attack interaction command issued to the second virtual character, control is applied to add a first virtual resource to the third virtual character affected by the pass-and-attack interaction command.

[0438] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0439] A first projection control is displayed on the graphical user interface. The first projection attack skill corresponding to the first projection control represents a virtual skill that controls the second virtual character to project the virtual ball to the virtual frame with a projection hit rate greater than a preset hit rate threshold. The first projection attack skill is obtained based on virtual resources.

[0440] The step of responding to a projectile attack interaction command issued to the second virtual character and controlling the second virtual character to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus includes:

[0441] In response to a trigger operation on the first projection control, the second virtual character is controlled to execute the first projection attack skill corresponding to the first projection control based on the first attack attribute bonus;

[0442] The first offensive attribute bonus includes an anti-interference bonus, which represents the bonus to the effective defensive behavior of the second virtual character in virtual defense against interference range, and the anti-interference range represents the range within which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

[0443] In one optional embodiment of this application, a first passing control is displayed on the graphical user interface, and the first passing attack skill corresponding to the first passing control controls the second virtual character to pass the virtual ball to the third virtual character;

[0444] The method further includes the following instructions executed by processor 1301:

[0445] During the process of controlling the second virtual character to execute the first shooting attack skill corresponding to the first shooting control based on the first offensive attribute bonus, the first passing control is adjusted to the second passing control; the passing success rate of the second passing attack skill corresponding to the second passing control is greater than the passing success rate of the first passing attack skill corresponding to the first passing control, and the passing distance of the second passing attack skill is greater than the passing distance of the first passing attack skill;

[0446] In response to a trigger operation on the second pass control, the second virtual character is controlled to execute the second pass attack skill corresponding to the second pass control.

[0447] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0448] In response to a trigger operation on the second passing control, the control adds a second virtual resource to the third virtual character, wherein the second virtual resource is used to acquire the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus.

[0449] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0450] In response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projectile attack skill executed by the second virtual character is adjusted to the first preset anti-interference bonus threshold, and a first additional benefit effect is obtained. The first additional benefit effect indicates that the second virtual character can execute the first projectile attack skill regardless of the interference of any virtual character in the faction to which the first virtual character belongs.

[0451] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0452] In response to the triggering of the condition for clearing the first offensive attribute bonus, the first offensive attribute bonus obtained by the second virtual character is cleared;

[0453] The first offensive attribute bonus reset condition includes any one of the following:

[0454] Control the second virtual character to execute the second pass attack skill corresponding to the second pass control;

[0455] When the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the second virtual character is controlled to release the first projectile offensive skill corresponding to the first projectile control, and the first projectile offensive skill triggers a scoring event.

[0456] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0457] During the process of controlling the second virtual character to execute the second pass attack skill corresponding to the second pass control, a first reminder icon is displayed at the first preset position of the virtual sphere in the graphical user interface and a second reminder icon is displayed at the second preset position of the third virtual character;

[0458] The first reminder icon is used to indicate that the virtual sphere is being passed on, and the second reminder icon is used to indicate to the third virtual character who received the virtual sphere from the second virtual character.

[0459] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0460] In the process of controlling the addition of a second virtual resource to a third virtual character, in response to the increase in the first offensive attribute bonus, the control updates the resource addition manifestation of the second virtual resource.

[0461] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0462] A second projection control is displayed on the graphical user interface. The second projection control corresponds to a second projection attack skill, which represents a virtual skill that controls the second virtual character to project the virtual ball onto the virtual frame.

[0463] The step of responding to a projectile attack interaction command issued to the second virtual character and controlling the second virtual character to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus includes:

[0464] In response to a trigger operation on the second projection control, the second virtual character is controlled to execute the second projection attack skill corresponding to the second projection control based on the second attack attribute bonus;

[0465] The second offensive attribute bonus includes a shooting accuracy bonus and an anti-interference bonus. The shooting accuracy bonus represents the bonus to the shooting accuracy of the effective defensive actions performed by the second virtual character in virtual defense. The shooting accuracy represents the success rate of the second virtual character in triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control. The anti-interference bonus represents the bonus to the anti-interference range of the effective defensive actions performed by the second virtual character in virtual defense. The anti-interference range represents the range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control.

