Information processing method and device in game, electronic equipment and storage medium
By introducing state switching mechanisms and skill attribute matching settlement in sports competitive games, the problems of low interaction efficiency and single state fixed in the existing technology are solved, and more efficient interaction and rich gameplay are achieved.
Patent Information
- Application Number
- CN202510080677.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-17
- Publication Date
- 2025-04-11
AI Technical Summary
In existing sports competition games, players need to actively trigger the state in different rounds, resulting in low interaction efficiency between the offense and defense, and the state is fixed and single, and lacks changes.
By responding to preset trigger events, the virtual character is controlled to switch between different states, provide attribute gain, and perform behavior settlement based on the matching degree of skill type and state attributes.
It improves interaction efficiency, enhances the combat capabilities of virtual characters, enriches gameplay, and improves resource utilization of game servers.
Smart Images

Figure CN119792934A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer application technology, and in particular to an information processing method, device, electronic device and storage medium for a game. Background Art
[0002] With the continuous development of computer technology, a large number of games with different themes have emerged. For example, offline sports have been developed into corresponding game applications, and players can experience simulated sports competitions online through sports competitive games. Taking virtual ball games as an example, during the game, a single player often needs to control multiple virtual characters to perform actions such as passing and scoring on the virtual ball in the offensive round through the cooperation between multiple virtual characters, and perform defense and interception actions against multiple virtual characters of the enemy camp in the defensive round.
[0003] In the related art, a separate state trigger is set for the attack round and the defense round respectively, so that the state that triggers the attack round is used in the attack round, and the state that triggers the defense round is used in the defense round.
[0004] However, the above method requires players to actively trigger it in different rounds, and the state in each offensive round or each defensive round is fixed and single, resulting in low interaction efficiency between the offensive and defensive sides. Summary of the invention
[0005] In view of this, the embodiments of the present application at least provide a method, device, electronic device and storage medium for processing information in a game to overcome at least one of the above-mentioned defects.
[0006] In a first aspect, an exemplary embodiment of the present application provides an information processing method in a game, the method comprising: in response to a preset trigger event, controlling the first virtual character to switch from a first state to a second state, wherein the second state is capable of providing an attribute gain for a second combat attribute of the first virtual character; in response to the first virtual character in the second state using a first skill, performing a behavior settlement for the first skill based on a match between the skill type of the first skill and the second combat attribute of the second state.
[0007] In a second aspect, an embodiment of the present application also provides an information processing device in a game, the device comprising: a state switching module, which controls the first virtual character to switch from a first state to a second state in response to a preset trigger event, wherein the second state can provide an attribute gain for the second combat attribute of the first virtual character; a skill control module, which executes a behavior settlement for the first skill based on the match between the skill type of the first skill and the second combat attribute of the second state in response to the first virtual character using a first skill in the second state.
[0008] In a third aspect, an embodiment of the present application further provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the above-mentioned game.
[0009] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the information processing method in the above game are executed.
[0010] The information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application can help improve the interaction efficiency.
[0011] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0013] Figure 1 A flowchart showing an information processing method in a game provided by an exemplary embodiment of the present application;
[0014] Figure 2 A flowchart showing steps of controlling a first virtual character to switch from a first state to a second state provided by an exemplary embodiment of the present application;
[0015] Figure 3 A flowchart showing the skill action posture control steps provided by an exemplary embodiment of the present application;
[0016] Figure 4 A flowchart showing the skill control switching steps provided by an exemplary embodiment of the present application;
[0017] Figure 5 A schematic diagram showing an interaction of a first virtual character in a first state provided by an exemplary embodiment of the present application;
[0018] Figure 6 A schematic diagram showing an interaction of a first virtual character in a second state provided by an exemplary embodiment of the present application;
[0019] Figure 7 A schematic diagram showing the structure of an information processing device in a game provided by an exemplary embodiment of the present application;
[0020] Figure 8 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0021] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme 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. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0022] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0023] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0024] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0025] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0026] With the continuous development of computer technology, a large number of games with different themes have emerged. For example, offline sports have been developed into corresponding game applications, and players can experience simulated sports competitions online through sports competitive games. Taking virtual ball games as an example, during the game, a single player often needs to control multiple virtual characters to perform actions such as passing and scoring on the virtual ball in the offensive round through the cooperation between multiple virtual characters, and perform defense and interception actions against multiple virtual characters of the enemy camp in the defensive round.
[0027] In a related technology, an auxiliary state is provided for the virtual character in the attack round and the defense round. For example, a separate state trigger can be set for the attack round and the defense round respectively, so that the state that triggers the attack round is used in the attack round, and the state that triggers the defense round is used in the defense round.
[0028] For example, in an attack round, a first state control is provided on the game interface of the virtual character, and the player can control the virtual character to use the state of triggering the attack round in the attack round by triggering the first state control. Similarly, in a defense round, a second state control is provided on the game interface of the virtual character, and the player can control the virtual character to use the state of triggering the defense round in the defense round by triggering the second state control.
[0029] In the above control method, the player needs to actively trigger in each round to use the corresponding state, which increases the complexity of the operation.
[0030] Generally speaking, multiple skill controls are provided on the display interface of a game application. For example, a movement control can be used to control the movement of a virtual character in a virtual interactive scene, and multiple action controls are used to control the virtual character to perform corresponding competitive actions. However, the above-mentioned state triggering also requires the operation of a specific control to realize the active triggering of the state, which will increase the number of controls displayed on the display interface of the game application, which is easy to cause interface confusion.
[0031] Moreover, in each round, in addition to paying attention to the changes in the battle situation and the use of skills in the virtual scene, players also need to pay attention to the active triggering of the status. The combination of skills and status increases the difficulty of operation and makes it difficult for players to get started.
[0032] In addition, in the above control method, the state in each attack round or each defense round is fixed and single, lacking changes, resulting in low interaction efficiency between the attacker and the defender.
[0033] In another related technology, a state switching control may be provided on the game interface of the virtual character. During the game process, each time the state switching control is clicked, a state switching may be performed.
[0034] Generally speaking, in the above switching method, when the virtual character participates in this virtual game, it will be in the default state, and then the state will be switched by operating the state switching control. That is, for the virtual character, it is always in a certain auxiliary state, and the player cannot choose whether to have a state or no state.
[0035] In addition, the state switching in the above scheme is very flexible, but for virtual sphere games, if a virtual character can switch states at any time, the opponent will not be able to make effective counter-actions against the virtual character, resulting in an inability to form effective interaction between the attacker and the defender, causing low interaction efficiency and reducing the resource utilization of the game server to a certain extent.
[0036] In view of at least one of the above problems, the present application proposes an information processing method in a game to improve the interaction efficiency. In addition, the resource utilization of the game server can also be improved.
[0037] First, the names involved in the embodiments of the present application are introduced.
[0038] Terminal equipment:
[0039] The terminal device involved in the embodiments of the present application mainly refers to an electronic device that can provide a user interface (User Interface) to achieve human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene), and can be an intelligent device that can control and operate a virtual character. The terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include but is not limited to any of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games (Multiplayer Online Battle Arena, multiplayer online tactical competitive games), multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application program may be a stand-alone application program, such as a stand-alone 3D (Three Dimensions, three-dimensional graphics) game program, or may be a network-connected application program.
[0040] Graphical User Interface:
[0041] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. In the game scene, the graphical user interface can display the game scene interface and the game configuration interface.
[0042] Virtual interaction scene:
[0043] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server, such as a game scene provided in the game process. Optionally, the virtual interactive scene is a simulation environment of the real world, or a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual interactive scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual scene. Exemplarily, the game scene may include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.
[0044] Virtual Characters:
[0045] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. There may be multiple virtual characters in a virtual scene, and the virtual character is a virtual character controlled by a player (i.e., a character controlled by a player through an input device or a touch screen), or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual character may include a virtual character that competes in a game scene. Optionally, the number of virtual characters in the game scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character built based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0046] The information processing method in the game in one embodiment of the present application can be run on a local terminal device or a server. When the method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0047] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0048] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0049] In one possible implementation, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above (such as a local touch terminal) or the client device in the cloud interaction system mentioned above.
[0050] To facilitate understanding of the present application, the information processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.
