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

By introducing skill modules and status modules in sports competitive games, the game state is adjusted according to the interference results of virtual characters, and the problem of low interaction efficiency caused by the single logic of breakthrough action judgment in the existing technology is solved, and more efficient game interaction and server resource utilization is achieved.

CN119818947AActive Publication Date: 2025-04-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510238006.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2025-04-15
Estimated Expiration
2045-02-28

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Patent Text Reader

Abstract

The invention provides an information processing method and device in a game, a storage medium and electronic device.The method comprises the steps that in the round that a first virtual character executes attacks, in response to a specified skill instruction for the first virtual character, the first virtual character is controlled to execute a specified skill behavior corresponding to the specified skill instruction, and the specified skill behavior corresponds to the specified skill instruction; determining an interference result of a second virtual character on the specified skill behavior, wherein the second virtual character and the first virtual character are in different camps; and controlling the first virtual character to enter a game state corresponding to the interference result according to the interference result. Through the application, the problems of single operation mode and low interaction efficiency can be avoided.
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Description

Technical Field

[0001] The present application relates to the field of computer application technology, and in particular to an information processing method, device, storage medium and electronic device 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, players control virtual characters to perform actions such as passing and scoring on the virtual ball in the offensive round, and perform actions such as defending and intercepting against virtual characters of other camps in the defensive round.

[0003] In the related art, taking a virtual basketball game as an example, the virtual character controlled by the player can get rid of the defense of the virtual characters of other camps by performing a breakthrough action during the offensive round. Generally speaking, if the defending virtual character keeps up with the breakthrough action of the virtual character controlled by the player, it is confirmed that the breakthrough failed. If the defending virtual character does not keep up with the breakthrough action of the virtual character controlled by the player, it is confirmed that the breakthrough is successful. The above judgment logic for breakthrough is relatively fixed and single, resulting in low interaction efficiency between the offensive and defensive sides. Summary of the invention

[0004] In view of this, the purpose of the present application is to provide at least one method, device, storage medium and electronic device for information processing in a game to overcome at least one of the above-mentioned defects.

[0005] This application mainly includes the following aspects:

[0006] In a first aspect, an embodiment of the present application provides an information processing method in a game, the method comprising: in a round in which a first virtual character performs an attack, in response to a specified skill instruction for the first virtual character, controlling the first virtual character to perform a specified skill behavior corresponding to the specified skill instruction, and determining an interference result of a second virtual character on the specified skill behavior, the second virtual character and the first virtual character being in a different camp; and according to the interference result, controlling the first virtual character to enter a game state corresponding to the interference result.

[0007] In a second aspect, an embodiment of the present application also provides an information processing device for a game, the device comprising: a skill module, which, in a round in which a first virtual character performs an attack, responds to a designated skill instruction for the first virtual character, controls the first virtual character to perform a designated skill behavior corresponding to the designated skill instruction, and determines an interference result of the second virtual character on the designated skill behavior, the second virtual character and the first virtual character being in different camps; and a state module, which, based on the interference result, controls the first virtual character to enter a game state corresponding to the interference result.

[0008] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the information processing method in the game described in the first aspect or any possible implementation manner of the first aspect.

[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. When the computer program is executed by a processor, the steps of the information processing method in the game described in the first aspect or any possible implementation manner of the first aspect are executed.

[0010] An information processing method, device, storage medium and electronic device in a game provided by the embodiments of the present application can help improve 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 flow chart of an information processing method in a game provided by an embodiment of the present application is shown.

[0014] Figure 2 An interactive schematic diagram of a first virtual character performing a specified skill behavior provided by an embodiment of the present application is shown.

[0015] Figure 3The diagram shows an interaction diagram of a first virtual character in a first state provided by an embodiment of the present application. Figure 1 .

[0016] Figure 4 The diagram shows an interaction diagram of a first virtual character in a first state provided by an embodiment of the present application. Figure 2 .

[0017] Figure 5 The interaction diagram of the first virtual character in the second state provided by the embodiment of the present application is shown. Figure 1 .

[0018] Figure 6 The interaction diagram of the first virtual character in the second state provided by the embodiment of the present application is shown. Figure 2 .

[0019] Figure 7 A schematic diagram of the structure of an information processing device in a game provided in an embodiment of the present application is shown.

[0020] Figure 8 A schematic diagram of the structure of an electronic device provided in an 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. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different 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, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[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, players control virtual characters to perform actions such as passing and scoring on the virtual ball in the offensive round, and perform actions such as defending and intercepting against virtual characters of other camps in the defensive round.

[0027] In the related art, taking a virtual basketball game as an example, in the offensive round, the virtual character controlled by the player can get rid of the defense of the virtual characters of other camps by performing a breakthrough action. For example, in the offensive round, a breakthrough control can be provided on the game interface of the virtual character, and the player can control the virtual character to perform a breakthrough action in the offensive round to get rid of the defense by triggering the breakthrough control. Correspondingly, a movement control or other skill control can be provided on the game interface of the defensive virtual character, and the movement control can be triggered to control the defensive virtual character to move in the virtual scene to keep up with the offensive virtual character.

[0028] Generally speaking, if the movement of the virtual character controlled by the player during the breakthrough process is followed by virtual characters of other camps, it means that the virtual character controlled by the player has failed to break through. If the movement of the virtual character controlled by the player during the breakthrough process is not followed by virtual characters of other camps, it means that the virtual character controlled by the player has successfully broken through.

[0029] In the above control method, the judgment logic for breaking through is relatively fixed and single, resulting in low interaction efficiency and reducing the resource utilization of the game server to a certain extent.

[0030] In response to at least one of the above problems, the present application proposes an information processing method, device, storage medium and electronic device in a game, which can help improve operating efficiency and server utilization.

[0031] First, the names involved in the embodiments of the present application are introduced.

[0032] Terminal equipment:

[0033] 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.

[0034] Graphical User Interface:

[0035] 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.

[0036] Virtual interaction scene:

[0037] 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.

[0038] Virtual Characters:

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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).

[0051] 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, requesting the ball, breaking through, blocking, etc., 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.

[0052] Reference Figure 1 In step S101, in the round in which the first virtual character performs an attack, in response to a designated skill instruction for the first virtual character, the first virtual character is controlled to perform a designated skill behavior corresponding to the designated skill instruction, and the interference result of the second virtual character on the designated skill behavior is determined.

[0053] 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.

[0054] Optionally, before entering the game, each player can freely select a virtual character participating in the virtual game from all optional virtual characters displayed in the character selection interface of the graphical user interface as the virtual character controlled by each player. Players in different camps can select the same virtual character or different virtual characters. Different virtual characters can have different skill behaviors or the same skill behaviors, and this application does not limit this.

[0055] After the player selects the virtual character to be controlled and enters the game, the virtual character controlled by the player is used as the first virtual character. When the camp where the first virtual character is located is on the attacking side, the first virtual character performs the operations required for the attack round according to the control of the player.

[0056] Exemplarily, the designated skill instruction may be a pre-set character skill of the first virtual character selected by the player, or may be a pre-configured skill corresponding to the player position of the first virtual character in its camp, and the present application does not impose any limitation on this.

[0057] In a preferred embodiment, an offensive mechanism may be pre-configured for a designated virtual character in a game application. For example, a game server pre-associates an offensive mechanism with a designated virtual character. The offensive mechanism may be a mechanism of the designated virtual character itself, or may be understood as a special character skill.

