Virtual character control method and device, storage medium and electronic equipment

By displaying the cycle time and attribute prompt information of virtual characters on the game interface, responding to attack operations, it simplifies the time for players to understand gameplay rules during the control of virtual characters, solves the problem of control complexity of virtual characters, and improves control efficiency .

CN119185941APending Publication Date: 2024-12-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310777602.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-27
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

During the control of virtual characters, players need to spend a lot of time understanding the character attributes and gameplay rules, resulting in high complexity, and the existing technology has failed to effectively solve this problem.

Method used

By displaying the game screen, cycle time information and character attribute prompt information of virtual characters on the game interface, responding to attack operations to reduce the target attribute value or keep it unchanged, simplifying the process of players understanding the gameplay rules.

Benefits of technology

Through the prompt information in the game screen, players can quickly determine the virtual characters that are effectively attacked, reduce the time to understand the gameplay rules, and reduce the complexity of the control process.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual character control method and device, a storage medium and electronic equipment. The method comprises the steps that a game picture corresponding to a first virtual character, duration time information of a first period and prompt information of a first character attribute corresponding to the first period in a game scene are displayed on a game interface, and the game scene comprises the first virtual character, a second virtual character and a third virtual character; reducing a target attribute value of a second virtual character in response to an attack operation of the first virtual character on the second virtual character with the first character attribute; and in response to an attack operation of the first virtual role on a third virtual role which does not have the first role attribute, keeping the target attribute value of the third virtual role unchanged. According to the method and the device, the technical problem of relatively high complexity in a control process of the virtual character is solved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method and device for controlling a virtual character, a storage medium, and an electronic device. Background Art

[0002] During the battle in the game scene, players can cause different degrees of damage to monsters or players on the attacked side by performing different attack operations. The method of using conventional battle strategies to kill monsters or opponent players is: if all monsters or opponent players are killed before the end of a game, it will be considered a winner.

[0003] In order to increase the fun of the battle stage, the relevant technology also proposes a gameplay based on time elements. The specific gameplay strategies include: within a preset time, the player kills all monsters or opponent players, or the number of monsters or opponent players killed within the preset time reaches a preset threshold, then the player is deemed to have won.

[0004] In the above-mentioned gameplay based on time elements, players are usually required to perform preset types of attack operations within a preset time to kill monsters with special character attributes. For example, the ice element attack performed by the player only causes damage to monsters with fire elements; or, the fire element attack performed by the player only causes damage to monsters with wood elements, etc.

[0005] It can be seen that in the process of players hitting monsters by executing attack operations, they need to rely on their own understanding to pre-judge the character attributes of all monsters on the field, and match the attributes of the current attack operation with the character attributes of each monster according to the preset rules. Only when the match is successful can the target monster be killed. In other words, before the player executes each attack operation, it takes time to understand the gameplay rules of the character attributes in order to determine the target to kill. The game scene may include multiple monsters. Players need to constantly understand the gameplay logic and spend a lot of time, resulting in highly complex technical problems in the control process of virtual characters.

[0006] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0007] The embodiments of the present application provide a method and device for controlling a virtual character, a storage medium, and an electronic device, so as to at least solve the technical problems with high complexity that occur during the control of the virtual character.

[0008] According to one aspect of an embodiment of the present application, a method for controlling a virtual character is provided, comprising: displaying a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of a first character attribute corresponding to the first cycle on a game interface, wherein the game scene includes a first virtual character, a second virtual character, and a third virtual character; in response to an attack operation of the first virtual character against a second virtual character having the first character attributes, reducing a target attribute value of the second virtual character; in response to an attack operation of the first virtual character against a third virtual character not having the first character attributes, keeping the target attribute value of the third virtual character unchanged.

[0009] Optionally, the above method also includes: in response to the end of the first cycle, displaying the duration information of the second cycle and the prompt information of the second character attribute corresponding to the second cycle on the game interface; in response to the attack operation of the first virtual character against the fourth virtual character having the second character attribute, reducing the target attribute value of the fourth virtual character; in response to the attack operation of the first virtual character against the fifth virtual character not having the second character attribute, keeping the target attribute value of the fifth virtual character unchanged, wherein the game scene includes the fourth virtual character and the fifth virtual character.

[0010] Optionally, before displaying the game screen corresponding to the first virtual character in the game scene, the duration information of the first cycle and the prompt information of the first character attribute corresponding to the first cycle on the game interface, the method further includes: determining a second character attribute in a character attribute set according to the character attributes of the virtual characters in the first group of virtual characters, wherein the first group of virtual characters are the virtual characters remaining in the game scene where the first virtual character is located at the end of the first cycle and are in a different camp from the first virtual character, and each virtual character in the first group of virtual characters has at least one character attribute in a preset character attribute set, and the character attribute set includes the first character attribute.

[0011] Optionally, the determining the second role attribute in the role attribute set based on the role attributes of the virtual characters in the first group of virtual characters includes: when the role attributes of at least one virtual character in the first group of virtual characters include the next role attribute arranged after the first role attribute in the role attribute set, determining the second role attribute as the next role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order; or when the role attributes of the virtual characters in the first group of virtual characters do not include N role attributes arranged after the first role attribute in the role attribute set, and the role attributes of at least one virtual character in the first group of virtual characters include the N+1th role attribute arranged after the first role attribute in the role attribute set, determining the second role attribute as the N+1th role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order, N+1 is less than the number of role attributes in the role attribute set, and N is a positive integer greater than or equal to 1.

[0012] Optionally, the above-mentioned determining the second role attribute in the role attribute set based on the role attributes of the virtual characters in the first group of virtual characters includes: when the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, selecting a role attribute different from the first role attribute from the M role attributes as the second role attribute, wherein M is a positive integer greater than or equal to 1 and less than or equal to the number of role attributes in the role attribute set.

[0013] Optionally, the above-mentioned selecting a role attribute different from the first role attribute from the M role attributes as the second role attribute includes: randomly selecting a role attribute different from the first role attribute from the M role attributes as the second role attribute; or determining the second role attribute from the M role attributes, wherein the number of virtual characters having the second role attribute in the first group of virtual characters is the largest.

[0014] Optionally, before displaying the duration information of the second cycle and the prompt information of the second character attributes corresponding to the second cycle on the game interface, the method further includes: determining the duration of the second cycle to be equal to the duration of the first cycle; or when the remaining duration of the preset total cycle is less than the duration of the first cycle, determining the duration of the second cycle to be equal to the remaining duration of the total cycle; or determining the duration of the second cycle based on the character attributes of the virtual characters in the first group of virtual characters; wherein the duration information of the first cycle includes the duration of the first cycle, and the duration information of the second cycle includes the duration of the second cycle.

[0015] Optionally, the above-mentioned determining the duration of the second cycle based on the role attributes of the virtual characters in the first group of virtual characters includes: when the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and a second role attribute determined among the M role attributes is a role attribute that satisfies the target condition, determining the duration of the second cycle as a duration corresponding to the target condition.

[0016] Optionally, when the role attributes possessed by each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined among the M role attributes is a role attribute that satisfies the target condition, the duration of the second period is determined to be a duration corresponding to the target condition, including: when the number of virtual characters with the second role attribute in the first group of virtual characters is the largest, the duration of the second period is determined to be greater than a preset duration; when the number of virtual characters with the second role attribute in the first group of virtual characters is the smallest, the duration of the second period is determined to be less than a preset duration.