[0051] See also Figure 1, which is a flowchart of an information processing method in a game provided by an exemplary embodiment of the present application, which is generally applied to a game server, for example, the cloud game server described above, and can also be run on a local terminal device (hereinafter referred to as the terminal device), and the present application does not impose any restrictions on this.
[0052] In an exemplary embodiment of the present application, a virtual interaction scene for enabling virtual characters of different camps to interact is provided on a graphical user interface of a terminal device. The virtual interaction scene includes virtual characters of different camps and virtual moving bodies so that a game can be played through the virtual moving bodies.
[0053] Taking sports games as an example, there are two camps in the game, and the virtual moving body is a virtual sphere. The two camps compete for the virtual sphere through confrontation and interaction, and use the virtual sphere to trigger the scoring event, and then settle the scores of different camps. When the specified conditions are met, the settlement of the current game can be triggered. For example, when a certain time is reached, the game end time can be pre-set. When the time node is reached, the current game is directly settled. When the game end time is reached, the camp with the higher score wins the game. Alternatively, if a camp reaches a certain score first, the game end score can be pre-set, and when a camp reaches the game end score, the game is determined to be over, and the camp that obtains the game end score wins the game, the confrontation interaction ends, and the settlement score determines which camp wins and which camp loses.
[0054] In one possible implementation, after a virtual character obtains control over a virtual moving body, the virtual character may perform a scoring interaction operation on the virtual moving body at an appropriate time (e.g., when the virtual character is close to a target object and there is no obstruction from other virtual characters). After the virtual character performs the scoring interaction operation on the virtual moving body, the virtual moving body is controlled to move toward a target object of the virtual interactive scene (e.g., a virtual basketball hoop or a virtual goal in a sports competitive game). If the virtual moving body enters the area where the target object is located, the virtual character and the camp to which the virtual character belongs may obtain corresponding scores.
[0055] For example, when the virtual moving object is a virtual basketball, the virtual basketball is controlled to enter the virtual basket (target object) through interactive operations on the scoring of the virtual basketball. When the virtual moving object is a virtual football, the virtual football is controlled to enter the virtual goal (target object) through interactive operations on the scoring of the virtual football, etc.
[0056] In a possible implementation, when the virtual character performs a scoring interaction operation on a virtual moving body, when the virtual moving body enters the area where the target object is located and calculates the score, it is also necessary to calculate the score based on the position of the virtual character when the scoring interaction operation is performed on the virtual moving body. For example, when the virtual moving body is a virtual basketball, it is necessary to calculate whether the goal is a three-point shot or a two-point shot based on the position of the virtual character (whether it is outside the three-point line).
[0057] In a possible implementation, for a virtual character, a player can control the virtual character to perform corresponding skills in a virtual interactive scene through multiple skill controls displayed on a graphical user interface, and the multiple skill controls can correspond one-to-one to the multiple skills possessed by the virtual character. Exemplarily, different virtual characters may have the same basic skills. For example, taking a virtual basketball as an example of a virtual moving body, the basic skills may include but are not limited to shooting, passing, layups, and requesting the ball, but are not limited to these. Different virtual characters may also have differentiated character skills. Therefore, when a player selects or manipulates different virtual characters, the number of skill controls displayed in the graphical user interface and the specific skills corresponding to each skill control may be different.
[0058] Reference Figure 1 In step S101, in response to a preset trigger event, the first virtual character is controlled to switch from a first state to a second state.
[0059] For example, in the case where two camps are included in this virtual game, multiple first virtual characters belonging to the first camp and multiple second virtual characters belonging to the second camp may be included in the virtual interaction scene. Multiple virtual characters in the same camp may be controlled by one game account, or by different game accounts, or by a combination of a game account and AI (or NPC), and this application does not limit this.
[0060] In a preferred embodiment, a state switching mechanism can be pre-configured for a specified virtual character in a game application. For example, the game server pre-associates the state switching mechanism with the specified virtual character. The state switching mechanism can be a mechanism of the specified virtual character itself, and can also be understood as a special character skill.
[0061] Optionally, before entering the game, each player can freely select a virtual character to participate in the virtual game. After the designated virtual character is selected to participate in the virtual game, the designated virtual character has a state switching mechanism, and the player does not need to configure the mechanism for the designated virtual character. In an embodiment of the present application, there may be at least one designated virtual character among the multiple first virtual characters and / or multiple second virtual characters included in the virtual interaction scene.
[0062] In a preferred embodiment of the present application, multiple states may be introduced for the first virtual character. For example, multiple states may be preconfigured for the first virtual character carrying a state switching mechanism to control the first virtual character to switch between the multiple states.
[0063] Exemplarily, multiple state markers corresponding to multiple states pre-configured for the first virtual character may be serialized into a list, for example, a state marker list is created for a specified virtual character, so that when the state switching is performed for the first virtual character, it is called from the state marker list. Here, the state marker list may include multiple state markers arranged in order, and different state markers are used to indicate different states of the virtual character.
[0064] The first virtual character mentioned in the embodiment of the present application may refer to a designated virtual character in the first camp that is configured with a state switching mechanism. In a preferred embodiment, an initial trigger may be configured for the designated virtual character, and the initial trigger may be used to control whether the state switching mechanism configured for the designated virtual character is triggered in this virtual game. After the state switching mechanism is triggered, whenever a preset trigger event is triggered, the first virtual character is controlled to switch states based on the above-mentioned state mark list.
[0065] That is to say, for a designated virtual character configured with a state switching mechanism, there are two game phases in a virtual game. One is a stateless phase, which is equivalent to the state switching mechanism not being triggered (e.g., the initial trigger condition of the initial trigger is not met); the other is a state switching phase, which is equivalent to the state switching mechanism being triggered (e.g., the initial trigger condition of the initial trigger is met). In this case, the first virtual character can be controlled to perform state switching based on the state mark list.
[0066] Exemplarily, a detection may be performed in the game server with respect to a designated virtual character in the current virtual game to determine whether an initial trigger of the designated virtual character is triggered.
[0067] For example, the detection step performed in the game server may include: detecting whether the initial trigger condition for the first virtual character is met, in response to the initial trigger condition being met, determining that the first virtual character is in a state switching stage, and controlling the first virtual character to enter the initial state, and in response to the initial trigger condition not being met, determining that the first virtual character is in a stateless stage.
[0068] In the embodiment of the present application, an initial trigger is introduced for a specified virtual character as a judgment condition for the state of the specified virtual character from nothing to something, so as to determine the time when the specified virtual character first enters a state and which state (initial state) the first enters based on the initial trigger. Here, the initial trigger condition of the initial trigger can be adjusted through configuration.
[0069] The following lists various configuration methods for the initial trigger.
[0070] In the first case, the initial trigger may be attached to a specific skill of the first virtual character.
[0071] For example, the initial trigger condition includes the first virtual character performing the first preset skill behavior (i.e., the skill behavior corresponding to the above-mentioned specific skill). When the game server detects that a designated virtual character in this virtual game has performed the first preset skill behavior, it is determined that the state switching mechanism of the designated virtual character is triggered and enters the state switching stage. It should be understood that the initial trigger can also be configured as other trigger conditions, and this application does not limit this.
[0072] Furthermore, the initial state can be pre-configured. For example, the initial state may include a state indicated by a state mark that ranks first in a state mark list, or the initial state may include a state indicated by a state mark randomly determined in the state mark list. In this case, when the first virtual character is detected to perform a first preset skill behavior, the first virtual character is directly controlled to enter the configured initial state.
[0073] As mentioned above, the status mark list pre-configured for the first virtual character includes multiple status marks arranged in order. At this time, the first state of the status mark list, or the state indicated by any status mark can be determined as the initial state when the first virtual character first enters the state switching stage. Thereafter, in response to a preset trigger event, starting from the initial state, the state switching is performed according to the order in the status mark list.
[0074] In the second case, the initial trigger condition includes multiple initial conditions. In this case, the initial state can be determined based on the satisfied initial conditions.
[0075] For example, each of the multiple initial conditions is associated with a corresponding state mark in the state mark list. In this case, when any initial condition is met, the initial state of the first virtual character in the state switching stage includes the state indicated by the state mark associated with any initial condition.