[0058] 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 an attack 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.

[0059] In an optional example, the attack mechanism configured for the designated virtual character may include but is not limited to a breakthrough mechanism. The first virtual character mentioned in the embodiment of the present application may refer to a designated virtual character in the camp where the first virtual character is located and is configured with a breakthrough mechanism.

[0060] In the game, there may be a variety of breakthrough skills, such as breakthrough on the move (breaking through defense by changing direction, changing speed and other skills while moving), turning breakthrough (breaking through opponents by fast turning movements, such as front turn and back turn), speed running (breaking through defense by changing speed, such as sudden acceleration or deceleration), cross-step breakthrough (cross-step is a step on the opposite side, such as first moving one step to the left and then moving one step to the right to break through), crotch breakthrough (using crotch dribbling to break through opponents), etc. In a preferred embodiment, the above-mentioned designated skill instructions may include designated breakthrough skill instructions, and the designated skill behavior includes designated breakthrough behavior. Exemplarily, the above-mentioned at least one breakthrough skill may be associated with a breakthrough mechanism. In this case, the designated breakthrough skill instruction may refer to a control instruction for triggering any breakthrough skill in the associated at least one breakthrough skill. After the designated breakthrough skill instruction is issued to the first virtual character in the offensive round, the breakthrough mechanism configured by the first virtual character is controlled to be triggered in this virtual game. That is, when the server receives the specified breakthrough skill instruction issued by the player to the first virtual character, the server controls the first virtual character to perform the breakthrough behavior, so as to operate the first virtual character to move according to the action set by the breakthrough behavior.

[0061] In an optional embodiment, the first virtual character can be controlled to perform a specified skill behavior corresponding to a specified skill instruction in the following manner: in response to the specified skill instruction for the first virtual character, a skill animation is displayed on a graphical user interface, where the skill animation refers to an animation that controls the first virtual character to perform the specified skill behavior in a virtual interactive scene.

[0062] Exemplarily, a skill animation can be pre-configured for a specified skill behavior of the first virtual character. For example, the skill animation can be stored locally on the terminal device. When a specified skill instruction for the first virtual character is received, the skill animation is retrieved from the local terminal device and played on the graphical user interface to indicate that the first virtual character performs the specified skill behavior.

[0063] Exemplarily, the designated skill instruction may be generated in the following manner: by triggering a third skill control displayed on the graphical user interface to generate the designated skill instruction. Here, the third skill control is used to indicate a first preset skill possessed by the first virtual character. As an example, the first preset skill may include the designated breakthrough skill.

[0064] Here, in the case where the terminal device has a touch screen, the third skill control can be triggered by performing a touch operation on the third skill control displayed on the graphical user interface of the terminal device. In addition, in the case where the terminal device is connected to an external input device (such as a mouse or keyboard), the selection operation for the third skill control can also be performed through the mouse or keyboard.

[0065] For example, in a virtual interactive scene, there are virtual characters of different camps competing for a virtual sphere, wherein the conditions for responding to a designated skill instruction include: in a round in which the first virtual character performs an attack, and in the process of performing a ball-holding interaction on the virtual sphere by the first virtual character. That is, when the first virtual character is in an offensive round and the first virtual character holds the ball, at this time, in response to the third skill control being triggered, the skill animation is played.

[0066] Exemplarily, the skill animation is a preset animation for a designated skill behavior of the first virtual character, and may also be an animation that is broadcasted by modifying and adjusting the preset animation for the designated skill behavior in combination with the image configured for the first virtual character in actual operation.

[0067] In a preferred embodiment of the present application, the interference result of the second virtual character on the specified skill behavior may include undisturbed and interfered. For example, the interference result can be determined in the following manner: at the specified time point of the action of the specified skill behavior, detect 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 of ​​the first virtual character, determine that the specified skill behavior is interfered; if the second virtual character does not exist in the interference area of ​​the first virtual character, determine that the specified skill behavior is not interfered.

[0068] The above is only an example of determining whether a specified skill behavior is interfered with. The present application is not limited thereto. It is also possible to determine the interference result for the specified skill behavior based on whether there is a second virtual character on the skill behavior route (e.g., breakthrough route) of the first virtual character. For example, if there is a second virtual character on the breakthrough route, it is determined that the specified skill behavior is interfered with. If there is no second virtual character on the breakthrough route, it is determined that the specified skill behavior is not interfered with. In other words, if the position and / or game behavior of the second virtual character can interfere with the specified skill behavior and reduce the success rate of the skill behavior, it can be determined that the specified skill behavior is interfered with. If the position and / or game behavior of the second virtual character cannot have a negative impact on the success rate of the specified skill behavior, it can be determined that the specified skill behavior is not interfered with. The present application will no longer list one by one the various situations of the position and / or game behavior of the second virtual character.

[0069] In a preferred embodiment, the skill animation is configured with a designated time point for triggering the detection of the interference area. That is to say, a time point can be set as the designated time point for the action of the designated skill behavior in the playing time of the skill animation, so as to perform the detection of the interference area at the designated time point. Exemplarily, the designated time point for the action can be a set time point before the end time of the designated skill behavior, that is, at this time point, the designated skill behavior has been basically completed, or in other words, the offensive and defensive sides can have expectations for the behavior results of the designated skill behavior through the designated skill behavior that has been executed before this time point. Taking the designated skill behavior as a breakthrough behavior as an example, at this time point it can be determined whether the breakthrough behavior is successful (determine whether the breakthrough can get rid of the defensive virtual character).

[0070] For example, the above-mentioned action designated time point can be a set time point before the completion of the skill animation, such as the time point before the last frame of the skill animation. Here, a certain time point before the end time of the skill animation can be set as the action designated time point according to actual needs, while avoiding network delays and having expectations for the behavior results. This application does not limit the specific setting of the action designated time point.

[0071] Exemplarily, during the ball-holding process of the first virtual character, the first virtual character is the virtual character currently performing the ball-holding interaction with the virtual sphere, and responds to the breakthrough skill instruction to control the first virtual character to perform the breakthrough behavior. Furthermore, during the competition for the virtual sphere, the virtual character in a different camp from the first virtual character needs to perform a defensive behavior corresponding to the breakthrough behavior of the first virtual character. Generally, the breakthrough behavior and the defensive behavior can achieve the breakthrough defense game interaction between the two virtual characters only when the distance between the positions of the two virtual characters meets the game distance.

[0072] Furthermore, when the skill animation corresponding to the specified skill behavior is played to the specified time point of the action, the success rate of the first virtual character in executing the specified skill behavior is judged by detecting whether there is a second virtual character in the interference area of ​​the first virtual character (it can also be said to be judged whether the specified skill behavior is executed successfully or failed).

[0073] At the specified time point of the above action, if there is a second virtual character in the interference area of ​​the first virtual character, it is considered that the first virtual character has not gotten rid of the defending virtual character (i.e., the second virtual character), that is, the breakthrough has failed (interfered); if there is no second virtual character in the interference area of ​​the first virtual character, it is considered that the first virtual character has gotten rid of the defending virtual character, that is, the breakthrough has been successful (not interfered).