[0017] Optionally, when the role attributes possessed by each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined among the M role attributes is a role attribute that satisfies the target condition, the duration of the second period is determined to be a duration corresponding to the target condition, including: when the number of virtual characters having the second role attribute in the first group of virtual characters is greater than the target average number, the duration of the second period is determined to be greater than a preset duration, wherein the target average number is the average of the number of virtual characters having each role attribute in the M role attributes in the first group of virtual characters; when the number of virtual characters having the second role attribute in the first group of virtual characters is less than the target average number, the duration of the second period is determined to be less than the preset duration.

[0018] Optionally, the above-mentioned displaying the game screen corresponding to the first virtual character in the game scene, the duration information of the first cycle and the prompt information of the first character attribute corresponding to the first cycle on the game interface includes:

[0019] Duration information of a first cycle and prompt information of a first color corresponding to the first cycle are displayed in a game screen of the first virtual character, wherein the first color is one of a preset color set, and each virtual character in a different camp from the first virtual character in a game scene where the first virtual character is located has at least one color in the color set; or duration information of the first cycle and prompt information of a first camp corresponding to the first cycle are displayed in a game screen of the first virtual character, wherein the first camp is one of a preset camp set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located belongs to at least one camp in the camp set; or duration information of the first cycle and prompt information of a first level corresponding to the first cycle are displayed in the game screen of the first virtual character, wherein the first level is one of a preset level set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one level in the level set.

[0020] According to another aspect of an embodiment of the present application, a control device for a virtual character is also provided, including: a first display unit, used to display a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of the first character attributes corresponding to the first cycle on a game interface, wherein the game scene includes a first virtual character, a second virtual character, and a third virtual character; a first processing unit, used to reduce a target attribute value of the second virtual character in response to an attack operation of the first virtual character against a second virtual character having the first character attributes; and a second processing unit, used to keep the target attribute value of the third virtual character unchanged in response to an attack operation of the first virtual character against a third virtual character that does not have the first character attributes.

[0021] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned virtual character control method when running.

[0022] According to another aspect of the embodiments of the present application, a computer program product is provided, including a computer program / instruction, which implements the steps of the above method when executed by a processor.

[0023] According to another aspect of the embodiments of the present application, there is further provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the control method of the virtual character through the computer program.

[0024] Through the above-mentioned embodiments provided by the present application, according to the prompt information of the first character attribute displayed on the game interface in the first cycle, the first virtual character can directly hit the second virtual character with the first character attribute by executing the attack operation, and reduce the target attribute value of the second virtual character. In other words, through the prompt information of the first character attribute displayed in the game screen and the character attribute of the second virtual character, the virtual character that the first virtual character can effectively attack can be quickly determined, which simplifies the player's understanding of the gameplay rules when executing each attack operation, reduces the time spent on understanding the gameplay rules, and solves the technical problems with high complexity that arise in the process of controlling virtual characters. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0026] Figure 1 is a schematic diagram of an application scenario of an optional method for controlling a virtual character according to an embodiment of the present application;

[0027] Figure 2 is a flow chart of an optional method for controlling a virtual character according to an embodiment of the present application;

[0028] Figure 3 is a schematic diagram of an optional method for controlling a virtual character according to an embodiment of the present application;

[0029] Figure 4 It is an optional flow chart of configuring a color buff for a virtual character according to an embodiment of the present application;

[0030] Figure 5 is another optional flow chart for configuring a color buff for a virtual character according to an embodiment of the present application;

[0031] Figure 6 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0032] Figure 7 is a flowchart of another optional method for controlling a virtual character according to an embodiment of the present application;

[0033] Figure 8 is a schematic diagram of an optional method of determining a second role attribute according to an embodiment of the present application;

[0034] Fig. 9 is a schematic diagram of another optional method of determining the second role attribute according to an embodiment of the present application;

[0035] Fig.10 is a schematic diagram of an optional method for determining the duration of the second cycle according to an embodiment of the present application;

[0036] Fig.11 is an overall flow chart of an optional method for controlling a virtual character according to an embodiment of the present application;

[0037] Fig.12 is a schematic structural diagram of an optional virtual character control device according to an embodiment of the present application;

[0038] Fig.13 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0039] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present application.

[0040] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0041] The technical solutions in the embodiments of the present application will comply with legal provisions during implementation. When performing operations according to the technical solutions in the embodiments, the data used will not involve user privacy. While ensuring that the operation process is compliant and legal, the security of the data is guaranteed.

[0042] Glossary:

[0043] Shooting games: including first-person shooting games, third-person shooting games, and other games that use hot weapons for long-range attacks, including but not limited to these;

[0044] Third-person perspective: The in-game camera is positioned a certain distance behind the player character, and the player can see the character and all combat elements in the surrounding environment;

[0045] Open world: refers to the battle scenes in the game that are completely free and open. Players can move forward and explore freely in any direction. The distance between the boundaries of various directions is very large. At the same time, there are simulated objects of various shapes and sizes in the scene, which can produce various physical collisions or interactions with players, AI and other entities;

[0046] PVE: PVE stands for Player versus Environment. In a PVE game, players need to fight against computer-controlled characters in the game, complete tasks, and gain experience and rewards.

[0047] Multiplayer cooperation: players need to cooperate with each other to complete tasks and improve their levels and abilities;

[0048] Arena: A relatively closed field with regular geometric shape;

[0049] Extended Dark Tide gameplay: teleport the player to an arena, and create a special set of game rules in the arena to test the player's skills beyond simple gunfights. Extended Dark Tide gameplay includes many different gameplays; each gameplay corresponds to a blueprint in the Unreal Engine, and basically all gameplay logic is implemented in the blueprint;

[0050] Buff: Give a certain ability to the in-game character / Wuping to enhance it.

[0051] According to one aspect of the embodiments of the present application, a method for controlling a virtual character is provided. As an optional implementation, the method for controlling a virtual character may be applied to, but is not limited to, Figure 1 The application scenario shown in Figure 1 In the application scenario shown, the terminal device 102 may, but is not limited to, communicate with the server 106 via the network 104, and the server 106 may, but is not limited to, perform operations on the database 108, such as write data operations or read data operations. The above-mentioned terminal device 102 may, but is not limited to, include a human-computer interaction screen, a processor, and a memory. The above-mentioned human-computer interaction screen may, but is not limited to, be used to display the duration information of the first cycle, the target attribute value of the second virtual character, and the prompt information of the first character attribute on the terminal device 102. The above-mentioned processor may, but is not limited to, be used to respond to the above-mentioned human-computer interaction operation, perform corresponding operations, or generate corresponding instructions, and send the generated instructions to the server 106. The above-mentioned memory is used to store relevant processing data, such as the prompt information of the first character attribute and the target attribute value of the second virtual character.

[0052] As an optional manner, the following steps in the method for controlling virtual characters may be executed on the server 106: Step S102, displaying on the game interface a game screen corresponding to the first virtual character in the game scene, duration information of the first cycle, and prompt information of the first character attributes corresponding to the first cycle, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character; Step S104, reducing the target attribute value of the second virtual character in response to an attack operation of the first virtual character against the second virtual character having the first character attributes; Step S106, maintaining the target attribute value of the third virtual character unchanged in response to an attack operation of the first virtual character against the third virtual character not having the first character attributes.

[0053] In the above manner, according to the prompt information of the first character attribute displayed on the game interface in the first cycle, the first virtual character can directly hit the second virtual character with the first character attribute by executing the attack operation, and reduce the target attribute value of the second virtual character. In other words, through the prompt information of the first character attribute displayed in the game screen and the character attribute of the second virtual character, the virtual character that the first virtual character can effectively attack can be quickly determined, which simplifies the player's understanding of the gameplay rules when executing each attack operation, reduces the time spent on understanding the gameplay rules, and solves the technical problems with high complexity that occur in the process of controlling virtual characters.