[0466] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0467] In response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the second preset anti-interference bonus threshold, and a second additional benefit effect is obtained; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is within a preset distance range, and the second additional benefit effect indicates that the second virtual character can execute the second projectile offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs;

[0468] And / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

[0469] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0470] In response to the triggering of the condition for clearing the second offensive attribute bonus, the second offensive attribute bonus obtained by the second virtual character is cleared;

[0471] The conditions for clearing the second offensive attribute bonus include any one of the following:

[0472] The second shooting attack skill executed by the second virtual character triggers a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual hoop on the horizontal plane of the virtual scene when the second shooting attack skill is executed is outside a preset distance range;

[0473] Under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second virtual character is controlled to execute a second projectile attack skill to trigger a scoring event. The distance between the second virtual character executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range. The interference area represents the area range in which the success rate of the second projectile attack skill triggering a scoring event is reduced due to interference from any virtual character in the camp to which the first virtual character belongs to the second virtual character's second projectile attack skill.

[0474] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0475] The graphical user interface displays an attribute enhancement progress bar, which includes multiple areas to be filled.

[0476] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0477] In response to the increase in the offensive attribute bonus, the fill area of ​​multiple unfilled areas of the attribute bonus progress bar is updated, and an attribute bonus update prompt message is displayed in the graphical user interface;

[0478] And / or, when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the filling area of ​​the multiple unfilled areas of the attribute bonus progress bar reaches the maximum, and an attribute bonus update prompt message is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus has reached the maximum value of the preset offensive attribute bonus range is displayed at the third preset position of the second virtual character.

[0479] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0480] Based on the offensive attribute bonus, an attribute bonus prompt control is displayed in the graphical user interface, and the attribute bonus prompt control displays the bonus value information corresponding to the offensive attribute bonus.

[0481] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0482] In response to the increase in the offensive attribute bonus, the control updates the bonus value information on the attribute bonus prompt control.

[0483] In one optional embodiment of this application, the method further includes the instructions executed by the processor 1301:

[0484] In response to the clearing of the offensive attribute bonus, the filling progress of multiple unfilled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared.

[0485] This application embodiment can improve the offensive attributes of the virtual character or teammates' offensive skills in the offensive round by utilizing the effective defensive actions completed by the virtual character in the defensive round. This allows the virtual character to actively perform virtual defense in the defensive round, improving the game interaction efficiency per unit time, which helps to improve server resource utilization and thus improve server performance. In addition, this application embodiment can adjust the first pass control to the second pass control only after the first shooting offensive skill with improved anti-interference ability is executed. This reduces the area occupied by the control and improves the convenience of interaction. Moreover, the display of the second pass control is related to and interacts with the offensive attribute bonus, improving the diversity of the pass control display and its interactivity with the second virtual character. Furthermore, in order to enable both the offensive and defensive sides to view the currently accumulated offensive attribute bonus in a timely manner, a continuous external prompt can be set on the graphical user interface. This visual display promptly reminds players of the offensive attribute bonus they have obtained, which is intuitive and clear. It helps players to make a general prediction of the offensive skills they will execute, which not only improves the player's gaming experience but also further speeds up the game pace, playing a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear rewards for progress and rewards for achieving goals, which enriches the gameplay, has wide applications, and helps improve the player's gaming experience.

[0486] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0487] In the event of a first virtual character controlling a virtual sphere to perform a ball-handling attack, a second virtual character is controlled to perform virtual defense against the first virtual character.

[0488] Based on the effective defensive actions performed by the second virtual character in virtual defense, the offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling attack events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character.

[0489] In one optional embodiment of this application, the effective defensive actions include direct effective defensive actions and indirect effective defensive actions;

[0490] The directly effective defensive behavior is characterized by a defensive behavior that successfully terminates the attack of the first virtual character through the target defensive action;

[0491] The indirect effective defensive behavior represents the defensive behavior that fails to end the attack of the first virtual character through the target defensive action.