[0074] 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 of a virtual ball game, the interference area may include a sector-shaped area with the first virtual character as the center, a preset length as the radius, and a preset center angle. The projection direction is from the location of the first virtual character to the target object in the virtual interactive scene (such as a virtual basket in a basketball game), or the projection direction may also be from the location of the first virtual character to the location of the second virtual character that it breaks through.

[0075] Preferably, the interference area can also be displayed differently according to whether there is a virtual character of the defending party 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.

[0076] 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.

[0077] For example, see Figure 2 , Figure 2 This is a schematic diagram of an interaction of a first virtual character performing a specified skill behavior provided in an embodiment of the present application.

[0078] 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.

[0079] 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, and the virtual character B belongs to a different camp from the virtual characters A1 and A2, such as the virtual character B belongs to the second 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.

[0080] In this example, the first virtual character A1 currently holds the 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. When the first virtual character A1 does not hold the virtual sphere LQ, the added ball holding mark is removed, that is, the display is cancelled.

[0081] Preferably, the interference area Q1 of the first virtual character A1 is a sector. For example, a sector area can be obtained in a circular area Q2 with the first virtual character as the center and a preset length as the radius according to a preset center angle and projection direction, which is the interference area Q1. Here, determining the interference area Q1 by the circular area Q2 is only an exemplary method, and the circular area Q2 is not displayed in the virtual interactive scene, that is, it is invisible to all players. It should be understood that the interference area can be configured in various ways, and this application does not limit this.

[0082] Taking the triggering of the third skill control D3 of the first virtual character A1 as an example, the first virtual character can be triggered to perform a specified skill behavior by clicking the third skill control D3 on the graphical user interface. The first virtual character is displayed on the graphical user interface to perform an action according to the skill animation of the specified skill behavior, and whether there is a second virtual character in the interference area of ​​the first virtual character at the specified time point of the action is detected.

[0083] Preferably, in response to the skill animation being played to the configured action specified time point, it is detected whether there is a second virtual character in the interference area of ​​the first virtual character, and the skill animation continues to be played. Exemplarily, when detecting whether there is a second virtual character in the interference area of ​​the first virtual character, the skill animation corresponding to the specified skill behavior is not interrupted. That is, when the action specified time point is reached during the playback of the skill animation corresponding to the specified skill behavior, it is triggered to detect whether there is a second virtual character in the interference area of ​​the first virtual character, and regardless of whether there is a second virtual character in the interference area of ​​the first virtual character, the skill animation corresponding to the specified skill behavior continues to be played until the skill animation is finished.

[0084] return Figure 1 In step S102, according to the interference result of the second virtual character on the specified skill behavior, the first virtual character is controlled to enter a game state corresponding to the interference result.

[0085] In the embodiment of the present application, different interference results correspond to different game states, and different game states are used to characterize the success rate of the first virtual character in executing the specified skill behavior, or to characterize the interaction result of executing the specified skill behavior, or to characterize the interference result of the second virtual character on the specified skill behavior. Preferably, the different game states of the virtual character correspond to different character attributes, that is, a game state is associated with a character attribute of the first virtual character. In this case, the first state and the second state respectively provide attribute gains for different character attributes of the first virtual character.

[0086] For example, if there is a second virtual character in the interference area of ​​the first virtual character, the first virtual character is controlled to enter the first state, and if there is no second virtual character in the interference area of ​​the first virtual character, the first virtual character is controlled to enter the second state. Here, in the first state, attribute gain can be provided for the first attribute of the first virtual character, and in the second state, attribute gain can be provided for the second attribute of the first virtual character. Exemplarily, the second attribute and the first attribute can both be character attributes that can provide a positive impact on the attack of the first virtual character, and the second attribute is different from the first attribute.

[0087] Exemplarily, the first state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a failure to get rid of (i.e., a failure to break through, which is equivalent to being disturbed). At this time, the first attribute may include but is not limited to the first virtual character's anti-interference attribute, such as a strength attribute or a collision attribute, to enhance the first virtual character's virtual ability in a close situation. The second state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a success to get rid of (i.e., a success to break through, which is equivalent to not being disturbed). At this time, the second attribute may include but is not limited to the first virtual character's attribute to get rid of defense, such as a speed attribute, which helps the first virtual character to further get rid of defense. In an optional example, the second attribute may also include a target attack skill attribute, such as a dunk attribute or a layup attribute, to motivate the first virtual character to perform a shooting skill behavior to trigger a scoring event, thereby obtaining a gain effect brought by the dunk attribute or the layup attribute.

[0088] That is, when it is determined that the second virtual character exists in the interference area of ​​the first virtual character, it is considered that the first virtual character has failed to successfully break through when performing the breakthrough behavior, which means that the second virtual character successfully performs the defensive behavior on the first virtual character because the second virtual character is in the interference area of ​​the first virtual character, that is, the first virtual character has not escaped the defensive behavior of the second virtual character. When it is determined that the second virtual character does not exist in the interference area of ​​the first virtual character, it is considered that the first virtual character has successfully broken through when performing the breakthrough behavior, which means that the second virtual character has failed to successfully perform the defensive behavior on the first virtual character because the second virtual character is not in the interference area of ​​the first virtual character, that is, the first virtual character has successfully escaped the defensive behavior of the second virtual character.

[0089] Therefore, when the interaction result of the first virtual character performing the breakthrough behavior is a failure to escape, the first virtual character's attribute gain can be adjusted based on the first virtual character's confrontation attribute, so as to increase the success rate of the first virtual character's next interaction result of successfully escaping when performing the breakthrough behavior. When the interaction result of the first virtual character performing the breakthrough behavior is a success to escape, the first virtual character's attribute gain can be adjusted based on the first virtual character's speed attribute, so as to provide an advantage for the first virtual character to approach the target object in the virtual interaction scene (e.g., a virtual basket in a basketball game), so as to increase the success rate of the first virtual character in triggering a scoring event when performing a subsequent shooting skill behavior.

[0090] In an embodiment of the present application, when the first virtual character is in a game state corresponding to the interference result, in response to a specified skill instruction, the first virtual character is controlled to perform a specified skill behavior, but detection of the interference area for the first virtual character at the specified time point of the action is not triggered.

[0091] Here, after the first virtual character enters the first state or the second state, the state of the first virtual character is not interrupted, even if the player issues a specified skill instruction to the first virtual character again at this time, such as when the server responds to the specified skill instruction and controls the first virtual character to perform the skill animation of the breakthrough behavior, it does not detect whether there is a second virtual character in the interference area of ​​the first virtual character when the skill animation is played to the specified time point of the action. Since the first virtual character is in the first state or the second state, it is considered that the judgment of the first virtual character in the interference area has just been completed. Therefore, before the first virtual character switches out of the first state or the second state, there is no need to judge the interference area of ​​the first virtual character again, so as to reduce the judgment frequency and avoid frequent state switching. Frequent state switching will lead to the inability to form effective interaction between the attacking and defending parties, resulting in low interaction efficiency, and will reduce the resource utilization of the game server to a certain extent.

[0092] In a preferred embodiment, in response to the first virtual character entering the first state, the timing of the first virtual character in the first state is triggered to obtain a first timing duration, and in response to the first timing duration reaching a set duration, the first virtual character is controlled to exit the first state. Similarly, in response to the first virtual character entering the second state, the timing of the first virtual character in the second state is triggered to obtain a second timing duration, and in response to the second timing duration reaching a set duration, the first virtual character is controlled to exit the second state.