[0054] In order to solve the problem of low efficiency in the control process of the above-mentioned virtual character, a control method for a virtual character is proposed in an embodiment of the present application. Figure 2 : is a flowchart of a method for controlling a virtual character according to an embodiment of the present application, the process comprising the following steps:

[0055] Step S202, displaying a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of attributes of the first character corresponding to the first cycle on a game interface, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character;

[0056] The game screen corresponding to the first virtual character may be, but is not limited to, a game screen from a first-person perspective of the first virtual character, or a game screen from a third-person perspective.

[0057] The duration information of the first cycle includes but is not limited to the remaining duration of the first cycle or the time when an event occurs, for example, the time when the second wave of monsters appears in the game scene, wherein the time when the second wave of monsters appears can be but is not limited to being determined by the time when the player kills the first wave of monsters, that is, the time when the second wave of monsters appears can be dynamically changed.

[0058] Step S204, in response to the attack operation of the first virtual character against the second virtual character having the first character attribute, reducing the target attribute value of the second virtual character;

[0059] The target attribute value of the second virtual character includes at least one of the following: virtual life value, blood volume, shield value, moving speed or attack speed of the virtual character.

[0060] The attack operation of the first virtual character on the second virtual character having the attributes of the first character may be, but is not limited to, a direct attack or an indirect attack through a summoned object.

[0061] Step S206, in response to the attack operation of the first virtual character on the third virtual character that does not have the first character attribute, keeping the target attribute value of the third virtual character unchanged.

[0062] Assuming that the elemental time gameplay is used, prompt information of multiple character attributes is displayed in a loop in the game screen of the first virtual character, for example, red, blue, and purple color special effects are displayed in a loop, and monsters in the arena also have special effects of specific colors. The game screen of the first virtual character may be, but is not limited to, a game screen corresponding to a closed virtual game scene to which the player is transferred through the portal on the user interface.

[0063] Among them, the Elemental Time gameplay is an innovative gameplay based on the extended Dark Tide gameplay framework. The basic rules of this gameplay are that three specific colors are displayed in a cycle on the player UI. Monsters in the arena will have special effects of specific colors. When the UI displays a specific color, the player can only cause damage to monsters with the same color special effects. In addition, the Elemental Time gameplay has a countdown, and players need to kill all monsters before the countdown ends to win.

[0064] It should be noted that the method of entering the arena can be, but is not limited to, sending the player to the arena through a designated entrance on the player's user interface, and creating a set of special game rules in the arena, such as elemental time rules, to test the player's skills other than simple gunfights.

[0065] like Figure 3 As shown in (a), it is assumed that the character attribute is a color effect possessed by the virtual character, and the color effect can be attached to the skin of the virtual character or displayed around the virtual character.

[0066] In such Figure 3 In the arena shown in (a), assuming that the total countdown duration of the elemental time gameplay is 30 seconds, the 21st to 30th seconds are set as the first cycle. During the first cycle, red prompt information will be displayed in the game screen of the first virtual character. For example, prompt information of the color special effects of the first virtual character will be displayed in the game screen in the form of a red color bar.

[0067] At the same time, the game screen also includes at least one virtual character other than the first virtual character, for example, Figure 3 As shown in (a), there are 4 monsters, and some or all of the 4 monsters have color special effects, for example, Monster 1 and Monster 2 have red special effects, Monster 3 has blue special effects, Monster 4 has purple special effects, etc.

[0068] When the first virtual character performs a shooting operation and hits monsters 1 to 3 in sequence, virtual damage is only caused to monster 1 (the second virtual character) and monster 2. For example, the virtual health value of monster 1 is reduced from 100 to 50, and the virtual health value of monster 2 is reduced from 100 to 0. For details, please refer to Figure 3 Middle (b).

[0069] Since Monster 3 (the third virtual character) has a blue color special effect, according to the preset rules, in the first cycle, Monster 3 is immune to the attack operations performed by the first virtual character, that is, the attack operations performed by the first virtual character will not reduce the blood volume of Monster 3, and there will be no damage jump.

[0070] Obviously, it is easy to understand that the above color effects are only an example of character attributes and are not limited thereto. For example, they may also be the attributes of the camps of the various virtual characters, or the levels of the various virtual characters, etc.

[0071] In addition, the prompt information of the first character attribute in the form of the red color bar is only an example and is not limited thereto. For example, it may also be text in different colors.

[0072] It should be noted that, in this embodiment, the color effects of the first virtual character are consistent with the color effects cyclically displayed on the UI. For example, when a red effect is displayed on the UI, the first virtual character has a red effect; when a blue effect is displayed on the UI, the first virtual character has a blue effect, etc. How the first virtual character dynamically changes according to the color effects displayed on the UI will be described in detail below in conjunction with specific embodiments.

[0073] In order to more clearly understand the cyclic display of prompt information of multiple character attributes on the UI, for example, the cyclic display of three color special effects of red, blue and purple, the process of the cyclic display is described below in conjunction with a specific embodiment.

[0074] Specific steps are as follows Figure 4 As shown, including:

[0075] S402, detects how many monsters with color buffs there are on the field;

[0076] like Figure 3 As shown in (a), suppose all monsters in the arena have three color effects: red, blue, and purple. Color buff A presents a red effect, color buff B presents a blue effect, and color buff C presents a purple effect. Then there are three types of monsters with color buffs in the arena.

[0077] The so-called color buff can be, but is not limited to, giving in-game characters or weapons preset abilities to enhance their abilities, wherein different color buffs correspond to different color special effects.

[0078] In the gameplay blueprint, the colors are abstracted into enumeration classes (red, blue, purple), and then each enumeration is mapped to a virtual character's color buff and a monster's color buff, and the three color effects are cycled in the gameplay blueprint.

[0079] S404, find the corresponding enumeration according to the color buff and mapping, and add the remaining color enumeration to a temporary array;

[0080] For example, if there are three types of monsters with color buffs in the arena, add the enumerations (colors or color effects) corresponding to the three color buffs to a temporary array.

[0081] S406, using the for each with delay statement to traverse the temporary array;

[0082] For example, assuming that the enumerations corresponding to three color buffs (red, blue, and purple) are added to a temporary array, and the order of cyclic display is red, blue, and purple, respectively. By traversing the temporary array and querying red or blue or purple, etc., execute step S408.

[0083] S408, changing the UI to the color corresponding to the current enumeration;

[0084] In a specific embodiment, it is assumed that in the first cycle, red is displayed on the UI; in the second cycle, by traversing the temporary array, it is found that the next enumeration after red is blue, then the red displayed on the UI is changed to blue; in the third cycle, by traversing the temporary array, it is found that the next enumeration after blue is purple, then the blue displayed on the UI is changed to purple.

[0085] S410, clear the previous color buff for all players on the field;

[0086] For example, when the color displayed on the UI changes from red to blue, it means that the color buff currently possessed by the player (first virtual character) is buff A. Then, according to the mapping relationship between the color (special effect) possessed by the player and the enumeration, it is necessary to first clear the color buff A currently possessed by the first virtual character, and then configure color buff B for the first virtual character, so that blue or blue special effects corresponding to color buff B are displayed around the first virtual character.

[0087] S412, add a buff corresponding to the enumeration of the current cycle to the player (the first virtual character).

[0088] In addition, there is a corresponding relationship between the player's color buff and the monster's color buff. For example, when a monster obtains color buff A, only players holding color buff B can cause damage to it, and it is immune to damage from monsters holding other color buffs or no color buff.

[0089] In terms of performance, the color buff A possessed by the player and the color buff D possessed by the monster will appear in the same color. For example, a monster holding color buff D will have a red special effect, and the UI when the server allocates the player's color buff A will also appear red.