[0492] In one optional embodiment of this application, the direct and effective defensive behavior characterization is the defensive behavior that successfully terminates the attack of the first virtual character by a target defensive action that meets preset conditions;

[0493] The indirect effective defensive behavior is characterized by the defensive behavior that fails to end the attack of the first virtual character by the target defensive action that meets the preset conditions.

[0494] In one optional embodiment of this application, the preset conditions include at least one of the following:

[0495] The execution time of the target defensive action is within the preset action release time range;

[0496] The target defensive action's interaction range is within the preset action release range;

[0497] The target defensive action is executed at an angle within a preset action release angle.

[0498] In one optional embodiment of this application, the target defensive action includes at least one of the following: preventing the first virtual character from triggering a shooting event using a virtual ball, preventing the first virtual character from passing or holding the virtual ball, colliding with the first virtual character during the first virtual character's execution of a breakthrough skill, competing for the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground, and competing for the virtual ball with at least one virtual character from the first virtual character's faction during the process where the virtual ball shot by the first virtual character does not enter the virtual hoop and is bounced off the virtual hoop or virtual backboard.

[0499] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in the virtual defense, including:

[0500] Determine whether the second virtual character triggers the target game event;

[0501] If so, based on the indirect effective defensive behavior and the direct effective defensive behavior, determine the offensive attribute bonus obtained by the second virtual character;

[0502] Otherwise, based on the aforementioned direct and effective defensive actions, the offensive attribute bonus obtained by the second virtual character is determined.

[0503] In one optional embodiment of this application, the target game event includes one of the following:

[0504] The second virtual character achieves a preset achievement either outside of or during the current game session;

[0505] The second virtual character completed the designated game task in this game match;

[0506] The second virtual character obtained specific virtual items during this game.

[0507] The second virtual character's accumulated score in this game reaches the preset score threshold.

[0508] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in the virtual defense, including:

[0509] The offensive attribute bonus obtained by the second virtual character is determined based on the number of effective defensive actions completed by the second virtual character in the virtual defense, and the offensive attribute bonus is positively correlated with the number of actions completed.

[0510] Alternatively, accumulate the offensive attribute sub-bonus corresponding to the effective defensive actions completed by the second virtual character in virtual defense to obtain the offensive attribute bonus obtained by the second virtual character.

[0511] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior, including:

[0512] The offensive attribute bonus obtained by the second virtual character is determined based on the number of indirect actions completed in the indirect effective defensive actions and the number of direct actions completed in the direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed.

[0513] Alternatively, the offensive attribute bonus obtained by the second virtual character can be determined based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior;

[0514] Wherein, the direct attribute sub-addition of the directly effective defensive action is greater than the indirect attribute sub-addition of the indirectly effective defensive action.

[0515] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in the virtual defense, including:

[0516] In response to preset triggering conditions, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive actions performed by the second virtual character in virtual defense;

[0517] The preset triggering condition includes one of the following:

[0518] The effective defensive action is detected as completed, and the offensive attribute bonus obtained by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0519] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0520] In response to an attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus.

[0521] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium, in response to an attack interaction instruction issued to the second virtual character, control the second virtual character to execute the target attack skill corresponding to the attack interaction instruction based on the attack attribute bonus, including:

[0522] In response to a projectile attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus.

[0523] In one optional embodiment of this application, the instructions executed by the computer-readable storage medium, in response to an attack interaction instruction issued to the second virtual character, control the second virtual character to execute the target attack skill corresponding to the attack interaction instruction based on the attack attribute bonus, including:

[0524] In response to the pass-and-attack interaction command issued to the second virtual character, the third virtual character affected by the pass-and-attack interaction command is given the attack attribute bonus, so that the third virtual character gains an attack attribute boost based on the attack attribute bonus when performing a shooting attack skill.