[0093] Exemplarily, when the first virtual character enters the first state, the time the first virtual character is in the first state is recorded, and when the time reaches the set time, the first virtual character is controlled to switch out of the first state; when the first virtual character enters the second state, the time the first virtual character is in the second state is recorded, and when the time reaches the set time, the first virtual character is controlled to switch out of the second state.

[0094] That is, both the first state and the second state have their durations, and the first virtual character is not in the first state or the second state continuously. The set duration of the first state and the set duration of the second state can be the same or different.

[0095] In an optional example, at the first virtual character, the changing progress of the first timing duration is displayed in a first presentation form; or, at the first virtual character, the changing progress of the second timing duration is displayed in a second presentation form, and the second presentation form is different from the first presentation form.

[0096] Exemplarily, when the first virtual character is recording a first timing duration, it is displayed in the virtual interaction scene through a first presentation form; when the first virtual character is recording a second timing duration, it is displayed in the virtual interaction scene through a second presentation form; and the difference between the first presentation form and the second presentation form is used to indicate that the first virtual character is in different game states and the progress of the change of the game state.

[0097] Furthermore, when the first virtual character is in the first state, a first prompt special effect is provided at the first virtual character; when the first virtual character is in the second state, a second prompt special effect is provided at the first virtual character, and the second prompt special effect is different from the first prompt special effect.

[0098] That is to say, in the virtual interactive scene, the corresponding prompt special effects of the first virtual character are changed according to the game state of the first virtual character. Preferably, different prompt special effects are set corresponding to different game states of the virtual character, that is, one game state is associated with a prompt special effect of the first virtual character, so that different game states of the first virtual character can be displayed through different prompt special effects, which is convenient for players to clearly understand the game state of the virtual character. Preferably, the prompt special effects for different game states and the above-mentioned presentation of the timing duration can be displayed in the virtual interactive scene at the same time. In addition, only one of them can be displayed.

[0099] Exemplarily, the first prompt special effect may be provided at the first virtual character in the following manner: in response to the first virtual character entering the first state, and the first timing duration of the first virtual character in the first state is not greater than (less than or equal to) the first set duration, the first sub-special effect is provided at the first virtual character, and in response to the first timing duration being greater than the first set duration, the second sub-special effect is provided at the first virtual character. The second prompt special effect may be provided at the first virtual character in the following manner: in response to the first virtual character entering the second state, and the second timing duration of the first virtual character in the second state is not greater than the second set duration, the third sub-special effect is provided at the first virtual character, and in response to the second timing duration being greater than the second set duration, the fourth sub-special effect is provided at the first virtual character.

[0100] That is, as the first virtual character enters the first state, is in the first state, and switches out of the first state (which may mean that all special effects are removed), its prompt special effects are changed accordingly, and as the first virtual character enters the second state, is in the second state, and switches out of the second state, its prompt special effects may also be changed accordingly. Furthermore, by presenting different prompt special effects, the player is prompted to the progress of the game state change of the first virtual character.

[0101] Among them, the first set duration is used to indicate the single maintenance duration of the preset first sub-special effect, the second set duration is used to indicate the single maintenance duration of the preset third sub-special effect, the first sub-special effect is used to indicate the prompt special effect when the first virtual character just enters the first state, the second sub-special effect is used to indicate the prompt special effect of the first virtual character during the first state, when the second sub-special effect is displayed, the first sub-special effect is removed, and when the second sub-special effect is removed, it indicates that the first virtual character cuts out of the first state. That is to say, as the first timing duration of the first virtual character in the first state advances, the prompt special effect also changes accordingly. Correspondingly, the third sub-special effect is used to indicate the prompt special effect when the first virtual character just enters the second state, the fourth sub-special effect is used to indicate the prompt special effect of the first virtual character during the second state, when the fourth sub-special effect is displayed, the third sub-special effect is removed, and when the fourth sub-special effect is removed, it indicates that the first virtual character cuts out of the second state.

[0102] In a preferred embodiment of the present application, the first prompt special effect and / or the second prompt special effect may be visible to all virtual characters participating in the current virtual game, and the first prompt special effect and / or the second prompt special effect may be configured to move with the first virtual character. Similarly, the presentation of the first timing duration and / or the second timing duration may also be visible to all virtual characters participating in the current virtual game, and may be configured to move with the first virtual character.

[0103] That is to say, the first prompt special effect and / or the second prompt special effect are not visible only to the player controlling the first virtual character or the player in the camp to which the first virtual character belongs, but are displayed to all virtual characters participating in the current virtual game, or in other words, all players controlling all virtual characters in the current virtual game can see the first prompt special effect and / or the second prompt special effect, and during the presentation of the first prompt special effect and / or the second prompt special effect, the special effect moves with the first virtual character, so that each player can clearly understand the game status of the first virtual character, and thus perform corresponding interactive operations on the virtual character controlled by them.

[0104] Exemplarily, the first preset skill possessed by the first virtual character is configured with a first combination skill, and the second preset skill possessed by the first virtual character is configured with a second combination skill. In a preferred example, the first combination skill is different from the second combination skill, so that different combination skills can be provided to the first virtual character in different game states. For example, in response to the first virtual character using the first preset skill in the first state, a first skill control can be displayed on the graphical user interface to prompt that the first virtual character has the first combination skill. Similarly, in response to the first virtual character using the second preset skill in the second state, a second skill control can be displayed on the graphical user interface to prompt that the first virtual character has the second combination skill. To further prompt that the first virtual character has unlocked a new skill, the first skill control or the second skill control can be highlighted. For example, the first skill control is displayed in a highlighted form within a preset time after the first preset skill is used. Other presentation forms can also be used to highlight the first skill control and the second skill control, and this application does not limit this.

[0105] Here, the first preset skill and the second preset skill can be the basic skills possessed by the first virtual character, or they can be the role skills possessed by the first virtual character. The first combination skill can be different from the second combination skill and can also be the basic skills or role skills possessed by the first virtual character. This application does not impose any restrictions on the skill types of each skill.

[0106] In one example, the first preset skill and the second preset skill are the same skill. In this case, when the first virtual character is controlled to use the preset skill, different combination skills can be triggered based on the different game states that the first virtual character is in. In another example, the first preset skill and the second preset skill are different skills. In this case, different combination skills can be triggered by controlling the first virtual character to use the corresponding preset skills in different game states.

[0107] Specifically, the first skill control is used to indicate that the first virtual character has the ability to release the first combination of skills in the first state, and the second skill control is used to indicate that the first virtual character has the ability to release the second combination of skills in the second state. That is to say, when the first virtual character is controlled to use the first preset skill in the first state, the first skill control is displayed on the graphical user interface to prompt the player that the first virtual character has the ability to release the first combination of skills at this time. The player can control the first virtual character to release the first combination of skills by triggering the first skill control. The player may not trigger the first skill control, which means that the player currently gives up using the first combination of skills. When the first virtual character is controlled to use the second preset skill in the second state, the second skill control is displayed on the graphical user interface to prompt the player that the first virtual character has the ability to release the second combination of skills at this time. The player can control the first virtual character to release the second combination of skills by triggering the second skill control. The player may not trigger the second skill control, which means that the player currently gives up using the second combination of skills.

