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

By responding to specified skill commands in sports games, controlling virtual characters to perform skill behaviors and adjusting the game state based on the results of interference, the problem of the single judgment logic of virtual character breakthrough actions is solved, and the interaction efficiency and server utilization are improved.

CN119818947BActive Publication Date: 2025-12-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510238006.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2025-12-05
Estimated Expiration
2045-02-28

AI Technical Summary

Technical Problem

In existing sports games, the judgment logic for virtual characters' breakthrough actions is relatively fixed and simple, resulting in low interaction efficiency and reduced resource utilization of game servers.

Method used

By responding to specified skill commands in the game, virtual characters can be controlled to perform specified skill behaviors, and the game state can be determined based on the interference results of a second virtual character on the specified skill behaviors, thereby improving interaction efficiency.

Benefits of technology

It improves game interaction efficiency and server utilization, and enhances the operational flexibility and strategic depth of virtual characters in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides an information processing method and device in a game, a storage medium and an electronic device. The method comprises the following steps: in a round in which a 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 action corresponding to the designated skill instruction, and determining an interference result of a second virtual character on the designated skill action, the second virtual character being in a different camp from the first virtual character; and according to the interference result, controlling the first virtual character to enter a game state corresponding to the interference result. Through the application, the problem of single operation mode and low interaction efficiency can be avoided.
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Description

Technical Field

[0001] This application relates to the field of computer application technology, and in particular to an information processing method, apparatus, storage medium and electronic device for games. Background Technology

[0002] With the continuous development of computer technology, a large number of games of different themes have emerged. For example, offline sports have been developed into corresponding game applications, allowing players to experience simulated sports competitions online through sports games. Taking virtual ball games as an example, during a match, players control virtual characters to perform actions such as passing and scoring on the virtual ball during offensive rounds, and to perform actions such as defending and intercepting against virtual characters from other teams during defensive rounds.

[0003] In related technologies, taking virtual basketball games as an example of sports games, the virtual character controlled by the player can perform a breakthrough move during an offensive round to get rid of the defense of other team's virtual characters. Generally speaking, if the defending virtual character keeps up with the player's breakthrough move, the breakthrough is considered unsuccessful; if the defending virtual character does not keep up with the player's breakthrough move, the breakthrough is considered successful. The above-mentioned judgment logic for breaking through is relatively fixed and simple, resulting in low interaction efficiency between the offensive and defensive sides. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide at least one information processing method, apparatus, storage medium and electronic device 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, embodiments of this application provide an information processing method in a game, the method comprising: during a turn 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 action corresponding to the specified skill instruction, and determining 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 factions; and according to the interference result, controlling the first virtual character to enter a game state corresponding to the interference result.

[0007] Secondly, this application embodiment also provides an information processing device for a game, the device comprising: a skill module, which, in response to a specified skill instruction for the first virtual character during a turn in which the first virtual character performs an attack, controls the first virtual character to perform a specified skill behavior corresponding to the specified skill instruction, and determines the 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 factions; 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] Thirdly, embodiments of this application also provide an electronic device, including: 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 communicates with the memory through the bus, and the machine-readable instructions are executed by the processor to perform the steps of the information processing method in the game described in the first aspect or any possible implementation of the first aspect.

[0009] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in the game described in the first aspect or any possible implementation of the first aspect.

[0010] The present application provides an information processing method, apparatus, storage medium, and electronic device for games, which can help improve interaction efficiency.

[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0013] Figure 1 A flowchart of the information processing method in a game provided in an embodiment of this application is shown.

[0014] Figure 2 This illustration shows an interactive diagram of a first virtual character performing a specified skill behavior, as provided in an embodiment of this application.

[0015] Figure 3This illustration shows the interaction of a first virtual character in a first state, as provided in an embodiment of this application. Figure 1 .

[0016] Figure 4 This illustration shows the interaction of a first virtual character in a first state, as provided in an embodiment of this application. Figure 2 .

[0017] Figure 5 This illustration shows the interaction of the first virtual character in the second state, as provided in an embodiment of this application. Figure 1 .

[0018] Figure 6 This illustration shows the interaction of the first virtual character in the second state, as provided in an embodiment of this application. Figure 2 .