[0525] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0526] In response to a pass-and-attack interaction command issued to the second virtual character, control is applied to add a first virtual resource to the third virtual character affected by the pass-and-attack interaction command.

[0527] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0528] A first projection control is displayed on the graphical user interface. The first projection attack skill corresponding to the first projection control represents a virtual skill that controls the second virtual character to project the virtual ball to the virtual frame with a projection hit rate greater than a preset hit rate threshold. The first projection attack skill is obtained based on virtual resources.

[0529] The step of responding to a projectile attack interaction command issued to the second virtual character and controlling the second virtual character to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus includes:

[0530] In response to a trigger operation on the first projection control, the second virtual character is controlled to execute the first projection attack skill corresponding to the first projection control based on the first attack attribute bonus;

[0531] The first offensive attribute bonus includes an anti-interference bonus, which represents the bonus to the effective defensive behavior of the second virtual character in virtual defense against interference range, and the anti-interference range represents the range within which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

[0532] In one optional embodiment of this application, a first passing control is displayed on the graphical user interface, and a first passing attack skill corresponding to the first passing control controls the second virtual character to pass the virtual ball to the third virtual character; the method further includes, in the instructions executable by the computer-readable storage medium:

[0533] During the process of controlling the second virtual character to execute the first shooting attack skill corresponding to the first shooting control based on the first offensive attribute bonus, the first passing control is adjusted to the second passing control; the passing success rate of the second passing attack skill corresponding to the second passing control is greater than the passing success rate of the first passing attack skill corresponding to the first passing control, and the passing distance of the second passing attack skill is greater than the passing distance of the first passing attack skill;

[0534] In response to a trigger operation on the second pass control, the second virtual character is controlled to execute the second pass attack skill corresponding to the second pass control.

[0535] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0536] In response to a trigger operation on the second passing control, the control adds a second virtual resource to the third virtual character, wherein the second virtual resource is used to acquire the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus.

[0537] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0538] In response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projectile attack skill executed by the second virtual character is adjusted to the first preset anti-interference bonus threshold, and a first additional benefit effect is obtained. The first additional benefit effect indicates that the second virtual character can execute the first projectile attack skill regardless of the interference of any virtual character in the faction to which the first virtual character belongs.

[0539] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0540] In response to the triggering of the condition for clearing the first offensive attribute bonus, the first offensive attribute bonus obtained by the second virtual character is cleared;

[0541] The first offensive attribute bonus reset condition includes any one of the following:

[0542] Control the second virtual character to execute the second pass attack skill corresponding to the second pass control;

[0543] When the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the second virtual character is controlled to release the first projectile offensive skill corresponding to the first projectile control, and the first projectile offensive skill triggers a scoring event.

[0544] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0545] During the process of controlling the second virtual character to execute the second pass attack skill corresponding to the second pass control, a first reminder icon is displayed at the first preset position of the virtual sphere in the graphical user interface and a second reminder icon is displayed at the second preset position of the third virtual character;

[0546] The first reminder icon is used to indicate that the virtual sphere is being passed on, and the second reminder icon is used to indicate to the third virtual character who received the virtual sphere from the second virtual character.

[0547] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0548] In the process of controlling the addition of a second virtual resource to a third virtual character, in response to the increase in the first offensive attribute bonus, the control updates the resource addition manifestation of the second virtual resource.

[0549] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0550] A second projection control is displayed on the graphical user interface. The second projection control corresponds to a second projection attack skill, which represents a virtual skill that controls the second virtual character to project the virtual ball onto the virtual frame.

[0551] The step of responding to a projectile attack interaction command issued to the second virtual character and controlling the second virtual character to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus includes:

[0552] In response to a trigger operation on the second projection control, the second virtual character is controlled to execute the second projection attack skill corresponding to the second projection control based on the second attack attribute bonus;

[0553] The second offensive attribute bonus includes a shooting accuracy bonus and an anti-interference bonus. The shooting accuracy bonus represents the bonus to the shooting accuracy of the effective defensive actions performed by the second virtual character in virtual defense. The shooting accuracy represents the success rate of the second virtual character in triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control. The anti-interference bonus represents the bonus to the anti-interference range of the effective defensive actions performed by the second virtual character in virtual defense. The anti-interference range represents the range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control.