[0108] Preferably, the first preset skill and the second preset skill both refer to breakthrough skills, the first combination of skills includes a close range breakthrough skill, and the second combination of skills includes an escape breakthrough skill.

[0109] Exemplarily, a default breakthrough behavior may be configured in advance for the breakthrough skill. For example, the default breakthrough behavior may be configured to control the virtual character to perform a lateral change of direction dribbling action. The skill behavior of the close-range breakthrough skill may be configured to control the first virtual character to dribble forward one step. In this case, the combination of the first preset skill and the first combination skill may include: after controlling the first virtual character to perform the default breakthrough behavior, the first virtual character is controlled to dribble forward one step. At this time, the skill behavior of the first combination skill is settled in a manner that the first attribute of the first virtual character obtains an attribute gain. Since the first attribute obtains an attribute gain in a manner that increases the strength attribute of the first virtual character, the skill behavior of the close-range breakthrough skill may include colliding with the defensive character while dribbling forward one step, so as to increase the possibility of moving the second virtual character's position away from the first virtual character by performing the close-range breakthrough skill, so as to help improve the probability of successful escape.

[0110] For example, the skill behavior of the breakout skill can be configured as a fast lateral breakout, such as controlling the virtual character to perform a lateral change of direction dribbling action, which can be based on the above default breakout behavior and improve the moving speed. In this case, the combination of the second preset skill and the second combination skill can include: after controlling the first virtual character to perform the default breakout behavior, controlling the first virtual character to perform a fast lateral breakout to further break out, so as to help improve the success rate of the subsequent shooting skill behavior triggering the scoring event.

[0111] In a preferred embodiment of the present application, the first skill control may be displayed in the following manner: a third skill control indicating a first preset skill is displayed on a graphical user interface, so that the first virtual character is controlled to use the first preset skill by triggering the third skill control, and after the third skill control is triggered, the first skill control is displayed on the graphical user interface to replace the third skill control. Alternatively, the second skill control may be displayed in the following manner: a fourth skill control indicating a second preset skill is displayed on a graphical user interface, so that the first virtual character is controlled to use the second preset skill by triggering the fourth skill control, and after the fourth skill control is triggered, the second skill control is displayed on the graphical user interface to replace the fourth skill control.

[0112] Optionally, the first skill control and the second skill control may be displayed for a short time. For example, when the first virtual character is in the first state, the first skill control is displayed within a first preset time after each time the third skill control is triggered. When the first virtual character is in the second state, the second skill control is displayed within a second preset time after each time the fourth skill control is triggered.

[0113] For example, the time at which the first skill control and the second skill control are displayed on the graphical user interface is pre-set. When the third skill control is triggered, the time at which the third skill control is triggered is recorded and the third skill control is replaced by the first skill control. The first skill control is continuously displayed when the time is within the first preset time, and the first skill control is not displayed when the time exceeds the first preset time. For example, the first skill control is replaced by the third skill control, and the third skill control can be triggered again. Here, within the first preset time, regardless of whether the first skill control is triggered, the first skill control is not displayed when the first preset time is exceeded. Correspondingly, when the fourth skill control is triggered, the time at which the fourth skill control is triggered is recorded and the fourth skill control is replaced by the second skill control. The second skill control is continuously displayed when the time is within the second preset time, and the second skill control is not displayed when the time exceeds the second preset time. For example, the second skill control is replaced by the fourth skill control, and the fourth skill control can be triggered again. Here, within the second preset time, regardless of whether the second skill control is triggered, the second skill control is not displayed when the second preset time is exceeded.

[0114] Among them, the first preset time and the second preset time can be the same or different, and this application does not limit this. That is to say, the first preset time is used to indicate the time when the first virtual character has the ability to release the first combination of skills. The first virtual character can be controlled to use the first combination of skills only within the first preset time. After the first preset time, the first virtual character cannot use the first combination of skills, that is, the first combination of skills is invalid. The second preset time is used to indicate the time when the first virtual character has the ability to release the second combination of skills. The first virtual character can be controlled to use the second combination of skills only within the second preset time. After the second preset time, the first virtual character cannot use the second combination of skills, that is, the second combination of skills is invalid.

[0115] For example, see Figure 3 , Figure 3 Schematic diagram of interaction of a first virtual character in a first state provided in an embodiment of the present application Figure 1 .

[0116] In this example, when the first virtual character A1 is the attacker and holds the ball, and it is determined that the first virtual character A1 is currently in the first state, the special effect corresponding to the first state can be selected for mounting. The figure shows the first sub-special effect T1 corresponding to when the first virtual character A1 just enters the first state. For example, the prompt special effect can mark the edge of the first virtual character as a line of a preset color corresponding to the first state and / or increase the brightness of the line to present it. The preset color corresponding to the first state in the figure is set to orange.

[0117] like Figure 3 As shown, when the first virtual character enters the first state, an initial progress bar Q3 is displayed under the feet of the first virtual character to indicate the duration of the first virtual character being in the first state.

[0118] In this example, it is assumed that a designated skill instruction is generated by triggering the third skill control displayed on the graphical user interface, and at the designated time point of the designated skill behavior, the second virtual character B is detected in the interference area Q1 of the first virtual character A1. In this case, when the first virtual character A1 just enters the first state, the first skill control is displayed on the graphical user interface (not shown in the figure, that is, the first skill control replaces the third skill control). After the first skill control is continuously displayed for the first preset time, the first skill control is replaced by the third skill control D3.

[0119] For example, see Figure 4 , Figure 4 Schematic diagram of interaction of a first virtual character in a first state provided in an embodiment of the present application Figure 2 .

[0120] In this example, when the first timing time of the first virtual character A1 in the first state is greater than the first set time, the second sub-effect T2 can be displayed. For example, the edge of the first virtual character can be marked with a line of a preset color corresponding to the first state, and the thickness of the line gradually decreases and / or the brightness of the line gradually decreases. Other presentation forms can also be used to represent the second sub-effect.

[0121] Preferably, the change of the first time duration of the first virtual character A1 in the first state can be indicated by a countdown, and the present application does not limit the presentation method of the change of the first time duration. Figure 4 As shown, when the first timer time of the first virtual character A1 in the first state gradually increases, the initial progress bar Q3 displayed under the feet of the first virtual character begins to gradually shorten, and the color and / or brightness of the progress bar can be adjusted to reflect the time the first state is maintained through the changes presented by the progress bar. The difference between the initial progress bar Q3 and the real-time changing progress bar means the first timer duration in the first state. Among them, the changes in the progress bar can be set according to the situation, and this application does not limit this.

[0122] See also Figure 5 , Figure 5 Schematic diagram of the interaction of the first virtual character in the second state provided in the embodiment of the present application Figure 1 .

[0123] In this example, when the first virtual character A1 is the attacker and holds the ball, and it is determined that the first virtual character A1 is currently in the second state, the special effect corresponding to the second state can be selected for mounting. The figure shows the third sub-special effect T3 corresponding to when the first virtual character A1 just enters the second state. For example, the prompt special effect can mark the edge of the first virtual character as a line of a preset color corresponding to the second state and / or increase the brightness of the line to present it. The preset color corresponding to the second state in the figure is set to green.