[0090] Among them, all color buffs are configured through the existing buff system in the current gameplay blueprint to achieve the corresponding display effect. The specific configuration process is as follows Figure 5 As shown, including:

[0091] S502, the color buff of the monster is implemented through the buff configuration table;

[0092] Among them, the buff configuration table is as follows Figure 5 As shown, for a game, after the buff system configures color buffs for each monster, the colors of each monster will remain fixed in different cycles.

[0093] For example, when the red color displayed on the UI switches to blue, the color buff that the player has will switch from buff A to buff B, but the color buff D that monster 1 has remains unchanged, and the color buff E that monster 2 has remains unchanged.

[0094] S504, the server distributes corresponding color buffs to the players;

[0095] S506, through the blueprint configuration, the color buff distributed by the server to the player is configured to the player.

[0096] For example, in the above embodiment, when the color displayed on the UI changes from red to blue, according to the mapping relationship between the player's color (special effect) and the enumeration, the color buff A currently possessed by the first virtual character needs to be cleared first, and then color buff B is configured for the first virtual character.

[0097] In order to more clearly understand the colors displayed in a cycle on the game interface and the execution logic of configuring color buffs for each monster, the following describes it from the perspective of the background server in combination with a specific embodiment:

[0098] (1) After the game starts, a trigger is used to trigger the configuration of color buffs for virtual objects in the game scene. Specifically, a color buff is configured for each monster in the game scene through the background server, for example, color buff D is configured for monster 1 and color buff E is configured for monster 2;

[0099] The total duration of a game is divided into multiple periods, and the conversion and connection between different periods are realized by setting a timer. In different periods of a game, the color buff of each monster can be fixed or change according to the time period.

[0100] In addition, the mapping relationship between the monster's color buff and the player's color buff is also pre-stored in the background server. For example, the player's color buff A and the monster 1's color buff D are both displayed in red on the UI, the player's color buff B and the monster 2's color buff E are both displayed in blue on the UI, and so on.

[0101] (2) After obtaining all the color types (red, blue, and purple) of the color effects of all monsters in the current virtual scene, add the enumerations corresponding to the three colors, red, blue, and purple, to a temporary array;

[0102] (3) By executing the color cycle program segment, all enumerations in the temporary array are traversed (for each with delay), and the enumeration blue is distributed to the game interface according to the order preset in the program segment. At the same time, the red color displayed on the game interface in the previous cycle is changed to the color corresponding to the current color enumeration blue, that is, from red to blue;

[0103] (4) When the color on the game interface is set to blue, the player's previous color buff (e.g., buff A) is cleared by executing the program segment of the player's color buff;

[0104] (5) Based on the correspondence between the enumeration and the color, the server distributes a color buff B corresponding to the blue color displayed on the current UI to the player;

[0105] (6) If it is detected that the player performs an attack operation and hits Monster 1, the background server will compare the color buff on the player with the color buff on Monster 1;

[0106] (7) If the timer data indicates that the first cycle has not ended, and the buff B possessed by the player and the color buff E possessed by monster 1 satisfy the correspondence in step (1), then virtual damage can be caused to monster 1; otherwise, no damage will be caused.

[0107] The corresponding relationship between the color buff possessed by the player and the color buff possessed by the monster may include, but is not limited to, the color effect displayed on the UI of the color buff possessed by the player is the same as the color effect displayed on the UI of the color buff possessed by the monster.

[0108] In another specific embodiment, the process of configuring color buffs for players and monsters in the virtual scene also includes the following steps: Figure 7 As shown, including:

[0109] S702, the player approaches the special dark tide, the data is initialized, and all items in the arena are cleared;

[0110] S704, the player enters the arena;

[0111] S706-1, start the countdown of the element time gameplay;

[0112] For example, display countdown information on the UI. Figure 3 00:25 shown in (a), such as Figure 3 00:22 shown in (b).

[0113] S706-2, play color cycle;

[0114] For example, red, blue and purple colors are played in a loop at preset time intervals.

[0115] S708, placing a monster in the virtual scene;

[0116] like Figure 3 As shown, the virtual scene includes monsters 1 to 4, and a color buff is configured for each monster through the buff system, with specific reference to step S710.

[0117] S710, adds color buff to all monsters;

[0118] S712, binding death detection event;

[0119] Specifically, when all monsters in the virtual scene die, the player wins the game; otherwise, if the player falls to the ground before the countdown ends or the player fails to kill all monsters, the player fails.

[0120] S714, distribute buffs to players.

[0121] According to the color displayed in a cycle on the UI, the color buff corresponding to the color is distributed to the player. For example, when the color displayed on the UI changes from red to blue, according to the mapping relationship between the player's color (special effect) and the enumeration, the color buff A currently possessed by the first virtual character needs to be cleared first, and then the color buff B is configured for the first virtual character.

[0122] Through the embodiments provided by the present application, through the above embodiments provided by the present application, according to the prompt information of the first character attribute displayed on the game interface in the first cycle, the first virtual character can directly hit the second virtual character with the first character attribute by executing the attack operation, and reduce the target attribute value of the second virtual character. In other words, through the prompt information of the first character attribute displayed in the game screen and the character attribute of the second virtual character, the virtual character that the first virtual character can effectively attack can be quickly determined, which simplifies the player's understanding of the gameplay rules when performing each attack operation, reduces the time spent on understanding the gameplay rules, and solves the technical problems with high complexity that occur in the process of controlling virtual characters.

[0123] As an optional example, the above method further includes:

[0124] In response to the first cycle ending, displaying duration information of the second cycle and prompt information of the second character attribute corresponding to the second cycle on the game interface;

[0125] In response to an attack operation of the first virtual character against a fourth virtual character having the second character attribute, reducing a target attribute value of the fourth virtual character;

[0126] In response to the attack operation of the first virtual character on the fifth virtual character that does not have the second character attribute, the target attribute value of the fifth virtual character is kept unchanged, wherein the game scene includes the fourth virtual character and the fifth virtual character.

[0127] Assuming that the total duration of the element time gameplay is 30 seconds, the 21st to 30th seconds is the first cycle, and the 11th to 20th seconds is the second cycle. According to the preset rules, the three colors are displayed in a cycle on the UI in the order of red, blue, and purple.

[0128] Assume that the first virtual character passes Figure 3The attack operation shown in the figure successfully kills Monster 2 in the first cycle. The prompt information displayed on the UI in the first cycle is red. At the end of the first cycle, the types of color buffs of all monsters in the arena are detected. Assuming that Figure 6 As shown in (a), all monsters on the field still have three types of color buffs, and the three color buffs correspond to red, blue, and purple respectively.

[0129] According to the preset rules, the prompt information displayed on the UI in the second cycle is blue. The game scene includes monster 1, monster 4 and monster 5, and monster 5 has a pre-configured color buff E, which appears blue; monster 4 has a pre-configured color buff F, which appears purple; monster 1 has a pre-configured color buff D, which appears red.

[0130] According to the preset rules, when the attack operation performed by the first virtual character hits Monster 5 (the fourth virtual character), Monster 4 (the fifth virtual character) and Monster 1, only virtual damage is caused to Monster 5, for example, the virtual health value of Monster 5 is reduced from 50 to 0, while the virtual health values ​​of Monster 1 and Monster 4 remain unchanged.

[0131] It should be noted that after each cycle ends and before the next cycle begins, the types of color effects possessed by the remaining monsters in the virtual scene will be detected to determine the color effects corresponding to the next cycle (which can also be understood as prompt information of character attributes).