[0076] Optionally, the number of initial conditions may be the same as or different from the number of status tags in the status tag list. For example, the number of initial conditions may be less than or equal to the number of status tags. Those skilled in the art may configure the association between the initial conditions and the above-mentioned status tags as required, and this application does not limit this.
[0077] In a preferred embodiment, the initial state of the first virtual character can be determined by skill behavior and interference area.
[0078] For example, in response to the first virtual character performing a target skill behavior, it is detected whether there is a second virtual character in the interference area of the first virtual character, if the second virtual character exists in the interference area, the initial state of the first virtual character is determined to be a first preset state, and if the second virtual character does not exist in the interference area, the initial state of the first virtual character is determined to be a second preset state. Here, the first preset state is one of the multiple states configured for the first virtual character, and the second preset state is another of the multiple states configured for the first virtual character.
[0079] Exemplarily, the above-mentioned target skill behavior can be a skill behavior performed in a virtual interactive scene after the target skill is triggered for the first virtual character. The target skill can be a basic skill in the game application, such as a skill possessed by each virtual character, or the target skill can also be a role skill possessed by the specified virtual character itself, that is, a skill possessed only by the specified virtual character in the game application.
[0080] Optionally, the detection timing for the interference area may be when the target skill behavior ends. For example, when a trigger instruction for the target skill is received, the first virtual character is controlled to perform the skill animation of the target skill in the virtual interaction scene. The end time of the target skill behavior may refer to the end time of the skill animation. It should be understood that other time points may also be selected to perform the detection for the interference area, and this application does not limit this.
[0081] For example, in a game application, an interference area can be set for the offensive side holding the ball. The interference area is an area constructed based on the position and orientation of the first virtual character. For example, taking the orientation as the projection direction, the interference area refers to an area in the projection direction of the first virtual character. Taking a basketball game as an example, the interference area may include a sector-shaped area with the first virtual character as the center and a preset length as the radius. The projection direction is from the position of the first virtual character to the target object in the virtual interactive scene (e.g., a virtual basket in a basketball game).
[0082] Preferably, the interference area can also be displayed differently according to whether there is a virtual character of the defending party (i.e., the second virtual character) in the interference area. For example, the interference area is displayed in a first presentation form to indicate that there is no virtual character of the defending party in the interference area, and the interference area is displayed in a second presentation form to indicate that there is a virtual character of the defending party in the interference area. Here, the first presentation form is different from the second presentation form.
[0083] It should be understood that in the above examples, the interference area is represented by a fan-shaped area, but the present application is not limited to this, and other shapes can also be used to represent the interference area, such as a trapezoid, a triangle, a rectangle, etc.
[0084] Taking a basketball game as an example, a character skill possessed by the first virtual character is a special dribbling skill. For example, a dribbling control corresponding to the special dribbling skill can be displayed on the graphical user interface, and a moving control can also be displayed. The first virtual character can be controlled to move in the virtual interactive scene by manipulating the moving control. Based on this, the first virtual character can be controlled to perform dribbling actions in the virtual interactive scene by cooperating with the moving control and the dribbling control. For example, when the moving control is presented in the form of a virtual joystick, when the dribbling control is triggered, the first virtual character is controlled to perform a forward pressing dribbling action in the virtual interactive scene by moving the virtual joystick upward (or forward). When the dribbling control is triggered, the first virtual character is controlled to perform a backward dribbling action in the virtual interactive scene by moving the virtual joystick downward (or backward). The dribbling action is used to pull the spatial position of the opponent's virtual character.
[0085] When the forward pressure dribbling action or the backward dribbling action performed by the first virtual character ends, the first virtual character is controlled to enter different initial states based on whether there is a defensive virtual character in the interference area of the first virtual character. Exemplarily, when the presence of a defensive virtual character is detected in the interference area, it is believed that the defensive virtual character located in the interference area may interfere with the shooting skill behavior of the first virtual character and reduce the success rate of the shooting skill behavior triggering the scoring event. In other words, when there is a defensive virtual character in the interference area, it is possible to reduce the shooting hit rate of the first virtual character. In this case, when the presence of a defensive virtual character in the interference area of the first virtual character is detected, the first preset state that controls the first virtual character to enter can be an impact state, in which an attribute gain can be provided for the successful execution of the virtual impact behavior of the first virtual character.
[0086] Accordingly, when it is detected that there is no defending virtual character in the interference area of the first virtual character, the first virtual character's shooting skill behavior is not interfered due to the lack of direct interference from the defending virtual character, that is, the success rate of the shooting skill behavior triggering the scoring event is not negatively affected. In this case, the second preset state that controls the first virtual character to enter can be a shooting state, in which an attribute gain can be provided for the first virtual character's virtual shooting behavior triggering score.
[0087] It should be understood that the configuration methods for the initial trigger and initial state listed above are only examples, and the present application is not limited thereto. The initial trigger can also be configured to be triggered at the start of the game, that is, when the designated virtual character participates in the virtual game or when the virtual game starts, its state switching mechanism is triggered.
[0088] In an embodiment of the present application, multiple state switching interfaces can be provided to facilitate the expansion of multiple game operation logics. Exemplarily, two state switching methods based on the state mark list are proposed below.
[0089] In the first example, the status mark list is configured in a sequential switching manner.
[0090] This example provides an in-game growth mode (i.e., a gameplay with in-game growth changes), which provides an incremental gain for a preset combat attribute of the virtual character by controlling the virtual character to switch to different states, that is, providing the virtual character with attribute gains of different gain strengths for the preset combat attribute.
[0091] In a preferred embodiment of the present application, this virtual game may include two battle rounds, for example, may include but not be limited to a first battle round and a second battle round. As an example, the first battle round is one of an offensive round and a defensive round in this virtual game, and the second battle round is the other of an offensive round and a defensive round in this virtual game.
[0092] Optionally, the first virtual character may be configured to allow state switching when the first virtual character performs a first battle round. For example, whenever the first virtual character performs a first battle round, the first virtual character is controlled to switch states according to the order of the state tags in the state tag list.
[0093] Exemplarily, the preset battle attribute may be an attribute that has a pre-established association with the state switching mechanism of the specified virtual character. In the case where the state switching is allowed to be executed during the first battle round, the preset battle attribute may refer to an attribute that can improve the first virtual character's ability to fight in the first battle round. For example, when the first battle round is an offensive round, the preset battle attribute may be an offensive attribute that helps improve the first virtual character's offensive ability, such as shooting accuracy. When the first battle round is a defensive round, the preset battle attribute may be a defensive attribute that helps improve the first virtual character's defensive ability, such as blocking accuracy.
[0094] Exemplarily, the state mark list configured for a specified virtual character can represent the number of states that the virtual character can have and the order of switching. For example, taking the state mark list including state mark A, state mark B, and state mark C as an example, state marks A, B, and C are arranged in order to form a sequence, so that the first virtual character can switch states in the order from state mark A to state mark B and then to state mark C. Optionally, in the intra-game growth mode, the state mark list can be configured so that the list is not cyclic.
[0095] In this case, the virtual character can bring different attribute gain strengths for a preset combat attribute in different states, that is, the attribute bonus brought to a preset combat attribute in different states is different, and changes in ascending order according to the arrangement order of the state mark in the state mark list.
[0096] In the second example, the status mark list is configured to be switched in a cyclic manner.
[0097] In the cyclic switching mode, each time a preset trigger event is triggered, the multiple state marks in the state mark list are cyclically switched in the order of arrangement. For example, taking the above state mark list including state mark A, state mark B, and state mark C as an example, state marks A, B, and C can be determined as a cyclic sequence, and after switching to state mark C in sequence, the next state is state mark A.
[0098] In a preferred example, different states are associated with different attributes, that is, a state is associated with an attribute of the first virtual character, in which case the first virtual character can bring attribute gains to different battle attributes in different states. Exemplarily, the attribute categories of different battle attributes can be the same, for example, all belong to offensive attributes, at this time, different states can correspond to projection-related attributes and breakthrough-related attributes in the offensive round, respectively. Alternatively, the attribute categories of different battle attributes can also be different, for example, different states can correspond to offensive attributes and defensive attributes, respectively, and this application does not limit this.
[0099] In a preferred embodiment of the present application, after the first virtual character enters the state switching phase, when a preset triggering event is triggered, the state switching for the first virtual character is executed.