[0124] like Figure 5 As shown, when the first virtual character enters the second state, an initial progress bar Q4 is displayed under the feet of the first virtual character to indicate the duration of the first virtual character being in the second state.

[0125] In this example, it is assumed that both the fourth skill control and the third skill control indicate a breakthrough skill. At this time, the designated skill instruction is generated by triggering the third skill control displayed on the graphical user interface, and at the designated time point of the action of the designated skill behavior, it is detected that there is no second virtual character B in the interference area Q1 of the first virtual character A1. In this case, when the first virtual character A1 just enters the second state, the graphical user interface displays the second skill control D6, that is, the second skill control D6 replaces the fourth skill control. After the second skill control is continuously displayed for a second preset time, the second skill control is replaced by the fourth skill control.

[0126] For example, see Figure 6 , Figure 6 Schematic diagram of the interaction of the first virtual character in the second state provided in the embodiment of the present application Figure 2 .

[0127] In this example, when the second timing time of the first virtual character A1 in the second state is greater than the second set duration, the fourth sub-special effect T4 can be displayed. For example, the edge of the first virtual character can be marked with a line of a preset color corresponding to the second state, and the thickness of the line gradually decreases and / or the brightness of the line gradually decreases. Other presentation forms can also be used to represent the fourth sub-special effect.

[0128] like Figure 6 As shown, the change of the second timing duration of the first virtual character A1 in the second state can be indicated by a countdown method, and the present application does not limit the presentation method of the change of the first timing duration. For example, when the second timing time of the first virtual character A1 in the second state gradually increases, the initial progress bar Q4 displayed under the feet of the first virtual character begins to gradually shorten, and the color and / or brightness of the progress bar can be adjusted to reflect the time the second state is maintained through the changes presented by the progress bar. The difference between the initial progress bar Q4 and the real-time changing progress bar means the second timing duration in the second state.

[0129] Exemplarily, the third preset skill possessed by the first virtual character is configured with a default skill behavior and a state skill behavior. Preferably, when the first virtual character is in different game states, the skill behavior of the third preset skill is different. For example, when the third preset skill is used when the first virtual character is in the first state, the default skill behavior is executed, and when the third preset skill is used when the first virtual character is in the second state, the state skill behavior is executed. As an example, the state skill behavior may refer to a skill behavior superimposed on the default skill behavior.

[0130] In a preferred embodiment, the third preset skill includes a virtual shooting skill (such as a layup) for triggering a scoring event. At this time, the default skill behavior can be configured to control the virtual character to perform a step-back jump shot, and the state skill behavior can be configured to control the virtual character to dribble forward, bump into an opponent, and then perform a step-back jump shot.

[0131] For example: in response to the first virtual character using the third preset skill in the first state, determine the state skill behavior of the third preset skill in the first state, control the first virtual character to perform the state skill behavior, and settle the state skill behavior of the first virtual character in a manner that the first attribute of the first virtual character obtains an attribute gain.

[0132] Exemplarily, a skill control corresponding to the third preset skill is displayed on the graphical user interface, and the skill control is triggered to control the first virtual character to use the third preset skill. When the first virtual character uses the third preset skill in the first state, it is determined that the state skill behavior of the third preset skill in the first state may be to first perform a step-forward collision action and then perform a step-back jump shot action, thereby controlling the first virtual character to perform a step-forward collision and then a step-back jump shot action, thereby achieving control of the state skill behavior of the first virtual character by increasing the attribute gain of the first virtual character's strength.

[0133] For example, in response to the first virtual character using the third preset skill in the second state, the first virtual character is controlled to perform a default skill behavior, and the default skill behavior of the first virtual character is settled in a manner that the second attribute of the first virtual character obtains an attribute gain.

[0134] Exemplarily, when the first virtual character uses the third preset skill in the second state, determining the state skill behavior of the third preset skill in the second state can be to control the default skill behavior of the first virtual character by increasing the attribute gain of the speed at which the first virtual character performs the movement during the execution of the step-back jump shot action configured by the default skill behavior.

[0135] In a preferred example of the present application, the offensive and defensive parties can conduct a game based on the breakthrough mechanism of the present application. Here, the defensive virtual character itself will also have character characteristics. For example, if the defensive virtual character moves fast but has weak confrontation ability, the offensive party may tend to obtain strength attributes. The offensive party can control the movement of the offensive virtual character in the virtual interactive scene to create a situation where a second virtual character exists in the interference area of ​​the offensive virtual character when a specified skill instruction is issued (or at a specified time point for the action of a specified skill behavior). For the defensive party, the defensive party may tend to hope that the offensive party obtains a gain for successfully escaping, such as a speed gain. For this, the defensive party may try to create a situation where there is no second virtual character in the interference area of ​​the offensive virtual character at the above moment.

[0136] Similarly, if the defensive virtual character has a strong confrontation ability, the expectations of the attacker and defender will be the opposite of the above situation. For example, the attacker may tend to obtain the speed attribute, and the defender will hope that the attacker can get a gain to escape failure. In this way, the attacker and defender can carry out the above game process by controlling the movement of their respective virtual characters in the virtual interactive scene and controlling the timing of releasing skills.

[0137] Based on the same application concept, the embodiments of the present application also provide an information processing device in the game corresponding to the information processing method in the game 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.

[0138] like Figure 7 As shown, Figure 7 This is a functional module diagram of an information processing device in a game provided by an embodiment of the present application. The information processing device 700 in the game includes:

[0139] The skill module 701 controls the first virtual character to perform a specified skill action corresponding to the specified skill action in response to a specified skill instruction for the first virtual character during a round in which the first virtual character performs an attack, and determines an interference result of a second virtual character on the specified skill action, wherein the second virtual character and the first virtual character are in different camps;

[0140] The state module 702 controls the first virtual character to enter a game state corresponding to the interference result according to the interference result.

[0141] In a possible implementation of the present application, the interference results include undisturbed and interfered, wherein the skill module 701 is further used to: detect whether there is a second virtual character in the interference area of ​​the first virtual character at the specified time point of the action of the specified skill behavior; if there is a second virtual character in the interference area of ​​the first virtual character, determine that the instruction skill behavior is interfered; if there is no second virtual character in the interference area of ​​the first virtual character, determine that the instruction skill behavior is not interfered.

[0142] In a possible implementation manner of the present application, the interference results include undisturbed and interfered, and the state module 702 is also used to: if the designated skill behavior is interfered with, control the first virtual character to enter a first state, in which the first state can provide an attribute gain for a first attribute of the first virtual character; if the designated skill behavior is not interfered with, control the first virtual character to enter a second state, in which the second state can provide an attribute gain for a second attribute of the first virtual character, and the second attribute is different from the first attribute.

[0143] In one possible implementation of the present application, the designated skill behavior includes a breakthrough behavior, the first state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a failure to escape, the second state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a success to escape, and / or, the first attribute is an anti-interference attribute, the second attribute is a defense escape attribute, or a target attack skill attribute.

[0144] In one possible implementation of the present application, the state module 702 is further used to: in response to the first virtual character entering the first state, trigger the timing of the first virtual character in the first state to obtain a first timing duration, and in response to the first timing duration reaching a set duration, control the first virtual character to exit the first state; or, in response to the first virtual character entering the second state, trigger the timing of the first virtual character in the second state to obtain a second timing duration, and in response to the second timing duration reaching a set duration, control the first virtual character to exit the second state.