[0132] The use of the color effects in this embodiment and the color prompt information displayed in a loop on the UI avoids the player from spending a lot of time understanding the rules of the game before each attack operation, reduces the cost of understanding, saves game waiting time, and reduces the complexity of controlling virtual characters.

[0133] As an optional implementation, a game screen corresponding to the first virtual character in the game scene, duration information of the first cycle, and prompt information of the first character attributes corresponding to the first cycle are displayed on the game interface, and the method further includes:

[0134] A second role attribute is determined in the role attribute set based on role attributes of the virtual characters in the first group of virtual characters, wherein the first group of virtual characters are the virtual characters in a different camp from the first virtual character that remain in the game scene where the first virtual character is located at the end of the first cycle, and each virtual character in the first group of virtual characters has at least one role attribute in the preset role attribute set, and the role attribute set includes the first role attribute.

[0135] like Figure 6In (a), it is assumed that in the second cycle, the remaining first group of virtual characters in the game scene that are in different camps from the first virtual character include Monster 1, Monster 4 and Monster 5, and Monster 1 has color buff D (appears red), Monster 5 has color buff E (appears blue), and Monster 4 has color buff F (appears purple).

[0136] According to the types of color special effects possessed by the first group of virtual characters, character attributes possessed by the first virtual characters in the second period are determined.

[0137] As an optional example, the determining of the second role attribute in the role attribute set according to the role attributes of the virtual roles in the first group of virtual roles includes:

[0138] In a case where the role attribute of at least one virtual character in the first group of virtual characters includes the next role attribute arranged after the first role attribute in the role attribute set, determining the second role attribute as the next role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order; or

[0139] In a case where the role attributes possessed by each virtual character in the first group of virtual characters do not include N role attributes arranged after the first role attribute in the role attribute set, and the role attributes possessed by at least one virtual character in the first group of virtual characters include the N+1th role attribute arranged after the first role attribute in the role attribute set, the second role attribute is determined as the N+1th role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order, N+1 is less than the number of role attributes in the role attribute set, and N is a positive integer greater than or equal to 1.

[0140] like Figure 8 As shown in (a), when the first group of virtual characters have red special effects, blue special effects and purple special effects, and the color displayed on the UI in the first cycle is red, the next color after red is determined as the second character attribute, for example, blue is determined as the second character attribute.

[0141] like Figure 8 As shown in (b), when the first group of virtual characters only have red special effects and purple special effects, and the color displayed on the UI in the first cycle is red, the second color after red is determined as the second character attribute, that is, purple is determined as the second character attribute.

[0142] By adopting the above method, the character attributes of the virtual characters that are allowed to cause virtual damage to the hit virtual characters in the second cycle can be determined according to the remaining virtual characters in the virtual scene, thereby ensuring that the first virtual character can carry out effective attacks in the second cycle, improving the fun of the game battle stage, and improving the efficiency of controlling the virtual characters.

[0143] As an optional example, the determining of the second role attribute in the role attribute set according to the role attributes of the virtual roles in the first group of virtual roles includes:

[0144] In a case where the role attributes of each virtual character in the first group of virtual characters include M role attributes in a role attribute set, a role attribute different from the first role attribute is selected from the M role attributes as a second role attribute, where M is a positive integer greater than or equal to 1 and less than or equal to the number of role attributes in the role attribute set.

[0145] For example, each virtual character in the first group of virtual characters has four color special effects, namely red, blue, purple or yellow. Red is displayed on the UI in the first cycle, and then the second character attribute can be determined from the three colors of blue, purple and yellow in the second cycle.

[0146] As an optional implementation manner, the selecting a role attribute different from the first role attribute from the M role attributes as the second role attribute includes:

[0147] Randomly select a role attribute different from the first role attribute from among the M role attributes as the second role attribute; or

[0148] A second role attribute is determined among the M role attributes, wherein the number of virtual characters having the second role attribute in the first group of virtual characters is the largest.

[0149] In combination with the above embodiment, assuming that each virtual character in the first group of virtual characters has four color special effects, namely red, blue, purple or yellow, and red is displayed on the UI in the first cycle, then blue is randomly selected from the remaining three colors of blue, purple and yellow as the second character attribute. For details, refer to Fig. 9 As shown in (a).

[0150] Alternatively, the second character attribute is determined according to the number of virtual characters in the first group of virtual characters having blue, purple and yellow special effects, for example, Fig. 9 As shown in (b), when the number of virtual characters with blue special effects is 1, the number of virtual characters with purple special effects is 2, and the number of virtual characters with yellow special effects is 1, the purple special effect is determined as the second character attribute.

[0151] As an optional example, before displaying the duration information of the second period and the prompt information of the second character attribute corresponding to the second period on the game interface, the method further includes:

[0152] determining the duration of the second period to be equal to the duration of the first period; or

[0153] When the remaining duration of the preset total cycle is less than the duration of the first cycle, the duration of the second cycle is determined to be equal to the remaining duration of the total cycle; or

[0154] Determining the duration of the second cycle according to the role attributes of the virtual roles in the first group of virtual roles;

[0155] The duration information of the first cycle includes the duration of the first cycle, and the duration information of the second cycle includes the duration of the second cycle.

[0156] like Fig.10 As shown, assuming that the total countdown duration is 30 seconds, then 30 seconds are evenly divided into 3 cycles, then the duration of the second cycle is equal to the duration of the first cycle, both of which are 10 seconds.

[0157] Alternatively, if the duration of the first cycle is 20 seconds, the remaining 10 seconds are directly used as the duration of the second cycle.

[0158] For another example, determining the duration of the second cycle according to the role attributes of the virtual roles in the first group of virtual roles may specifically include:

[0159] When the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined among the M role attributes is a role attribute that meets the target condition, the duration of the second cycle is determined to be the duration corresponding to the target condition.

[0160] For example, the duration of the second cycle is determined according to the number of virtual characters having the second character attribute in the first group of virtual characters, and when the number of virtual characters having the second character attribute meets a preset condition.

[0161] As an optional implementation, when the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined in the M role attributes is a role attribute that satisfies the target condition, determining the duration of the second period as the duration corresponding to the target condition includes:

[0162] In the case that the number of virtual characters having the second character attribute in the first group of virtual characters is the largest, determining the duration of the second cycle to be greater than a preset duration;

[0163] When the number of virtual characters having the second character attribute in the first group of virtual characters is the smallest, the duration of the second period is determined to be less than a preset duration.

[0164] like Fig.10 As shown, assuming that the preset duration is 10 seconds, assuming that the number of virtual characters with the second character attribute in the first group of virtual characters is the largest, then the duration of the second cycle is determined to be 15 seconds. Fig.10 Middle (b).

[0165] For example, Figure 8 As shown in (b), when the attribute of the second character is purple special effects, the number of monsters with purple special effects is 2, and the number of monsters with red special effects is 1, then the duration of the second cycle is determined to be greater than the preset duration. The purpose is to provide sufficient time for the first virtual character when it hits the monster with purple special effects.

[0166] On the contrary, when the number of virtual characters with the second character attribute in the first group of virtual characters is the smallest, the duration of the second cycle is determined to be less than the preset duration, as shown in the following example. Fig.10 As shown in (c).

[0167] As another optional implementation, when the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined in the M role attributes is a role attribute that satisfies the target condition, determining the duration of the second period as the duration corresponding to the target condition includes:

[0168] When the number of virtual characters having the second character attribute in the first group of virtual characters is greater than a target average number, determining the duration of the second period to be greater than a preset duration, wherein the target average number is an average of the number of virtual characters having each of the M character attributes in the first group of virtual characters;

[0169] When the number of virtual characters having the second character attribute in the first group of virtual characters is less than the target average number, the duration of the second cycle is determined to be less than a preset duration.