[0100] In the first embodiment, the above-mentioned preset trigger event may include when a round switch occurs in the current virtual game.
[0101] For example, the round switch may refer to the switch between the attack round and the defense round in the current virtual game, for example, when the two camps switch from the attack state to the defense state, or from the defense state to the attack state. With respect to the above-mentioned situation where the state switch is allowed to be executed during the execution of the first battle round, the round switch may refer to when the first virtual character switches from the defense round to the attack round.
[0102] For virtual ball games, the above-mentioned round switching usually occurs during the exchange of ball possession. In this case, the preset trigger event may be triggered by at least one of the following situations, but is not limited to:
[0103] (1) Shooting or free throw: When a team scores a field goal or free throw, a player from the non-scoring team will serve the ball outside the arc. At this time, the ball is transferred to the non-scoring team and the offensive team becomes the defensive team.
[0104] (2) Missed shot or free throw: If a shot or free throw is missed, the offensive team may directly initiate an attack if they obtain the rebound. If the defensive team obtains the rebound or steals the ball, they may organize an attack and the ball possession is transferred to the defensive team.
[0105] (3) An offense-defense transition also occurs when one team goes out of bounds, commits an offensive foul, or makes a mistake during the offense, resulting in possession of the ball returning to the other team.
[0106] (4) The rules of ball games sometimes stipulate that the time limit for each attack is 24 seconds. When the ball is transferred, the team that gains the ball will have a full 24 seconds to attack. For example, if one team does not make a valid shot within 24 seconds, the ball will be transferred to the other team.
[0107] In a second embodiment, the preset trigger event may include monitoring that a special switching mark for the first virtual character is triggered.
[0108] Exemplarily, the special switching mark may be mounted on a designated skill behavior of the first virtual character or on a designated gain effect of the first virtual character.
[0109] In the case of being mounted on a designated gain effect, it can be determined that the special switching mark is triggered when it is detected that the designated gain effect for the first virtual character is triggered.
[0110] Exemplarily, the triggering condition of the specified gain effect can be configured as: the first virtual character performs a skill combination, for example, the connection of multiple consecutive virtual skill behaviors will trigger the specified gain effect. In an optional example, the above-mentioned specified gain effect can be triggered after the first virtual character performs the connection between the special dribbling skill and the breakthrough skill.
[0111] For the case of being mounted on a designated skill behavior, it can be determined that a special switching mark is triggered when the first virtual character is monitored to perform the designated skill behavior. Here, the designated skill behavior can be a special behavior that is pre-associated with the special switching mark. Exemplarily, the designated skill behavior can be a skill behavior of a default skill configured with the first virtual character in the virtual game, or it can be a skill behavior of a newly added skill obtained by the first virtual character in the virtual game by meeting a certain condition. As an example, the above conditions may include, but are not limited to, at least one of the following items: obtaining a designated score (which can be obtained by the first virtual character itself or by the first camp to which the first virtual character belongs as a whole), and performing a preset number of designated interactive behaviors (such as completing a preset number of steals).
[0112] When it is detected that the special switching mark is triggered, if the first virtual character currently has an existing state, the current state is immediately cleared, and a state mark located at the next order of the current state is selected based on the state mark list to control the first virtual character to switch from the current existing state to the state indicated by the next state mark. If the first virtual character currently does not have a state (such as the initial trigger is not triggered), no action is taken, that is, no response is made to the triggering of the special switching mark.
[0113] In a preferred embodiment, the game application can include the triggering methods in the first embodiment and the second embodiment at the same time. For example, the triggering method based on the special switching mark can be independent of the round switching and the initial trigger. When the specified gain effect with the special switching mark is triggered and / or the skill behavior with the special switching mark is used, the state indicated by the next state mark in the state mark list is directly executed.
[0114] For example, with respect to the above-mentioned situation in which state switching is allowed to be executed when executing the first battle round, when the first virtual character is in the first battle round, the game server performs the above-mentioned detection for the initial trigger condition and the preset trigger event, and when the first virtual character is in the second battle round, the game server does not perform the above-mentioned trigger detection.
[0115] In this case, in the first battle round of the first virtual character, in response to the special switching mark being triggered, the first virtual character is controlled to perform state switching. Preferably, the first battle round can refer to the attack round, and the second battle round can refer to the defense round. At this time, the state switching mechanism configured for the first virtual character can provide attribute bonuses for the first virtual character in the attack round. In this example, the special switching mark can only be triggered when the first virtual character performs the first battle round, and will not be detected and / or responded to when the first virtual character performs the second battle round.
[0116] In a third embodiment, the preset trigger event may include detecting that the accumulated number of times the first virtual character performs the target skill behavior reaches a target number.
[0117] Exemplarily, in the in-game growth mode, the preset trigger event can be configured in the manner of the third embodiment. As described above, in the in-game growth mode, the state mark list adopts a sequential switching method. At this time, multiple target times can be set for the target skill behavior, and different target times are associated with different states of the first virtual character. For example, different target times are associated with different state marks in the state mark list. In this case, each time it is detected that the accumulated number of times the first virtual character performs the target skill behavior reaches a corresponding target number, the first virtual character is triggered to switch to the state indicated by the state mark corresponding to the target number.
[0118] Here, the number of target times set is the same as the number of status marks in the status mark list, and the values of multiple target times are gradually increased. For example, taking the status mark list of the first virtual character including status mark A, status mark B, and status mark C as an example, the first target time can be associated with status mark A, the second target time can be associated with status mark B, and the third target time can be associated with status mark C, wherein the first target time < the second target time < the third target time.
[0119] Combine the following Figure 2 The following describes a process of controlling the first virtual character to execute state switching based on a state mark list.
[0120] Figure 2 A flowchart showing steps of controlling a first virtual character to switch from a first state to a second state provided by an exemplary embodiment of the present application.
[0121] like Figure 2 As shown, in step S201, in response to a preset trigger event, a record mark is read from a preset storage space.
[0122] In an embodiment of the present application, a preset storage space can be created for the first virtual character or for the current virtual game, in which a status mark corresponding to the first virtual character's most recent status is recorded, and the stored record mark is replaced with the attack and defense conversion of the current virtual game and / or the triggering of a special switching mark.
[0123] For example, in the case where the above-mentioned first virtual character is configured to allow state switching when the first virtual character executes the first battle round, the record mark stored in the preset storage space can be updated in the following way: in response to the virtual game switching from the first battle round to the second battle round (that is, the first virtual character enters the second battle round), the state of the first virtual character is cleared, and the record mark in the preset storage space is updated, where the record mark is used to indicate the state of the first virtual character in the most recent first battle round.
[0124] In step S202, a target state mark that is located in the next order of the first state indicated by the recording mark is determined from the state mark list.
[0125] As mentioned above, the status mark list of the first virtual character includes multiple status marks arranged in order. Based on this, the status mark identical to the record mark can be searched from the status mark list, and the status mark with the next order of the searched status mark can be selected as the target status mark according to the order.
[0126] In step S203, the first virtual character is controlled to switch to the second state indicated by the target state mark.
[0127] In a preferred embodiment, the above-mentioned detection of the initial trigger condition and the preset trigger event can be performed by the game server. Based on this, when the game server detects that the initial trigger condition or the preset trigger event is triggered, it can control the first virtual character to enter the corresponding state, add a corresponding state mark for the current first virtual character, and synchronize it to all clients participating in this virtual game.
[0128] For each client, after receiving the character state change message synchronized by the game server, the client can select and mount the special effect performance corresponding to the state of the first virtual character according to the state of the first virtual character. When the first virtual character is in the defensive round, the first virtual character is not marked with a state, and no special effect is mounted at this time.
[0129] Exemplarily, in each terminal device (i.e., client) installed with the game application of the present application, multiple prompt special effects can be stored, that is, for providing different prompt special effects for the first virtual character when the first virtual character is in different states. In this case, each terminal device can determine whether to provide a prompt special effect and which prompt special effect to provide based on the synchronization information of the game server.
[0130] For example, each terminal device may perform the following processing: receiving synchronization information from a game server, the synchronization information may include but is not limited to a role identifier and a status identifier, the role identifier is used to indicate the first virtual character, the status identifier is used to indicate the current status of the first virtual character, and based on the status identifier in the synchronization information, reading and displaying a prompt effect corresponding to the status indicated by the status identifier from the local of the terminal device. If the first virtual character is not marked with a status, no prompt effect is provided.