[0554] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0555] In response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the second preset anti-interference bonus threshold, and a second additional benefit effect is obtained; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is within a preset distance range, and the second additional benefit effect indicates that the second virtual character can execute the second projectile offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs;

[0556] And / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

[0557] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0558] In response to the triggering of the condition for clearing the second offensive attribute bonus, the second offensive attribute bonus obtained by the second virtual character is cleared;

[0559] The conditions for clearing the second offensive attribute bonus include any one of the following:

[0560] The second shooting attack skill executed by the second virtual character triggers a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual hoop on the horizontal plane of the virtual scene when the second shooting attack skill is executed is outside a preset distance range;

[0561] Under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second virtual character is controlled to execute a second projectile attack skill to trigger a scoring event. The distance between the second virtual character executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range. The interference area represents the area range in which the success rate of the second projectile attack skill triggering a scoring event is reduced due to interference from any virtual character in the camp to which the first virtual character belongs to the second virtual character's second projectile attack skill.

[0562] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0563] The graphical user interface displays an attribute enhancement progress bar, which includes multiple areas to be filled.

[0564] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0565] In response to the increase in the offensive attribute bonus, the fill area of ​​multiple unfilled areas of the attribute bonus progress bar is updated, and an attribute bonus update prompt message is displayed in the graphical user interface;

[0566] And / or, when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the filling area of ​​the multiple unfilled areas of the attribute bonus progress bar reaches the maximum, and an attribute bonus update prompt message is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus has reached the maximum value of the preset offensive attribute bonus range is displayed at the third preset position of the second virtual character.

[0567] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0568] Based on the offensive attribute bonus, an attribute bonus prompt control is displayed in the graphical user interface, and the attribute bonus prompt control displays the bonus value information corresponding to the offensive attribute bonus.

[0569] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0570] In response to the increase in the offensive attribute bonus, the control updates the bonus value information on the attribute bonus prompt control.

[0571] In one optional embodiment of this application, the method further includes instructions executable by a computer-readable storage medium:

[0572] In response to the clearing of the offensive attribute bonus, the filling progress of multiple unfilled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared.

[0573] This application embodiment can improve the offensive attributes of the virtual character or teammates' offensive skills in the offensive round by utilizing the effective defensive actions completed by the virtual character in the defensive round. This allows the virtual character to actively perform virtual defense in the defensive round, improving the game interaction efficiency per unit time, which helps to improve server resource utilization and thus improve server performance. In addition, this application embodiment can adjust the first pass control to the second pass control only after the first shooting offensive skill with improved anti-interference ability is executed. This reduces the area occupied by the control and improves the convenience of interaction. Moreover, the display of the second pass control is related to and interacts with the offensive attribute bonus, improving the diversity of the pass control display and its interactivity with the second virtual character. Furthermore, in order to enable both the offensive and defensive sides to view the currently accumulated offensive attribute bonus in a timely manner, a continuous external prompt can be set on the graphical user interface. This visual display promptly reminds players of the offensive attribute bonus they have obtained, which is intuitive and clear. It helps players to make a general prediction of the offensive skills they will execute, which not only improves the player's gaming experience but also further speeds up the game pace, playing a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear rewards for progress and rewards for achieving goals, which enriches the gameplay, has wide applications, and helps improve the player's gaming experience.