[0170] Assume that the first group of virtual characters has monsters with three color special effects, among which the number of monsters with blue special effects is 5, the number of monsters with purple special effects is 7, and the number of monsters with yellow special effects is 4.

[0171] When the second character attribute is purple special effect, since the number of monsters with purple special effects 7 is greater than the target average number 5, the duration of the second cycle is determined to be greater than the preset duration; conversely, when the second character attribute is yellow special effect, since the number of monsters with yellow-blue special effects 4 is greater than the target average number 5, the duration of the second cycle is determined to be less than the preset duration.

[0172] Through the above-mentioned embodiments, the diversity of elemental time gameplay is increased and the fun of the game is improved while reducing the players' understanding of the gameplay rules.

[0173] As an optional example, the game screen corresponding to the first virtual character in the game scene, the duration information of the first cycle, and the prompt information of the first character attribute corresponding to the first cycle are displayed on the game interface, including:

[0174] Displaying duration information of a first cycle and prompt information of a first color corresponding to the first cycle in a game screen corresponding to the first virtual character, wherein the first color is one color in a preset color set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one color in the color set; or

[0175] Displaying duration information of the first cycle and prompt information of the first camp corresponding to the first cycle in the game screen corresponding to the first virtual character, wherein the first camp is one camp in a preset camp set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located belongs to at least one camp in the camp set; or

[0176] Duration information of the first cycle and prompt information of the first level corresponding to the first cycle are displayed in the game screen corresponding to the first virtual character, wherein the first level is a level in a preset level set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one level in the level set.

[0177] That is to say, the color effects displayed around the virtual character mentioned in the above embodiments are only an example of the character attributes and do not limit them.

[0178] For example, the prompt information of the first camp corresponding to the first period can also be displayed on the UI, and according to the camp of the first virtual character and the camp of the monster, it is determined whether the attack operation performed by the first virtual character can cause virtual damage to the monster.

[0179] Alternatively, the prompt information of the first level corresponding to the first period is displayed on the UI, and according to the first level of the first virtual character and the levels of each monster, it is determined whether the attack operation performed by the first virtual character can cause virtual damage to the monster. For example, the first virtual character can only cause virtual damage to monsters with a lower level than itself.

[0180] In order to understand the technical solution of this application more clearly, Fig.11 The overall flow chart shown further describes the control method of the above virtual character.

[0181] S1102, players enter the expansion Dark Tide;

[0182] At this time, data in the extended dark tide is initialized, for example, countdown technology and clearing remaining objects in the arena. Specifically, when the player character approaches the dark tide (scene element in the game scene, for example, a tornado), the dark tide will be transformed into a portal (i.e., the extended dark tide).

[0183] At the same time, when the player enters the expansion Dark Tide, the gameplay logic is turned on. The gameplay logic includes two parts: the first part is to place monsters in the arena. After the monsters are born, each monster will be randomly given a color buff, and then the monster will be bound with a death time. When the monster dies, the number of remaining monsters in the arena is detected; the second part: display the countdown on the UI. Please refer to steps S1104 and S1106 for details.

[0184] S1104, players discovered that monsters had color effects on them;

[0185] S1106, players found a countdown and color cycle on the UI;

[0186] For example, the above embodiment describes that the three colors of red, blue and purple are displayed cyclically according to the preset time interval.

[0187] The above three colors of red, blue, and purple are displayed in a cycle in different cycles according to a preset order. For example, the total duration of a game is evenly divided into three cycles, and the duration of each cycle is 10 seconds. Assuming that the order of the colors displayed in a cycle is red, blue, and purple, the logic of the colors displayed in a cycle on the UI is as follows:

[0188] i) In the first cycle, detect how many monsters with color buffs there are in the game scene, for example, monsters of three colors: red, blue, and purple, then the first color red is displayed on the game interface in the first cycle;

[0189] ii) In the first cycle, if the player performs an attack operation and hits Monster 1, the background server will compare the color buff of the player and the color buff of the monster to see if they are in a corresponding relationship. If so, the target attribute value of the monster will be reduced, for example, the health value, movement speed or attack speed will be reduced; otherwise, the target attribute value of the monster will remain unchanged;

[0190] iii) At the end of the first cycle, the color buffs of the remaining monsters in the game scene are detected again, and the remaining color enumeration (blue, purple) is traversed. If the color buffs of the remaining monsters have blue special effects and purple special effects, then the next color after red, i.e. blue, will be displayed on the UI in the second cycle in order; conversely, if the color buffs of the remaining monsters only have purple special effects, then the second color after red, i.e. purple, will be displayed on the UI in the second cycle. For details, please refer to step S1110.

[0191] S1108, under the corresponding color, the player can cause virtual damage to monsters with the same color special effects;

[0192] For example, when the UI shows red, the player can only cause virtual damage to monsters with red special effects in the virtual scene during that period. Specifically, when the player tries to cause damage to a monster on the field, the background will compare the color buff on the player with the color buff on the monster. Only when the color buffs on the two are the same color can the player cause virtual damage to the monster.

[0193] It should be noted that the color buff possessed by the player corresponds to the color buff possessed by the monster. For example, the color buff A possessed by the player and the color buff D possessed by the monster both present red special effects; the color buff B possessed by the player and the color buff E possessed by the monster both present blue special effects, and so on.

[0194] S1110: When a player kills a monster with the same color effect, the UI will no longer cycle through the same color.

[0195] For example, within the 21st to 30th second, assuming that the player kills all monsters with red special effects, the red color will not be displayed in a loop on the UI during the remaining time.

[0196] S1112, if all monsters are destroyed before the countdown ends, the player wins;

[0197] For example, if the player kills all monsters before the countdown ends, the player wins; otherwise, if all players in the virtual scene fall to the ground before the game is won, or the countdown ends, the game fails, please refer to step S1114 for details.

[0198] S1114, when the countdown reaches zero, all players fall to the ground, and the game fails;

[0199] S1116, in non-corresponding colors, players cannot cause damage to such monsters.

[0200] For example, when red is displayed on the UI, the player can only cause virtual damage to monsters with red special effects in the virtual scene during that cycle, but cannot cause virtual damage to monsters with blue special effects and purple special effects.

[0201] After winning the game, a virtual treasure chest will be generated in the level scene and a portal will be displayed. Players can exit the arena through the portal after opening the virtual treasure chest.

[0202] Through the element time gameplay in the above embodiment, the diversity of gameplay is increased for players, and players can get a better game experience. At the same time, through the prompt information of the first character attributes displayed in the game screen and the character attributes of the second virtual character, the virtual character that the first virtual character can effectively attack can be quickly determined, which simplifies the player's understanding of the gameplay rules when performing each attack operation, reduces the time spent on understanding the gameplay rules, and solves the technical problems of high complexity in the process of controlling virtual characters.

[0203] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0204] According to another aspect of the embodiment of the present application, there is also provided Fig.12 A control device for a virtual character is shown, the device comprising:

[0205] The first display unit 1202 is used to display a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of attributes of the first character corresponding to the first cycle on a game interface, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character;

[0206] The first processing unit 1204 is configured to reduce a target attribute value of the second virtual character in response to an attack operation of the first virtual character against the second virtual character having the first character attribute;

[0207] The second processing unit 1206 is configured to keep the target attribute value of the third virtual character unchanged in response to the attack operation of the first virtual character on the third virtual character that does not have the attribute of the first character.