[0131] Here, the terminal device can provide a prompt effect or remove the prompt effect at the first virtual character according to the synchronization information of the game server. In a preferred embodiment, the prompt effect provided at the first virtual character can be configured to move with the first virtual character.
[0132] Based on this, when no prompt special effect is provided at the first virtual character, it indicates that the first virtual character is in a stateless stage. When a prompt special effect is provided at the first virtual character, the state of the first virtual character can be determined based on the specific style of the prompt special effect.
[0133] Exemplarily, the above prompt effects can be visible to all virtual characters in the virtual game, that is, visible to all virtual characters in one's own camp and the other camp. However, it should be understood that the present application is not limited thereto, and each prompt effect can also be visible only to all virtual characters in one's own camp.
[0134] In this way, the player can determine the timing of entering the state switching stage and provide prompts in time through prompt effects. Furthermore, in the case of configuring multiple initial conditions, it is also possible to effectively control when and which state the first virtual character enters. In addition, it is also possible to assist the player in formulating a corresponding offensive strategy in the first battle round by providing which prompt effect for the first virtual character.
[0135] In the case where the prompt special effects are visible to all virtual characters, the information gap of the state switching for the offensive and defensive sides is reduced, that is, the opposing camp can timely and intuitively know the current state of the first virtual character based on the prompt special effects provided by the first virtual character, so as to facilitate the opposing camp to establish a response strategy. In addition, since the state of the first virtual character is cyclically switched or sequentially switched based on the arrangement order in the state mark list, then based on the prompt special effects currently provided by the first virtual character, it can also be pre-determined which state it will switch to next time, which can facilitate the opposing camp to adjust the battle strategy in time according to the state switching of the first virtual character. In this way, an effective confrontation can be formed between the two opposing sides.
[0136] In the embodiment of the present application, corresponding prompt special effects can be provided for the first virtual character that meets the above conditions. If the first battle round is an offensive round, the first virtual character can be a virtual character in the offensive camp that is configured with a state switching mechanism and meets the above conditions, and is not limited to a virtual character holding the ball in the offensive camp.
[0137] return Figure 1 In step S102, in response to the first virtual character in the second state using the first skill, based on the matching degree between the skill type of the first skill and the second combat attribute of the second state, an action settlement for the first skill is performed.
[0138] In the embodiment of the present application, different states are introduced to provide combat assistance for the first virtual character in the current combat round, that is, attribute addition. In the case where the first virtual character is configured to allow state switching during the first combat round (that is, the offensive round) of the first virtual character, the above-mentioned provision of combat assistance may refer to adding an attribute that can have a positive impact on the first camp to which the first virtual character belongs when triggering an offensive scoring event.
[0139] Exemplarily, in the first state, an attribute gain can be provided for the first combat attribute of the first virtual character, and in the second state, an attribute gain can be provided for the second combat attribute of the first virtual character. In the in-game growth mode, the first combat attribute and the second combat attribute can refer to the same combat attribute, that is, a preset combat attribute that has a pre-established association with the state switching mechanism, and the preset combat attribute can bring a positive impact to the confrontation of the first virtual object in the first combat round. At this time, the combat attributes corresponding to different states are the same, but the attribute gain strengths are different.
[0140] When the status mark list is configured as a cyclic switching mode, the first battle attribute and the second battle attribute refer to different battle attributes that can bring a positive impact to the confrontation of the first virtual object in the first battle round. For example, the first battle attribute and the second battle attribute are both attributes that can enhance the confrontation ability of the first virtual character in the offensive round, or attributes that help the offensive party to advance the offense and / or score. Taking basketball games as an example, exemplary attributes may include but are not limited to: attributes that enhance shooting ability and attributes that enhance impact ability.
[0141] Exemplarily, the skill types of the skills possessed by the first virtual character may include offensive skills and defensive skills. In the case where the first virtual character is allowed to perform state switching when performing an offensive round, the above offensive skills may include projectile skills and impact skills.
[0142] In an optional example, the first state of the first virtual character may include a projection state, and the second state of the first virtual character may include an impact state. Exemplarily, the first combat attribute corresponding to the first state includes a combat attribute that can have a positive impact on the score triggered by the virtual projection behavior, and the second combat attribute corresponding to the second state includes a combat attribute that can assist in triggering the score of the virtual projection behavior, or in other words, the second combat attribute includes a combat attribute that can have a positive impact on the successful execution of the virtual impact behavior.
[0143] Here, the combat attribute of the projection state may include a tendency to add a bonus to a scoring event triggered by a virtual projection behavior. Based on this, when the skill type of the first skill is a projection skill, it can be determined that the skill type of the first skill matches the first combat attribute of the first state. For example, when the first skill is a virtual projection skill (such as a shooting skill), the virtual projection skill is used to control the first virtual character to perform a virtual projection behavior, that is, the skill attribute of the first skill matches the combat attribute of the projection state. Accordingly, when the skill type of the first skill is a projection skill, it can be determined that the skill type of the first skill does not match the second combat attribute of the second state.
[0144] Here, the combat attribute of the impact state may include a tendency to add bonuses to breakthroughs and passes (i.e., to provide assistance for virtual projection behaviors). When the first skill is an impact skill, it can be determined that the skill type of the first skill matches the second combat attribute of the second state. For example, the first skill is a breakthrough skill or an impact skill, and the above skill is used to control the first virtual character to perform a breakthrough behavior or an impact behavior, that is, the skill attribute of the first skill does not match the combat attribute of the projection state. Accordingly, when the skill type of the first skill is a breakthrough skill or an impact skill, it can be determined that the skill type of the first skill matches the combat attribute of the impact state.
[0145] Furthermore, in the embodiment of the present application, the behavior settlement for the first skill is performed based on the matching result between the skill and the state.
[0146] In the case where the skill type of the first skill matches the second combat attribute of the second state, the first skill is settled in a way to obtain the attribute gain of the second combat attribute. For example, taking the first skill as an impact skill and the second state as an impact state, at this time, the skill gain that can be obtained after triggering the impact skill may include but is not limited to at least one of the following: faster breakthrough speed, faster impact speed, and stronger impact force.
[0147] Correspondingly, for other matching situations, such as when the skill type of the first skill is a shooting skill, it matches the first combat attribute of the first state (that is, when the shooting skill matches the shooting state), the skill effects that can be obtained after triggering the shooting skill may include but are not limited to at least one of the following: faster shooting speed, higher shooting accuracy, and smaller interference area.
[0148] In the case where the skill type of the first skill does not match the second battle attribute of the second state, the first skill is settled in a preset manner. Exemplarily, the preset manner includes a default settlement manner or an attribute reduction manner configured for the first skill.
[0149] For example, taking the first skill as a virtual shooting skill and the second state as an impact state as an example, at this time, there may be no skill effect bonus mentioned above (such as the skill effect bonus when the shooting skill matches the shooting state). Exemplarily, the settlement can be made according to the success rate of the virtual shooting skill configured by the game system to trigger the scoring event, and no additional bonus is obtained. Alternatively, the attribute loss can also be made in the opposite direction of the attribute gain obtained by the above-mentioned virtual shooting skill in the shooting state, for example, the shooting speed is slowed down, the shooting accuracy is reduced, the range of the interference area is increased, etc.
[0150] Correspondingly, for other mismatch situations, such as when the skill type of the first skill is an impact skill, it does not match the first combat attribute of the first state (that is, when the impact skill does not match the projection state), there may be no skill effect bonus mentioned above (such as the skill effect bonus when the impact skill matches the impact state), and settlement is performed according to the default configuration for the impact skill, or attribute reduction may be performed in the opposite direction of the attribute gain obtained by the above-mentioned impact skill in the impact state. This application does not impose any restrictions on this.
[0151] In the preferred embodiment of the present application, based on the matching between skills and states, in addition to affecting the skill effect, the skill action posture can also be affected. Figure 3 This article introduces the control process of determining the action posture of a skill based on the matching between the skill and the state.
[0152] Figure 3 A flow chart showing the skill action posture control steps provided by an exemplary embodiment of the present application.