[0574] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific operational processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0575] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0576] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0577] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0578] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0579] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such 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 this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method in a game, characterized in that, A virtual scene is provided on the graphical user interface of a terminal device for enabling virtual characters from different factions to interact. In this virtual scene, the virtual characters from different factions compete for a virtual sphere. The method includes: In the event of a first virtual character controlling a virtual sphere to perform an offensive action with the ball, a second virtual character is controlled to perform virtual defense against the first virtual character. Based on the effective defensive actions performed by the second virtual character in virtual defense, the offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling offensive events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character. In response to an attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus; The step of responding to an attack interaction command issued to the second virtual character and controlling the second virtual character to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus includes: In response to the pass-and-attack interaction command issued to the second virtual character, the third virtual character affected by the pass-and-attack interaction command is given the attack attribute bonus, so that when the third virtual character performs a shooting attack skill, the attack attribute is improved based on the attack attribute bonus; In response to a pass-and-attack interaction command issued to the second virtual character, control is applied to add a first virtual resource to the third virtual character affected by the pass-and-attack interaction command.

2. The method according to claim 1, characterized in that, The effective defensive actions include direct effective defensive actions and indirect effective defensive actions; The directly effective defensive behavior is characterized by a defensive behavior that successfully terminates the attack of the first virtual character through the target defensive action; The indirect effective defensive behavior represents the defensive behavior that fails to end the attack of the first virtual character through the target defensive action.

3. The method according to claim 2, characterized in that, The direct and effective defensive behavior is characterized by a defensive action that successfully terminates the attack of the first virtual character by meeting preset conditions. The indirect effective defensive behavior is characterized by the defensive behavior that fails to end the attack of the first virtual character by the target defensive action that meets the preset conditions.

4. The method according to claim 3, characterized in that, The preset conditions include at least one of the following: The execution time of the target defensive action is within the preset action release time range; The target defensive action's interaction range is within the preset action release range; The target defensive action is executed at an angle within a preset action release angle.

5. The method according to claim 2, characterized in that, The target defensive action includes at least one of the following: preventing the first virtual character from triggering a shooting event using a virtual ball; preventing the first virtual character from passing or holding the virtual ball; colliding with the first virtual character during the execution of a breakthrough skill; competing for the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground; and competing for the virtual ball with at least one virtual character from the first virtual character's faction during the virtual ball's contact with the ground.

6. The method according to claim 2, characterized in that, The step of determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in virtual defense includes: Determine whether the second virtual character triggers the target game event; If so, based on the indirect effective defensive behavior and the direct effective defensive behavior, determine the offensive attribute bonus obtained by the second virtual character; Otherwise, based on the aforementioned direct and effective defensive actions, the offensive attribute bonus obtained by the second virtual character is determined.

7. The method according to claim 6, characterized in that, The target game event includes one of the following: The second virtual character achieves a preset achievement either outside of or during the current game session; The second virtual character completed the designated game task in this game match; The second virtual character obtained specific virtual items during this game. The second virtual character's accumulated score in this game reaches the preset score threshold.

8. The method according to claim 1, characterized in that, The step of determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in virtual defense includes: The offensive attribute bonus obtained by the second virtual character is determined based on the number of effective defensive actions completed by the second virtual character in the virtual defense, and the offensive attribute bonus is positively correlated with the number of actions completed. Alternatively, accumulate the offensive attribute sub-bonus corresponding to the effective defensive actions completed by the second virtual character in virtual defense to obtain the offensive attribute bonus obtained by the second virtual character.

9. The method according to claim 6, characterized in that, The determination of the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior includes: The offensive attribute bonus obtained by the second virtual character is determined based on the number of indirect actions completed in the indirect effective defensive actions and the number of direct actions completed in the direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed. Alternatively, the offensive attribute bonus obtained by the second virtual character can be determined based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior; Wherein, the direct attribute sub-addition of the directly effective defensive action is greater than the indirect attribute sub-addition of the indirectly effective defensive action.

10. The method according to claim 1, characterized in that, The step of determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in virtual defense includes: In response to preset triggering conditions, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive actions performed by the second virtual character in virtual defense; The preset triggering condition includes one of the following: The effective defensive action is detected as completed, and the offensive attribute bonus obtained by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

11. The method according to claim 1, characterized in that, The step of responding to an attack interaction command issued to the second virtual character and controlling the second virtual character to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus includes: In response to a projectile attack interaction command issued to the second virtual character, the second virtual character is controlled to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus.