[0208] Optionally, the above device further includes:

[0209] A second display unit, configured to display duration information of the second cycle and prompt information of the second character attribute corresponding to the second cycle on the game interface in response to the end of the first cycle;

[0210] A third processing unit, configured to reduce a target attribute value of the fourth virtual character in response to an attack operation of the first virtual character against a fourth virtual character having the second character attribute;

[0211] The fourth processing unit is used to keep the target attribute value of the fifth virtual character unchanged in response to the attack operation of the first virtual character on the fifth virtual character that does not have the second character attribute, wherein the game scene includes the fourth virtual character and the fifth virtual character.

[0212] Optionally, the above device further includes:

[0213] The fifth processing unit is used to determine the second role attribute in the role attribute set according to the role attributes of the virtual characters in the first group of virtual characters before displaying the game screen corresponding to the first virtual character in the game scene, the duration information of the first cycle and the prompt information of the first role attribute corresponding to the first cycle on the game interface, wherein the first group of virtual characters are the virtual characters in different camps from the first virtual character remaining in the game scene where the first virtual character is located at the end of the first cycle, and each virtual character in the first group of virtual characters has at least one role attribute in the preset role attribute set, and the role attribute set includes the first role attribute.

[0214] Optionally, the fifth processing unit includes:

[0215] a first processing module, configured to determine a second role attribute as the next role attribute in the role attribute set that is arranged after the first role attribute, when a role attribute of at least one virtual role in the first group of virtual roles includes the next role attribute in the role attribute set that is arranged after the first role attribute, wherein the role attributes in the role attribute set are arranged in a preset order; or

[0216] In a case where the role attributes possessed by each virtual character in the first group of virtual characters do not include N role attributes arranged after the first role attribute in the role attribute set, and the role attributes possessed by at least one virtual character in the first group of virtual characters include the N+1th role attribute arranged after the first role attribute in the role attribute set, the second role attribute is determined as the N+1th role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order, N+1 is less than the number of role attributes in the role attribute set, and N is a positive integer greater than or equal to 1.

[0217] Optionally, the fifth processing unit includes:

[0218] A second processing module is used to select a role attribute different from the first role attribute from the M role attributes as a second role attribute when the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, wherein M is a positive integer greater than or equal to 1 and less than or equal to the number of role attributes in the role attribute set.

[0219] Optionally, the second processing module includes:

[0220] A first processing submodule is used to randomly select a role attribute different from the first role attribute from the M role attributes as a second role attribute; or

[0221] A second role attribute is determined among the M role attributes, wherein the number of virtual characters having the second role attribute in the first group of virtual characters is the largest.

[0222] Optionally, the above device further includes:

[0223] a sixth processing unit, configured to determine the duration of the second cycle to be equal to the duration of the first cycle before displaying the duration information of the second cycle and the prompt information of the second character attribute corresponding to the second cycle on the game interface; or

[0224] When the remaining duration of the preset total cycle is less than the duration of the first cycle, the duration of the second cycle is determined to be equal to the remaining duration of the total cycle; or

[0225] Determining the duration of the second cycle according to the role attributes of the virtual roles in the first group of virtual roles;

[0226] The duration information of the first cycle includes the duration of the first cycle, and the duration information of the second cycle includes the duration of the second cycle.

[0227] Optionally, the sixth processing unit includes:

[0228] The third processing module is used to determine the duration of the second cycle as the duration corresponding to the target condition when the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set and the second role attribute determined among the M role attributes is a role attribute that meets the target condition.

[0229] Optionally, the third processing module includes:

[0230] A second processing submodule is used to determine the duration of the second cycle to be greater than a preset duration when the number of virtual characters with the second character attribute in the first group of virtual characters is the largest;

[0231] The third processing submodule is configured to determine the duration of the second cycle to be less than a preset duration when the number of virtual characters having the second character attribute in the first group of virtual characters is the smallest.

[0232] Optionally, the third processing module includes:

[0233] a fourth processing submodule, configured to determine the duration of the second period to be greater than a preset duration when the number of virtual characters having the second character attribute in the first group of virtual characters is greater than a target average number, wherein the target average number is an average of the number of virtual characters having each of the M character attributes in the first group of virtual characters;

[0234] The fifth processing submodule is used to determine the duration of the second cycle to be less than a preset duration when the number of virtual characters with the second character attribute in the first group of virtual characters is less than the target average number.

[0235] Optionally, the first display unit 1202 includes:

[0236] a fourth processing module, configured to display duration information of a first cycle and prompt information of a first color corresponding to the first cycle in a game screen corresponding to the first virtual character, wherein the first color is one color in a preset color set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one color in the color set; or

[0237] Displaying duration information of the first cycle and prompt information of the first camp corresponding to the first cycle in the game screen corresponding to the first virtual character, wherein the first camp is one camp in a preset camp set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located belongs to at least one camp in the camp set; or

[0238] Duration information of the first cycle and prompt information of the first level corresponding to the first cycle are displayed in the game screen corresponding to the first virtual character, wherein the first level is a level in a preset level set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one level in the level set.

[0239] By applying the above-mentioned device to the prompt information of the first character attributes displayed in the game screen and the character attributes of the second virtual character, it is possible to quickly determine the virtual character that the first virtual character can effectively attack, which simplifies the player's understanding of the gameplay rules when performing each attack operation, reduces the time spent on understanding the gameplay rules, and solves the highly complex technical problems that arise in the process of controlling virtual characters.

[0240] It should be noted that the embodiments of the control device for the virtual character here can refer to the embodiments of the control method for the virtual character mentioned above, which will not be described in detail here.

[0241] According to another aspect of the embodiment of the present application, an electronic device for implementing the above-mentioned virtual character control method is also provided. The electronic device may be Fig.13 The terminal device shown in FIG. This embodiment is described by taking the electronic device as a background device as an example. Fig.13 As shown, the electronic device includes a memory 1302 and a processor 1304. The memory 1302 stores a computer program, and the processor 1304 is configured to execute the steps in any of the above method embodiments through the computer program.

[0242] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0243] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0244] S1, displaying a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of attributes of the first character corresponding to the first cycle on a game interface, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character;

[0245] S2, in response to the attack operation of the first virtual character against the second virtual character having the first character attribute, reducing the target attribute value of the second virtual character;

[0246] S3, in response to the attack operation of the first virtual character on the third virtual character that does not have the first character attribute, keeping the target attribute value of the third virtual character unchanged.

[0247] Alternatively, a person skilled in the art may understand that: Fig.13 The structure shown is for illustration only, and the electronic device may also be a target terminal such as a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, and a mobile Internet device (MID), a PAD, etc. Fig.13 The electronic device and the electronic equipment described above are not limited in structure. Fig.13 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.13 Different configurations are shown.

[0248] Among them, the memory 1302 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual character in the embodiment of the present application. The processor 1304 executes various functional applications and data processing by running the software programs and modules stored in the memory 1302, that is, realizing the control method of the virtual character mentioned above. The memory 1302 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1302 may further include a memory remotely arranged relative to the processor 1304, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1302 may be specifically, but not limited to, used to store the duration information of the first cycle, the prompt information of the first character attributes, and the target attribute value of the second virtual character. As an example, Fig.13 As shown, the memory 1302 may include, but is not limited to, the first display unit 1202, the first processing unit 1204, and the second processing unit 1206 in the control device of the virtual character. In addition, it may also include, but is not limited to, other module units in the control device of the virtual character, which will not be repeated in this example.

[0249] Optionally, the transmission device 1306 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one example, the transmission device 1306 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1306 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0250] In addition, the electronic device further includes: a display 1308 for displaying the direction prompt information of the target sound; and a connection bus 1310 for connecting various module components in the electronic device.