[0153] like Figure 3 As shown, in step S301, in response to using the first skill, based on the matching degree between the skill type of the first skill and the second combat attribute of the second state, a first action posture of the first skill in the second state is determined.
[0154] In a preferred embodiment, for the preset skills possessed by the first virtual character, a corresponding action posture can be configured for the skill according to different states. For example, for skill a possessed by the first virtual character, in the first state, an action posture is configured for the skill a, and in the second state, another action posture is configured for the skill a. Exemplarily, the preset skills may include at least one of the basic skills and / or character skills possessed by the first virtual character.
[0155] Here, for a skill, the skill strength under different action postures is different. For example, when the skill type of the skill matches the combat attribute corresponding to the state of the first virtual character, an action posture with high skill strength can be configured for the skill, and when the skill type of the skill does not match the combat attribute corresponding to the state, an action posture with low skill strength can be configured for the skill.
[0156] In step S302, the first virtual character is controlled to perform a skill action in a first action posture.
[0157] For example, when the first skill is a virtual projection skill and the second state is an impact state, the virtual projection skill is used to control the first virtual character to perform a virtual projection behavior, that is, the skill attribute of the first skill matches the combat attribute of the projection state. In this case, the first virtual character can be controlled to perform the skill behavior of the first skill with an action posture with high skill intensity to facilitate the successful execution of the first skill. When the skill type of the first skill does not match the combat attribute of the impact state, at this time, the first virtual character is controlled to perform the skill behavior of the first skill with an action posture with low skill intensity. This application will not list various matching situations one by one.
[0158] Furthermore, in the embodiment of the present application, based on the matching between skills and states, in addition to performing the above-mentioned skill effect and action posture determination, state skill derivation can also be performed. Figure 4 This section introduces the control process of switching skill controls on the graphical user interface based on a derived list.
[0159] Figure 4 A flow chart showing the skill control switching steps provided by an exemplary embodiment of the present application.
[0160] like Figure 4 As shown, in step S401, in response to the first virtual character in the second state using the first skill, a derivative list of the first skill in the second state is obtained.
[0161] In a preferred embodiment of the present application, state skill derivation is also introduced. For example, different derivation lists are created in different states for different skills of the first virtual character, and each derivation list may include at least one connecting skill.
[0162] For example, for skill a possessed by the first virtual character, in the first state, its first derived list may include skill b and skill c, to indicate that when skill a is triggered in the first state, it can be connected to skill b and / or skill c. Similarly, in the second state, its second derived list may include skill d and skill e, to indicate that when skill a is triggered in the second state, it can be connected to skill d and / or skill e. By analogy, this application will not list each state one by one.
[0163] In step S402, a skill control corresponding to at least one connection skill is displayed on a graphical user interface of the terminal device to prompt that the first virtual character has at least one connection skill.
[0164] Here, a skill connection may correspond to a skill control displayed on the graphical user interface, that is, different skill connections may be displayed using different skill controls. It should be understood that the same skill control may be used to represent different skills, and the skills that can be triggered by the skill control may be switched through a skill switching operation, and this application does not limit this.
[0165] The number of skills that the first virtual character can use may be large, which is limited by the limited skill controls that can be displayed on the graphical user interface. Preferably, after receiving the control instruction for using the first skill, some of the controls originally displayed on the graphical user interface can be replaced with skill controls corresponding to at least one of the above-mentioned connecting skills to reduce the display occupancy of the graphical user interface.
[0166] In this step, the first virtual character may refer to a virtual character currently controlled by the first game account of the terminal device and interacting with the virtual mobile body, that is, a designated virtual character that has the ball in the sports game. Here, the ball refers to the right to control the virtual mobile body, and the party that has the ball is responsible for the active attack. The first game account may refer to the game account logged in on the terminal device.
[0167] Combine the following Figure 5 and Figure 6 The example shown is used to introduce the differences in skill controls and the action postures of the virtual character at the same time point when the first virtual character uses the same skill.
[0168] Figure 5 A schematic diagram of interaction of a first virtual character in a first state provided by an exemplary embodiment of the present application is shown.
[0169] In this example, taking a virtual basketball game as an example, a graphical user interface 10 is provided through a terminal device, and a virtual interactive scene 20 is displayed in the graphical user interface 10. The virtual interactive scene 20 includes a basketball game area 21 and a basket area 22.
[0170] Assume that this virtual game includes the first camp and the second camp, and the virtual characters A1 and A2 in the illustrated virtual interactive scene belong to the same camp, such as both belong to the first camp. A mobile control Y is displayed on the left side of the graphical user interface 10, and the mobile control Y can be operated to control the virtual character currently controlled by the first game account of the terminal device to move in the virtual interactive scene. Exemplarily, the mobile control Y can be presented in the form of a virtual joystick. A plurality of skill controls are displayed on the right side of the graphical user interface 10, such as the controls D1 to D5 shown in the figure, and any skill control can be operated to control the virtual character currently controlled by the first game account of the terminal device to perform corresponding skill actions in the virtual interactive scene.
[0171] In this example, the first virtual character A1 currently holds a virtual sphere LQ. Preferably, a ball holding mark can be added for the ball holding character, such as displaying the ball holding mark C1 above the head of the ball holding character, and / or displaying the ball holding mark C2 under the feet of the ball holding character.
[0172] The first virtual character A1 is the attacker, and the first virtual character A1 is currently in the first state. At this time, the special effect corresponding to the first state can be selected for mounting, such as providing the first prompt special effect corresponding to the first state at the first virtual character A1, such as the prompt special effect B1 shown in the figure. If the first virtual character A1 is in the defensive round, it has no state mark added to it, and at this time, no special effect mounting is performed.
[0173] It should be understood that in the above examples, the first virtual character A1 holding a virtual sphere is used as an example for description. It should be understood that the state switching solution of the present application is also applicable to virtual characters not holding a sphere.
[0174] Taking the triggering of the first skill D1 of the first virtual character A1 as an example, the first virtual character A1 can be triggered to use the first skill by clicking the skill control D1 corresponding to the first skill on the graphical user interface. When the first skill is used, based on the first state of the first virtual character A1, it is determined to call the derived list of the first skill in the first state, and the skill controls corresponding to the connecting skills in the derived list, such as the skill control D2 and the skill control D3, are controlled to be displayed on the graphical user interface.
[0175] After the first skill is used, for example, after receiving a trigger operation for the skill control D1, the first skill enters a cooling stage, during which the skill control D1 cannot be triggered. At this time, the display state of the skill control D1 can be changed to distinguish the triggerable state of the skill control D1 from the cooling state. Figure 5 The figure shows the display status of the skill control D1 when the first skill is in the cooling stage.
[0176] Taking a basketball game as an example, assuming that the first skill is a virtual projection skill (such as a shooting skill), there is a period of time between receiving a control instruction for using the first skill and before the shooting. The at least one connecting skill matched to the first virtual character may be a skill that the first virtual character can only use during this period, or may be a skill that the first virtual character can use in all virtual games.
[0177] Taking the first skill as a virtual shooting skill as an example, the skill control D2 and the skill control D3 in this example can refer to a high-speed breakthrough skill and a passing skill respectively. Figure 4 The time point shown in is any time point before the shooting control D1 is triggered and the basketball is shot. The cooling time of the shooting skill can be represented by the change of the shaded area on the skill control D1.
[0178] Here, when the first skill is a virtual projection skill, the skill attribute of the first skill matches the combat attribute of the projection state. At this time, the first virtual character is controlled to perform the skill behavior of the first skill with an action posture with high skill intensity to facilitate the successful execution of the first skill. In addition, the virtual projection behavior can also be settled by obtaining the attribute gain in the projection state. For example, if the virtual projection skill is used in the second state, there may be no attribute bonus mentioned above.
[0179] Figure 6 A schematic diagram of interaction of a first virtual character in a second state provided by an exemplary embodiment of the present application is shown.
[0180] Undertake Figure 5In the example shown, the first virtual character A1 is the attacker, and the first virtual character A1 is currently in the second state. At this time, the special effect corresponding to the second state can be selected for mounting, such as providing a second prompt special effect corresponding to the second state at the first virtual character A1, such as the prompt special effect B2 shown in the figure. If the first virtual character A1 is in the defensive round, it has no state mark added to it, and at this time, no special effect mounting is performed.