12. The method according to claim 11, characterized in that, The method further includes: A first projection control is displayed on the graphical user interface. The first projection attack skill corresponding to the first projection control represents a virtual skill that controls the second virtual character to project the virtual ball to the virtual frame with a projection hit rate greater than a preset hit rate threshold. The first projection attack skill is obtained based on virtual resources. The step of responding to a projectile attack interaction command issued to the second virtual character and controlling the second virtual character to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus includes: In response to a trigger operation on the first projection control, the second virtual character is controlled to execute the first projection attack skill corresponding to the first projection control based on the first attack attribute bonus; The first offensive attribute bonus includes an anti-interference bonus, which represents the bonus to the effective defensive behavior of the second virtual character in virtual defense against interference range, and the anti-interference range represents the range within which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

13. The method according to claim 12, characterized in that, A first passing control is displayed on the graphical user interface. The first passing control corresponds to a first passing offensive skill that controls the second virtual character to pass the virtual ball to the third virtual character. The method further includes: During the process of controlling the second virtual character to execute the first shooting attack skill corresponding to the first shooting control based on the first offensive attribute bonus, the first passing control is adjusted to the second passing control; the passing success rate of the second passing attack skill corresponding to the second passing control is greater than the passing success rate of the first passing attack skill corresponding to the first passing control, and the passing distance of the second passing attack skill is greater than the passing distance of the first passing attack skill; In response to a trigger operation on the second pass control, the second virtual character is controlled to execute the second pass attack skill corresponding to the second pass control.

14. The method according to claim 13, characterized in that, The method further includes: In response to a trigger operation on the second passing control, the control adds a second virtual resource to the third virtual character, wherein the second virtual resource is used to acquire the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus.

15. The method according to claim 12, characterized in that, The method further includes: In response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projectile attack skill executed by the second virtual character is adjusted to the first preset anti-interference bonus threshold, and a first additional benefit effect is obtained. The first additional benefit effect indicates that the second virtual character can execute the first projectile attack skill regardless of the interference of any virtual character in the faction to which the first virtual character belongs.

16. The method according to claim 13, characterized in that, The method further includes: In response to the triggering of the condition for clearing the first offensive attribute bonus, the first offensive attribute bonus obtained by the second virtual character is cleared; The first offensive attribute bonus reset condition includes any one of the following: Control the second virtual character to execute the second pass attack skill corresponding to the second pass control; When the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the second virtual character is controlled to release the first projectile offensive skill corresponding to the first projectile control, and the first projectile offensive skill triggers a scoring event.

17. The method according to claim 13, characterized in that, The method further includes: During the process of controlling the second virtual character to execute the second pass attack skill corresponding to the second pass control, a first reminder icon is displayed at the first preset position of the virtual sphere in the graphical user interface and a second reminder icon is displayed at the second preset position of the third virtual character; The first reminder icon is used to indicate that the virtual sphere is being passed on, and the second reminder icon is used to indicate to the third virtual character who received the virtual sphere from the second virtual character.

18. The method according to claim 14, characterized in that, The method further includes: In the process of controlling the addition of a second virtual resource to a third virtual character, in response to the increase in the first offensive attribute bonus, the control updates the resource addition manifestation of the second virtual resource.

19. The method according to claim 11, characterized in that, The method further includes: A second projection control is displayed on the graphical user interface. The second projection control corresponds to a second projection attack skill, which represents a virtual skill that controls the second virtual character to project the virtual ball onto the virtual frame. The step of responding to a projectile attack interaction command issued to the second virtual character and controlling the second virtual character to execute the projectile attack skill corresponding to the projectile attack interaction command based on the attack attribute bonus includes: In response to a trigger operation on the second projection control, the second virtual character is controlled to execute the second projection attack skill corresponding to the second projection control based on the second attack attribute bonus; The second offensive attribute bonus includes a shooting accuracy bonus and an anti-interference bonus. The shooting accuracy bonus represents the bonus to the shooting accuracy of the effective defensive actions performed by the second virtual character in virtual defense. The shooting accuracy represents the success rate of the second virtual character in triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control. The anti-interference bonus represents the bonus to the anti-interference range of the effective defensive actions performed by the second virtual character in virtual defense. The anti-interference range represents the range within which the second virtual character is not interfered with when executing the second shooting offensive skill corresponding to the second shooting control.