[0251] In other embodiments, the target terminal or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes in the form of network communication. Among them, the nodes may form a peer-to-peer (P2P) network, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0252] According to another aspect of the present application, a computer program product or computer program is provided, the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual character provided in various optional implementations of the above-mentioned server verification processing and other aspects, wherein the computer program is configured to execute the steps of any of the above-mentioned method embodiments when running.

[0253] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0254] S1, displaying a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of attributes of the first character corresponding to the first cycle on a game interface, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character;

[0255] S2, in response to the attack operation of the first virtual character against the second virtual character having the first character attribute, reducing the target attribute value of the second virtual character;

[0256] S3, in response to the attack operation of the first virtual character on the third virtual character that does not have the first character attribute, keeping the target attribute value of the third virtual character unchanged.

[0257] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the target terminal through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0258] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0259] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to execute all or part of the steps of the methods of each embodiment of the present application.

[0260] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0261] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic, for example, the division of units is only a logical function division, and there may be other division methods in actual implementation, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0262] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0263] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0264] The above are only preferred implementations of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for controlling a virtual character, characterized in that: include: Displaying on a game interface a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of a first character attribute corresponding to the first cycle, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character; In response to an attack operation by the first virtual character against the second virtual character having the first character attribute, reducing a target attribute value of the second virtual character; In response to the attack operation of the first virtual character on the third virtual character that does not have the first character attribute, the target attribute value of the third virtual character is kept unchanged.

2. The method according to claim 1, characterized in that The method further comprises: In response to the first cycle ending, displaying duration information of a second cycle and prompt information of a second character attribute corresponding to the second cycle on the game interface; In response to an attack operation of the first virtual character against a fourth virtual character having the second character attribute, reducing a target attribute value of the fourth virtual character; In response to the attack operation of the first virtual character on a fifth virtual character that does not have the second character attribute, the target attribute value of the fifth virtual character is kept unchanged, wherein the game scene includes the fourth virtual character and the fifth virtual character.

3. The method according to claim 1, characterized in that Before displaying the game screen corresponding to the first virtual character in the game scene, the duration information of the first cycle, and the prompt information of the first character attribute corresponding to the first cycle on the game interface, the method further includes: The second role attribute is determined in a role attribute set according to role attributes of virtual characters in a first group of virtual characters, wherein the first group of virtual characters are virtual characters in a different camp from the first virtual character that remain in a game scene where the first virtual character is located at the end of the first cycle, and each virtual character in the first group of virtual characters has at least one role attribute in a preset role attribute set, and the role attribute set includes the first role attribute.

4. The method according to claim 3, characterized in that The step of determining the second role attribute in a role attribute set according to the role attributes of the virtual roles in the first group of virtual roles includes: In a case where the role attribute of at least one virtual character in the first group of virtual characters includes the next role attribute arranged after the first role attribute in the role attribute set, determining the second role attribute as the next role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order; or In a case where the role attributes possessed by each virtual character in the first group of virtual characters do not include N role attributes arranged after the first role attribute in the role attribute set, and the role attributes possessed by at least one virtual character in the first group of virtual characters include the N+1th role attribute arranged after the first role attribute in the role attribute set, the second role attribute is determined as the N+1th role attribute arranged after the first role attribute in the role attribute set, wherein the role attributes in the role attribute set are arranged in a preset order, N+1 is less than the number of role attributes in the role attribute set, and N is a positive integer greater than or equal to 1.

5. The method according to claim 3, characterized in that: The step of determining the second role attribute in a role attribute set according to the role attributes of the virtual roles in the first group of virtual roles includes: In a case where the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, a role attribute different from the first role attribute is selected from the M role attributes as the second role attribute, where M is a positive integer greater than or equal to 1 and less than or equal to the number of role attributes in the role attribute set.

6. The method according to claim 5, characterized in that The selecting a role attribute different from the first role attribute from the M role attributes as the second role attribute includes: randomly selecting a role attribute different from the first role attribute from the M role attributes as the second role attribute; or The second role attribute is determined among the M role attributes, wherein the number of virtual characters having the second role attribute is the largest in the first group of virtual characters.

7. The method according to claim 2, characterized in that Before displaying the duration information of the second period and the prompt information of the second character attribute corresponding to the second period on the game interface, the method further includes: Determine the duration of the second period to be equal to the duration of the first period; or When the remaining duration of the preset total cycle is less than the duration of the first cycle, Determine the duration of the second cycle to be equal to the remaining duration of the total cycle; or Determining the duration of the second cycle according to the role attributes of the virtual roles in the first group of virtual roles; The duration information of the first cycle includes the duration of the first cycle, and the duration information of the second cycle includes the duration of the second cycle.

8. The method according to claim 7, characterized in that The determining the duration of the second period according to the role attributes of the virtual roles in the first group of virtual roles includes: When the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined among the M role attributes is a role attribute that meets the target condition, the duration of the second cycle is determined to be the duration corresponding to the target condition.

9. The method according to claim 8, characterized in that In a case where the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined in the M role attributes is a role attribute that satisfies a target condition, determining the duration of the second period to be a duration corresponding to the target condition comprises: When the number of virtual characters having the second character attribute in the first group of virtual characters is the largest, determining the duration of the second cycle to be greater than a preset duration; In the case that the number of virtual characters having the second character attribute in the first group of virtual characters is the smallest, the duration of the second cycle is determined to be less than the preset duration.

10. The method according to claim 8, characterized in that In a case where the role attributes of each virtual character in the first group of virtual characters include M role attributes in the role attribute set, and the second role attribute determined in the M role attributes is a role attribute that satisfies a target condition, determining the duration of the second period to be a duration corresponding to the target condition comprises: When the number of virtual characters having the second character attribute in the first group of virtual characters is greater than a target average number, determining the duration of the second period to be greater than a preset duration, wherein the target average number is an average value of the number of virtual characters having each of the M character attributes in the first group of virtual characters; When the number of virtual characters having the second character attribute in the first group of virtual characters is less than the target average number, the duration of the second cycle is determined to be less than the preset duration.

11. The method according to claims 1 to 10, characterized in that The displaying of the game screen corresponding to the first virtual character in the game scene, the duration information of the first cycle and the prompt information of the first character attribute corresponding to the first cycle on the game interface includes: Displaying duration information of the first cycle and prompt information of a first color corresponding to the first cycle in a game screen corresponding to the first virtual character, wherein the first color is one of a preset color set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one color in the color set; or Displaying duration information of the first cycle and prompt information of a first camp corresponding to the first cycle in a game screen corresponding to the first virtual character, wherein the first camp is one camp in a preset camp set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located belongs to at least one camp in the camp set; or Duration information of the first cycle and prompt information of the first level corresponding to the first cycle are displayed in the game screen corresponding to the first virtual character, wherein the first level is a level in a preset level set, and each virtual character in a different camp from the first virtual character in the game scene where the first virtual character is located has at least one level in the level set.

12. A control device for a virtual character, characterized in that: include: A first display unit, configured to display, on a game interface, a game screen corresponding to a first virtual character in a game scene, duration information of a first cycle, and prompt information of a first character attribute corresponding to the first cycle, wherein the game scene includes the first virtual character, the second virtual character, and the third virtual character; A first processing unit, configured to reduce a target attribute value of the second virtual character in response to an attack operation of the first virtual character against the second virtual character having the first character attribute; The second processing unit is configured to keep the target attribute value of the third virtual character unchanged in response to the attack operation of the first virtual character on the third virtual character that does not have the first character attribute.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program can be executed by a terminal device or a computer to execute the method described in any one of claims 1 to 11.

14. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 11 are implemented.

15. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 11 through the computer program.