[0145] In a possible implementation manner of the present application, the state module 702 is further used to: display the change progress of the first timing duration in a first presentation form at the first virtual character; or display the change progress of the second timing duration in a second presentation form at the first virtual character, and the second presentation form is different from the first presentation form.

[0146] In a possible implementation of the present application, the first preset skill possessed by the first virtual character is configured with a first combination skill, and the second preset skill possessed by the first virtual character is configured with a second combination skill. The state module 702 is also used to: in response to the first virtual character using the first preset skill in the first state, display a first skill control on the graphical user interface to prompt that the first virtual character possesses the first combination skill, or, in response to the first virtual character using the second preset skill in the second state, display a second skill control on the graphical user interface to prompt that the first virtual character possesses the second combination skill.

[0147] In a possible implementation manner of the present application, the first combination skill is different from the second combination skill, the first preset skill is the same as or different from the second preset skill, and / or the first skill control or the second skill control is highlighted.

[0148] In one possible implementation of the present application, the state module 702 is also used to display the first skill control in the following manner: displaying a third skill control for indicating the first preset skill on the graphical user interface, so as to control the first virtual character to use the first preset skill by triggering the third skill control, and after the third skill control is triggered, displaying the first skill control on the graphical user interface to replace the third skill control, or displaying the second skill control in the following manner: displaying a fourth skill control for indicating the second preset skill on the graphical user interface, so as to control the first virtual character to use the second preset skill by triggering the fourth skill control, and after the fourth skill control is triggered, displaying the second skill control on the graphical user interface to replace the fourth skill control.

[0149] In one possible implementation of the present application, the state module 702 is also used to display the first skill control and the second skill control in the following manner: when the first virtual character is in the first state, the first skill control is displayed within a first preset time after each time the third skill control is triggered, and when the first virtual character is in the second state, the second skill control is displayed within a second preset time after each time the fourth skill control is triggered, and / or the first preset skill is the same as the second preset skill, and the designated skill instruction is generated in the following manner: the designated skill instruction is generated by triggering the third skill control.

[0150] In one possible implementation of the present application, the state module 702 is further used to: in response to the first virtual character using a third preset skill in the first state, determine the state skill behavior of the third preset skill in the first state; control the first virtual character to perform the state skill behavior, and settle the state skill behavior of the first virtual character in a manner that the first character attribute of the first virtual character obtains an attribute gain.

[0151] In one possible implementation of the present application, the third preset skill possessed by the first virtual character is configured with a default skill behavior and a state skill behavior, and the state module 702 is further used to: in response to the first virtual character using the third preset skill in the second state, control the first virtual character to perform the default skill behavior, and settle the default skill behavior of the first virtual character in a manner that the second character attribute of the first virtual character obtains an attribute gain.

[0152] In one possible implementation of the present application, the skill module 701 is further used to: provide a virtual interaction scene on a graphical user interface for enabling virtual characters of different camps to interact with each other; and display a skill animation on the graphical user interface in response to the specified skill instruction, wherein the skill animation refers to an animation that controls the first virtual character to perform a specified skill behavior in the virtual interaction scene.

[0153] In one possible implementation of the present application, an action-specified time point for triggering interference detection for the specified skill behavior is configured in the skill animation of the specified skill behavior, wherein the skill module 701 is further used to: in response to the skill animation being played to the configured action-specified time point, detect whether there is a second virtual character in the interference area of ​​the first virtual character, and continue playing the skill animation.

[0154] In a possible implementation of the present application, the virtual sphere that is fought over by virtual characters of different camps in the virtual interaction scene, the skill module 701 is also used for: wherein the conditions for responding to the specified skill instruction include: in the round in which the first virtual character performs an attack, and in the process of performing ball holding interaction on the virtual sphere through the first virtual character.

[0155] In a possible implementation manner of the present application, the special effects presentation module is further used to: when the first virtual character is in a first state, provide a first prompt special effect at the first virtual character; when the first virtual character is in a second state, provide a second prompt special effect at the first virtual character, and the second prompt special effect is different from the first prompt special effect.

[0156] In one possible implementation of the present application, the special effects presentation module is further used to: in response to the first virtual character entering a first state and a first timing duration of the first virtual character in the first state being not greater than a first set duration, provide a first sub-special effect at the first virtual character; in response to the first timing duration being greater than the first set duration, provide a second sub-special effect at the first virtual character; and / or, in response to the first virtual character entering a second state and a second timing duration of the first virtual character in the second state being not greater than a second set duration, provide a third sub-special effect at the first virtual character; and in response to the second timing duration being greater than the second set duration, provide a fourth sub-special effect at the first virtual character.

[0157] In a possible implementation manner of the present application, the first prompt special effect and / or the second prompt special effect are visible to all virtual characters participating in the virtual game, and the first prompt special effect and / or the second prompt special effect are configured to move with the first virtual character.

[0158] In one possible implementation of the present application, the skill module is further used to: when the first virtual character is in a game state corresponding to the interference result, in response to the designated skill instruction, control the first virtual character to perform a designated skill behavior, but do not trigger interference detection for the designated skill behavior.

[0159] In a possible implementation of the present application, the first preset skill and the second preset skill both refer to breakthrough skills, the first combination of skills includes a close breakthrough skill, the second combination of skills includes an escape breakthrough skill, and the third preset skill includes a virtual projection skill for triggering a scoring event.

[0160] Based on the same application concept, see Figure 8 As shown, it is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, the electronic device 800 includes: a processor 801, a memory 802 and a bus 803, the memory 802 stores machine-readable instructions executable by the processor 801, when the electronic device 800 is running, the processor 801 communicates with the memory 802 through the bus 803, and the machine-readable instructions are executed by the processor 801 when running to perform the steps of the information processing method in the game as described in any of the above embodiments.

[0161] Specifically, when the machine-readable instructions are executed by the processor 801, the following processing can be performed: in a round in which the first virtual character performs an attack, in response to a designated skill instruction for the first virtual character, the first virtual character is controlled to perform a designated skill behavior corresponding to the designated skill instruction, and the interference result of the second virtual character on the designated skill behavior is determined, and the second virtual character and the first virtual character are in different camps; according to the interference result, the first virtual character is controlled to enter a game state corresponding to the interference result.

[0162] Based on the same application concept, an embodiment of the present application further 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 provided in the above embodiment are executed.

[0163] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the information processing method in the above-mentioned game, which can help improve the interaction efficiency and server utilization.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] 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 a round in which a first virtual character performs an attack, in response to a designated skill instruction for the first virtual character, the first virtual character is controlled to perform a designated skill behavior corresponding to the designated skill instruction, and an interference result of a second virtual character on the designated skill behavior is determined, the second virtual character and the first virtual character being in different camps; According to the interference result, the first virtual character is controlled to enter a game state corresponding to the interference result.

2. The method according to claim 1, characterized in that The interference results include no interference and interference. The step of determining the interference result of the second virtual character on the designated skill behavior includes: At a designated time point of the designated skill behavior, detecting whether a second virtual character exists in an interference area of ​​the first virtual character; If a second virtual character exists in the interference area of ​​the first virtual character, determining that the command skill behavior is interfered with; If there is no second virtual character in the interference area of ​​the first virtual character, it is determined that the instruction skill behavior is not interfered with.