20. The method according to claim 19, characterized in that, The method further includes: In response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the second preset anti-interference bonus threshold, and a second additional benefit effect is obtained; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is within a preset distance range, and the second additional benefit effect indicates that the second virtual character can execute the second projectile offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs; And / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the projectile hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character is adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second projectile offensive skill is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

21. The method according to claim 19, characterized in that, The method further includes: In response to the triggering of the condition for clearing the second offensive attribute bonus, the second offensive attribute bonus obtained by the second virtual character is cleared; The conditions for clearing the second offensive attribute bonus include any one of the following: The second shooting attack skill executed by the second virtual character triggers a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual hoop on the horizontal plane of the virtual scene when the second shooting attack skill is executed is outside a preset distance range; Under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second virtual character is controlled to execute a second projectile attack skill to trigger a scoring event. The distance between the second virtual character executing the second projectile attack skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range. The interference area represents the area range in which the success rate of the second projectile attack skill triggering a scoring event is reduced due to interference from any virtual character in the camp to which the first virtual character belongs to the second virtual character's second projectile attack skill.

22. The method according to claim 1, characterized in that, The method further includes: The graphical user interface displays an attribute enhancement progress bar, which includes multiple areas to be filled.

23. The method according to claim 22, characterized in that, The method further includes: In response to the increase in the offensive attribute bonus, the fill area of ​​multiple unfilled areas of the attribute bonus progress bar is updated, and an attribute bonus update prompt message is displayed in the graphical user interface; And / or, when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the filling area of ​​the multiple unfilled areas of the attribute bonus progress bar reaches the maximum, and an attribute bonus update prompt message is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus has reached the maximum value of the preset offensive attribute bonus range is displayed at the third preset position of the second virtual character.

24. The method according to claim 1 or 22, characterized in that, The method further includes: Based on the offensive attribute bonus, an attribute bonus prompt control is displayed in the graphical user interface, and the attribute bonus prompt control displays the bonus value information corresponding to the offensive attribute bonus.

25. The method according to claim 24, characterized in that, The method further includes: In response to the increase in the offensive attribute bonus, the control updates the bonus value information on the attribute bonus prompt control.

26. The method according to claim 24, characterized in that, The method further includes: In response to the clearing of the offensive attribute bonus, the filling progress of multiple unfilled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared.

27. An information processing device for games, characterized in that, The device includes: The defensive interaction module is used to control a second virtual character to perform virtual defense against the first virtual character when the first virtual character, who is manipulating the virtual sphere, performs an offensive event with the ball. The attribute bonus module is used to determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in virtual defense. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in performing ball-handling attack events while controlling a virtual ball. The third virtual character is on the same side as the second virtual character. The skill execution module is used to respond to the attack interaction command issued to the second virtual character and control the second virtual character to execute the target attack skill corresponding to the attack interaction command based on the attack attribute bonus; Specifically, the skill execution module is used to: respond to a pass-and-attack interaction command issued to the second virtual character, and add the attack attribute bonus to the third virtual character affected by the pass-and-attack interaction command, so that the third virtual character can obtain an increase in attack attributes based on the attack attribute bonus when executing the shooting attack skill; The resource addition module is used to respond to a pass-and-attack interaction command issued to the second virtual character and control the addition of a first virtual resource to the third virtual character affected by the pass-and-attack interaction command.

28. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is in operation, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the method as described in any one of claims 1 to 26.

29. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method as described in any one of claims 1 to 26.

Citation Information

Patent Citations

  • Animation interaction method, apparatus, computer storage medium and terminal

    CN109107160A

  • Game data processing method and device, electronic equipment and storage medium

    CN114377396A