[0181] Still taking the triggering of the first skill D1 of the first virtual character A1 as an example, based on the second state of the first virtual character A1, it is determined to call a derived list of the first skill in the second state, and the skill controls corresponding to the connecting skills in the derived list are controlled to be displayed on the graphical user interface, such as skill control D6 and skill control D7.
[0182] Taking the first skill as a virtual shooting skill as an example, the skill controls D6 and D7 in this example may include but are not limited to air-passing skills, etc. At this time, when the first skill is a virtual shooting skill, the skill attribute of the first skill does not match the battle attribute of the impact state. At this time, the first virtual character is controlled to perform the skill behavior of the first skill with an action posture with low skill intensity.
[0183] For example, if a breakthrough skill is used in the second state, the action posture used can be a straight backward step (an action posture with high skill strength). If a breakthrough skill is used in the first state, the action posture used can be a backward step to the left or right (an action posture with low skill strength). Here, the straight backward step will have a relatively faster retreat speed, which is beneficial to the attack.
[0184] Here, it should be understood that although sports competitive games are used as examples in the examples provided in this application, the solutions of this application are not limited to this type of games, and are also applicable to shooting, tower defense and other games with attack and defense mechanisms.
[0185] Based on the exemplary embodiments of the present application, the character skill module gameplay can be switched cyclically based on the attack and defense rounds, and the state of the virtual character is associated with the operation controls, skill combinations, and gain effects, so that when the same skill is used, the corresponding skill effects and animation performances are displayed on the graphical user interface according to the different states. Compared with the single, fixed state transition method in the prior art, it gives more functionality to the confrontation and interaction in the game, enriches the gameplay, and helps to improve the interaction efficiency and game resource utilization.
[0186] Based on the same application concept, the embodiments of the present application also provide an information processing device in a game corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the information processing method in the game in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0187] Figure 7 This is a schematic diagram of the structure of the information processing device in the game provided by the exemplary embodiment of the present application. Figure 7 As shown, the information processing device 200 includes:
[0188] The state switching module 210 controls the first virtual character to switch from a first state to a second state in response to a preset trigger event, wherein the second state can provide an attribute gain for a second combat attribute of the first virtual character;
[0189] The skill control module 220, in response to the first virtual character using the first skill in the second state, performs a behavior settlement for the first skill based on the matching degree between the skill type of the first skill and the second combat attribute of the second state.
[0190] In a possible implementation of the present application, the skill control module 220 is also used to: if the skill type of the first skill matches the second combat attribute of the second state, settle the first skill in a manner to obtain an attribute gain of the second combat attribute; if the skill type of the first skill does not match the second combat attribute of the second state, settle the first skill in a preset manner, and the preset manner includes a default settlement method or an attribute reduction method configured for the first skill.
[0191] In a possible implementation manner of the present application, the first virtual character is configured with multiple states, wherein different states can provide the first virtual character with attribute gains of different combat attributes, or, different states can provide the first virtual character with attribute gains of different gain strengths for the same combat attribute.
[0192] In a possible implementation of the present application, the state switching module 210 is further used to: pre-configure a state mark list for the first virtual character, the state mark list including a plurality of state marks arranged in order, different state marks being used to indicate different states of the virtual character, wherein the state mark list is configured as a sequential switching mode, and can provide the first virtual character with an attribute gain of different gain strengths of a preset combat attribute in different states, or the state mark list is configured as a cyclic switching mode, and can provide the first virtual character with attribute gains of different combat attributes in different states.
[0193] In one possible implementation of the present application, the preset trigger event includes at least one of the following items: when a round switch occurs in this virtual game; when a special switch mark for the first virtual character is monitored to be triggered; when it is detected that the cumulative number of times the first virtual character performs the target skill behavior reaches the target number.
[0194] In one possible implementation of the present application, the round switching includes the conversion between the offensive round and the defensive round in the current virtual game, and / or the state switching module 210 is also used to: in the first virtual character executing the first battle round, in response to the special switching mark being triggered, control the first virtual character to execute the state switching, the first battle round being one of the offensive round and the defensive round in the current virtual game, and / or the special switching mark is mounted on the specified skill behavior or the specified gain effect of the first virtual character.
[0195] In a possible implementation of the present application, the target times include multiple ones, and different target times are associated with different states of the first virtual character, wherein each time it is detected that the accumulated times reach a corresponding target number, the first virtual character is triggered to switch to the state corresponding to the target number.
[0196] In a possible implementation of the present application, the state switching module 210 is further used to: detect whether an initial trigger condition for the first virtual character is met; in response to the initial trigger condition being met, determine that the first virtual character is in a state switching stage, and control the first virtual character to enter an initial state, wherein, when the first virtual character is in the state switching stage, control the first virtual character to perform a state switch; in response to the initial trigger condition not being met, determine that the first virtual character is in a stateless stage.
[0197] In one possible implementation of the present application, the initial trigger condition includes the first virtual character performing a first preset skill behavior, the initial state includes the state indicated by the state mark ranked first in the state mark list or the state indicated by a state mark randomly determined in the state mark list, and the state mark list is a list pre-configured for the first virtual character and includes multiple state marks arranged in order, or the initial trigger condition includes multiple initial conditions, each of the multiple initial conditions is associated with a corresponding state mark in the state mark list, wherein, when any initial condition is met, the initial state includes the state indicated by the state mark associated with the any initial condition.
[0198] In one possible implementation of the present application, the state switching module 210 determines the initial state of the first virtual character in the following manner: in response to the first virtual character executing a target skill behavior, detecting whether there is a second virtual character in the interference area of the first virtual character, the second virtual character and the first virtual character being in a different camp; if there is a second virtual character in the interference area, determining that the initial state of the first virtual character is a first preset state, the first preset state being one of a plurality of states configured with the first virtual character; if there is no second virtual character in the interference area, determining that the initial state of the first virtual character is a second preset state, the second preset state being another of the plurality of states.
[0199] In a possible implementation of the present application, the first virtual character is configured to allow state switching when the first virtual character executes a first battle round, wherein the state switching module 210 is further used to: in response to the current virtual game switching from the first battle round to the second battle round, clear the state of the first virtual character, and update the record mark in the preset storage space, wherein the record mark is used to indicate the state of the first virtual character in the most recent first battle round, the first battle round being one of the offensive round and the defensive round in the current virtual game, and the second battle round being the other of the offensive round and the defensive round.
[0200] In a possible implementation of the present application, the state switching module 210 is also used to: read a record mark from the preset storage space in response to the preset trigger event; determine a target state mark that is located in the next order of the first state indicated by the record mark from the state mark list; and control the first virtual character to switch to the second state indicated by the target state mark.
[0201] In one possible implementation of the present application, the skill control module 220 is also used to: in response to the use of the first skill, determine the first action posture of the first skill in the second state based on the matching degree between the skill type of the first skill and the second combat attribute of the second state; control the first virtual character to perform the skill action with the first action posture, wherein the skill strength under different action postures is different.
[0202] In a possible implementation of the present application, the skill control module 220 is also used to: for the preset skills possessed by the first virtual character, configure a corresponding action posture for the preset skills according to different states, wherein when the skill type of the preset skill matches the combat attribute corresponding to the state, an action posture with high skill strength is configured for the preset skill, and when the skill type of the preset skill does not match the combat attribute corresponding to the state, an action posture with low skill strength is configured for the preset skill.
[0203] In a possible implementation of the present application, the first combat round includes an offensive round, the first state includes a projection state, the first combat attribute corresponding to the first state includes a combat attribute that can have a positive impact on the score triggered by the virtual projection behavior, and the second state includes an impact state, and the second combat attribute includes a combat attribute that can have a positive impact on the successful execution of the virtual impact behavior.
[0204] In one possible implementation of the present application, the skill control module 220 is further used to: in response to the first virtual character using the first skill in the second state, obtain a derivative list of the first skill in the second state, the derivative list including at least one connecting skill; and display a skill control corresponding to the at least one connecting skill on a graphical user interface to prompt the first virtual character to possess the at least one connecting skill.
[0205] In a possible implementation of the present application, the skill control module 220 is further used to: provide different prompt effects at the first virtual character when the first virtual character is in different states, and / or the prompt effects are configured to move with the first virtual character, and / or the prompt effects are visible to all virtual characters in the current virtual game.