3. The method according to claim 1, characterized in that The interference results include no interference and interference. Wherein, controlling the first virtual character to enter a game state corresponding to the interference result according to the interference result includes: If the designated skill behavior is disturbed, controlling the first virtual character to enter a first state, in which a first attribute of the first virtual character can be provided with an attribute gain; If the designated skill behavior is not disturbed, the first virtual character is controlled to enter a second state, in which a property gain can be provided for a second property of the first virtual character, and the second property is different from the first property.

4. The method according to claim 3, characterized in that: The designated skill behavior includes a breakthrough behavior, the first state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a failure to escape, the second state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a success to escape, and / or, the first attribute is an anti-interference attribute, the second attribute is a defense escape attribute, or a target attack skill attribute.

5. The method according to claim 3, characterized in that: Also includes: In response to the first virtual character entering the first state, triggering timing of the first virtual character in the first state to obtain a first timing duration, In response to the first timing duration reaching a set duration, controlling the first virtual character to exit the first state; Alternatively, in response to the first virtual character entering the second state, timing of the first virtual character in the second state is triggered to obtain a second timing duration, In response to the second timing duration reaching a set duration, the first virtual character is controlled to exit the second state.

6. The method according to claim 5, characterized in that Also includes: At the first virtual character, displaying the change progress of the first timing duration in a first presentation form; Alternatively, at the first virtual character, the change progress of the second timing duration is presented in a second presentation form, and the second presentation form is different from the first presentation form.

7. The method according to claim 3, characterized in that The first preset skill possessed by the first virtual character is configured with a first combination skill, and the second preset skill possessed by the first virtual character is configured with a second combination skill. Among them, it also includes: In response to the first virtual character using the first preset skill in the first state, a first skill control is displayed on the graphical user interface to prompt that the first virtual character has the first combination of skills. Alternatively, in response to the first virtual character using the second preset skill in the second state, a second skill control is displayed on the graphical user interface to prompt that the first virtual character possesses the second combination of skills.

8. The method according to claim 7, characterized in that The first combination skill is different from the second combination skill, the first preset skill is the same as or different from the second preset skill, And / or, the first skill control or the second skill control is highlighted.

9. The method according to claim 7, characterized in that: Display the first skill control by: displaying a third skill control indicating the first preset skill on the graphical user interface, so as to control the first virtual character to use the first preset skill by triggering the third skill control, After the third skill control is triggered, displaying the first skill control on the graphical user interface to replace the third skill control, Alternatively, display the second skill control by: displaying a fourth skill control indicating the second preset skill on the graphical user interface, so as to control the first virtual character to use the second preset skill by triggering the fourth skill control, After the fourth skill control is triggered, the second skill control is displayed on the graphical user interface to replace the fourth skill control.

10. The method according to claim 9, characterized in that The first skill control and the second skill control are displayed in the following manner: When the first virtual character is in the first state, the first skill control is displayed within a first preset time after the third skill control is triggered each time. When the first virtual character is in the second state, the second skill control is displayed within a second preset time after the fourth skill control is triggered each time. And / or, the first preset skill is the same as the second preset skill, and the designated skill instruction is generated in the following manner: the designated skill instruction is generated by triggering the third skill control.

11. The method according to claim 1 or 7, characterized in that: Also includes: In response to the first virtual character using a third preset skill in a first state, determining a state skill behavior of the third preset skill in the first state; The first virtual character is controlled to execute the state skill behavior, and the state skill behavior of the first virtual character is settled in a manner that the first character attribute of the first virtual character obtains an attribute gain.

12. The method according to claim 1 or 7, characterized in that: The third preset skill possessed by the first virtual character is configured with a default skill behavior and a state skill behavior, Among them, it also includes: In response to the first virtual character using the third preset skill in the second state, the first virtual character is controlled to perform the default skill behavior, and the default skill behavior of the first virtual character is settled in a manner that the second character attribute of the first virtual character obtains an attribute gain.

13. The method according to claim 1, characterized in that In response to the designated skill instruction for the first virtual character, controlling the first virtual character to perform a designated skill behavior corresponding to the designated skill instruction includes: Providing a virtual interaction scene on a graphical user interface for enabling virtual characters of different camps to interact with each other; In response to the specified skill instruction, a skill animation is displayed on the graphical user interface, where the skill animation refers to an animation that controls the first virtual character to perform a specified skill behavior in the virtual interactive scene.

14. The method according to claim 2, characterized in that An action designated time point for triggering interference detection for the designated skill behavior is configured in the skill animation of the designated skill behavior. Wherein, at the designated time point of the action of the designated skill behavior, detecting whether there is a second virtual character in the interference area of ​​the first virtual character includes: In response to the skill animation being played to the configured action specified time point, detecting whether there is a second virtual character in the interference area of ​​the first virtual character, and continuing to play the skill animation.

15. The method according to claim 1, characterized in that A virtual sphere fought for by virtual characters of different camps in the virtual interactive scene, The conditions for responding to the designated skill instruction include: in a round in which the first virtual character performs an attack, and in a process in which the first virtual character performs ball-holding interaction on the virtual sphere.

16. The method according to claim 1 or 6, characterized in that: Also includes: When the first virtual character is in a first state, providing a first prompt special effect at the first virtual character; When the first virtual character is in a second state, a second prompt special effect is provided at the first virtual character, and the second prompt special effect is different from the first prompt special effect.

17. The method according to claim 16, characterized in that The providing a first prompt special effect at the first virtual character includes: In response to the first virtual character entering a first state and a first time duration of the first virtual character in the first state being not greater than a first set time duration, providing a first sub-special effect at the first virtual character, In response to the first timing duration being greater than the first set duration, providing a second sub-effect at the first virtual character, And / or, providing a second prompt special effect at the first virtual character includes: In response to the first virtual character entering a second state and the second time duration of the first virtual character in the second state being not greater than a second set time duration, providing a third sub-effect at the first virtual character, In response to the second timing duration being greater than a second set duration, providing a fourth sub-effect at the first virtual character.

18. The method according to claim 16, characterized in that The first prompt special effect and / or the second prompt special effect are visible to all virtual characters participating in the virtual game, and the first prompt special effect and / or the second prompt special effect are configured to move with the first virtual character.

19. The method according to claim 2, characterized in that Also includes: When the first virtual character is in a game state corresponding to the interference result, in response to the designated skill instruction, the first virtual character is controlled to perform a designated skill behavior, but interference detection for the designated skill behavior is not triggered.

20. The method according to claim 11, characterized in that The first preset skill and the second preset skill both refer to breakthrough skills. The first combination of skills includes close-range breakthrough skills, and the second combination of skills includes escape breakthrough skills. The third preset skill includes a virtual projection skill for triggering a scoring event.

21. An information processing device in a game, characterized in that: The device comprises: a skill module, in a round in which the first virtual character performs an attack, in response to a designated skill instruction for the first virtual character, controlling the first virtual character to perform a designated skill behavior corresponding to the designated skill instruction, and determining an interference result of a second virtual character on the designated skill behavior, the second virtual character being in a different camp from the first virtual character; The state module controls the first virtual character to enter a game state corresponding to the interference result according to the interference result.

22. 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 20.

23. 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 20 are executed.

Citation Information

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