[0206] Based on the above device, it can help to improve the interaction efficiency.
[0207] See also Figure 8 , Figure 8 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application is shown in FIG. Figure 8 As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .
[0208] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information processing method in the game in any of the above embodiments can be executed, which are specifically as follows:
[0209] When the first virtual character is in a state switching stage, in response to a preset trigger event, the first virtual character is controlled to switch from the first state to the second state; in response to the first virtual character using a first skill in the second state, a first action posture of the first skill in the second state is determined, and the first virtual character is controlled to perform the skill action with the first action posture, wherein the skill strengths under different action postures are different.
[0210] Based on the above electronic devices, it can help to improve the interaction efficiency.
[0211] The present application also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method in the game in any of the above embodiments can be executed, which are as follows:
[0212] When the first virtual character is in a state switching stage, in response to a preset trigger event, the first virtual character is controlled to switch from the first state to the second state; in response to the first virtual character using a first skill in the second state, a first action posture of the first skill in the second state is determined, and the first virtual character is controlled to perform the skill action with the first action posture, wherein the skill strengths under different action postures are different.
[0213] Based on the above computer-readable storage medium, it can help to improve interaction efficiency.
[0214] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. 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 communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0215] 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.
[0216] 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.
[0217] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.
[0218] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A method for processing information in a game, characterized in that: The method comprises: In response to a preset trigger event, controlling the first virtual character to switch from a first state to a second state, wherein in the second state, an attribute gain can be provided for a second combat attribute of the first virtual character; In response to the first virtual character using a first skill in the second state, an action settlement for the first skill is performed based on a degree of matching between a skill type of the first skill and a second combat attribute of the second state.
2. The method according to claim 1, characterized in that: The performing of action settlement for the first skill based on the matching degree between the skill type of the first skill and the second battle attribute of the second state includes: If the skill type of the first skill matches the second combat attribute of the second state, the first skill is settled by obtaining the attribute gain of the second combat attribute; If the skill type of the first skill does not match the second combat attribute of the second state, the first skill is settled in a preset manner, and the preset manner includes a default settlement method or an attribute reduction method configured for the first skill.
3. The method according to claim 1, characterized in that The first virtual character is configured with a plurality of states, Among them, different attribute gains of different combat attributes can be provided to the first virtual character in different states, or attribute gains of different gain strengths of the same combat attribute can be provided to the first virtual character in different states.
4. The method according to claim 1 or 3, characterized in that: Also includes: A status mark list is preconfigured for the first virtual character, the status mark list includes a plurality of status marks arranged in sequence, and different status marks are used to indicate different states of the virtual character. Among them, the status mark list is configured in a sequential switching manner, which can provide the first virtual character with an attribute gain of different gain strengths of a preset combat attribute in different states, or the status mark list is configured in a cyclic switching manner, which can provide the first virtual character with attribute gains of different combat attributes in different states.
5. The method according to claim 1, characterized in that The preset trigger event includes at least one of the following items: When a round switch occurs in this virtual game; Detecting that a special switching mark for the first virtual character is triggered; It is detected that the accumulated number of times the first virtual character performs the target skill behavior reaches the target number.
6. The method according to claim 5, characterized in that The round switching includes the switching between the attack round and the defense round in this virtual game. and / or, also include: In a first battle round executed by the first virtual character, in response to the special switching mark being triggered, the first virtual character is controlled to execute a state switch, wherein the first battle round is one of an attack round and a defense round in this virtual game, And / or, the special switching mark is mounted on a designated skill behavior or a designated gain effect of the first virtual character.
7. The method according to claim 5, characterized in that The target times include multiple times, and different target times are associated with different states of the first virtual character. Wherein, each time it is detected that the accumulated number of times reaches a corresponding target number of times, the first virtual character is triggered to switch to a state corresponding to the target number of times.
8. The method according to claim 1, characterized in that: Also includes: Detecting whether an initial trigger condition for the first virtual character is satisfied; In response to the initial trigger condition being met, determining that the first virtual character is in a state switching stage, and controlling the first virtual character to enter an initial state, wherein when the first virtual character is in the state switching stage, controlling the first virtual character to perform state switching; In response to the initial trigger condition not being met, it is determined that the first virtual character is in a stateless stage.
9. The method according to claim 8, characterized in that The initial trigger condition includes the first virtual character performing a first preset skill behavior, the initial state includes the state indicated by the state mark ranked first in the state mark list or the state indicated by a state mark randomly determined in the state mark list, and the state mark list is a list of multiple state marks pre-configured for the first virtual character and arranged in order, Alternatively, the initial trigger condition includes multiple initial conditions, each of the multiple initial conditions is associated with a corresponding state mark in the state mark list, wherein when any initial condition is met, the initial state includes the state indicated by the state mark associated with any initial condition.
10. The method according to claim 8, characterized in that The initial state of the first virtual character is determined by: In response to the first virtual character performing a target skill behavior, detecting whether a second virtual character exists in an interference area of the first virtual character, the second virtual character being in a different camp from the first virtual character; If there is a second virtual character in the interference area, determining that the initial state of the first virtual character is a first preset state, where the first preset state is one of a plurality of states configured for the first virtual character; If there is no second virtual character in the interference area, the initial state of the first virtual character is determined to be a second preset state, and the second preset state is another one of the multiple states.
11. The method according to claim 4, characterized in that The first virtual character is configured to allow execution state switching when the first virtual character executes a first battle round, Among them, it also includes: In response to the virtual game switching from the first battle round to the second battle round, the state of the first virtual character is cleared, and a record mark in a preset storage space is updated, wherein the record mark is used to indicate the state of the first virtual character in the most recent first battle round, the first battle round being one of the offensive round and the defensive round in the virtual game, and the second battle round being the other of the offensive round and the defensive round.
12. The method according to claim 11, characterized in that In response to a preset trigger event, controlling the first virtual character to switch from a first state to a second state includes: In response to the preset trigger event, reading a record mark from the preset storage space; Determine from the state mark list a target state mark that is located in the next order of the first state indicated by the record mark; The first virtual character is controlled to switch to a second state indicated by the target state mark.
13. The method according to claim 1, characterized in that Also includes: In response to using the first skill, determining a first action posture of the first skill in the second state based on a matching degree between a skill type of the first skill and a second combat attribute of the second state; The first virtual character is controlled to perform a skill action in the first action posture, wherein the skill strengths in different action postures are different.
14. The method according to claim 13, characterized in that Also includes: For the preset skills possessed by the first virtual character, a corresponding action posture is configured for each of the preset skills according to different states. Among them, when the skill type of the preset skill matches the combat attribute corresponding to the state, an action posture with high skill strength is configured for the preset skill; when the skill type of the preset skill does not match the combat attribute corresponding to the state, an action posture with low skill strength is configured for the preset skill.
15. The method according to claim 11, characterized in that The first battle round includes an attack round, the first state includes a shooting state, and the first battle attribute corresponding to the first state includes a battle attribute that can have a positive impact on the score triggered by the virtual shooting behavior. The second state includes an impact state, and the second combat attribute includes a combat attribute that can have a positive impact on the successful execution of the virtual impact behavior.
16. The method according to claim 1, characterized in that Also includes: In response to the first virtual character using a first skill in the second state, obtaining a derivative list of the first skill in the second state, the derivative list including at least one connecting skill; A skill control corresponding to the at least one connection skill is displayed on a graphical user interface to prompt that the first virtual character possesses the at least one connection skill.
17. The method according to claim 1, characterized in that Also includes: According to different states of the first virtual character, different prompt effects are provided at the first virtual character. and / or, the prompt effect is configured to move with the first virtual character, And / or, the prompt effect is visible to all virtual characters in this virtual game.
18. An information processing device in a game, characterized in that: The device comprises: A state switching module, in response to a preset trigger event, controls the first virtual character to switch from a first state to a second state, wherein the second state can provide an attribute gain for a second combat attribute of the first virtual character; The skill control module, in response to the first virtual character using the first skill in the second state, performs a behavior settlement for the first skill based on the matching degree between the skill type of the first skill and the second combat attribute of the second state.
19. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 17.
20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 17 are executed.