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

[0020] Figure 8 A schematic diagram of the structure of the electronic device provided in the embodiments of this application is shown. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0022] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0023] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0024] It should be understood that in the embodiments of this 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 based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0025] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0026] With the continuous development of computer technology, a large number of games of different themes have emerged. For example, offline sports have been developed into corresponding game applications, allowing players to experience simulated sports competitions online through sports games. Taking virtual ball games as an example, during a match, players control virtual characters to perform actions such as passing and scoring on the virtual ball during offensive rounds, and to perform actions such as defending and intercepting against virtual characters from other teams during defensive rounds.

[0027] In related technologies, taking a virtual basketball game as an example of a sports game, the virtual character controlled by the player can perform a breakthrough move during an offensive round to get rid of the defense of other team's virtual characters. For example, during an offensive round, a breakthrough control can be provided on the virtual character's game interface. By triggering this breakthrough control, the player can control the virtual character to perform a breakthrough move to get rid of the defense. Correspondingly, the defending virtual character's game interface can provide movement controls or other skill controls. By triggering this movement control, the defending virtual character can be controlled to move around the virtual scene to keep up with the offensive virtual character.

[0028] Generally speaking, if the player's virtual character's movements during the breakthrough process are followed by virtual characters from other factions, it means that the player's virtual character has failed to break through. If the player's virtual character's movements during the breakthrough process are not followed by virtual characters from other factions, it means that the player's virtual character has successfully broken through.

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

[0030] To address at least one of the problems mentioned above, this application proposes an information processing method, apparatus, storage medium, and electronic device for games, which can help improve operational efficiency and server utilization.

[0031] First, the names involved in the embodiments of this application will be introduced.

[0032] Terminal equipment:

[0033] The terminal devices involved in this application mainly refer to electronic devices that can provide a user interface to realize human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide game screens (e.g., game-related settings / configuration interfaces, game scene presentation interfaces) and intelligent devices that can control virtual characters. The terminal device can be, but is not limited to, any of the following devices: smartphones, tablets, portable computers, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. The terminal device has an application installed and running that supports game scenes, such as an application that supports 3D game scenes. The application can be, but is not limited to, any of the following: virtual reality applications, 3D map programs, military simulation programs, MOBA (Multiplayer Online Battle Arena) games, multiplayer shooting survival games, and third-person shooter (TPS) games. Alternatively, the application can be a standalone application, such as a standalone 3D (Three Dimensions) game program, or an online multiplayer application.

[0034] Graphical User Interface:

[0035] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on a touchscreen terminal by performing touch operations to select commands, launch programs, or perform other tasks. In a game scenario, the GUI can display both the game scene interface and the game configuration interface.

[0036] Virtual interactive scenarios:

[0037] A virtual environment is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server, such as a game scene provided during a game process. Optionally, this virtual interactive scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual interactive scene is a scenario where the user controls the complete game logic of a virtual character. Optionally, the virtual scene is also used for virtual environment battles between at least two virtual characters, and it contains virtual resources available for use by at least two virtual characters. For example, a game scene may include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements, etc.

[0038] Virtual characters:

[0039] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. Multiple virtual characters can exist within the virtual scene. These virtual characters can be player-controlled (i.e., characters controlled by the player through input devices or touchscreens), artificial intelligence (AI) trained and set up for virtual environment battles, or non-player characters (NPCs) set up for game scene battles. Optionally, these virtual characters can include virtual figures competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model, and this application embodiment does not limit this.

[0040] In one embodiment of this application, the information processing method in the game can run on a local terminal device or a server. When the method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0041] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0042] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0043] In one possible implementation, this application provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device (such as a local touch terminal) or a client device in the aforementioned cloud interaction system.

[0044] To facilitate understanding of this application, the following provides a detailed description of the information processing methods, apparatus, electronic devices, and storage media in games provided in the embodiments of this application.

[0045] Please see Figure 1 The flowchart of an information processing method in a game provided as an exemplary embodiment of this application is typically applied in game servers, such as the cloud game server described above, and can also run on local terminal devices (hereinafter referred to as terminal devices). This application does not limit this.

[0046] In an exemplary embodiment of this application, a virtual interaction scene is provided on the graphical user interface of a terminal device for enabling virtual characters from different factions to interact. The virtual interaction scene includes virtual characters from different factions and virtual mobile bodies, so that players can engage in combat through the virtual mobile bodies.

[0047] Taking a sports game as an example, the game includes two teams, with virtual spheres as the virtual movement objects. The two teams compete for these spheres through interaction and use them to trigger scoring events, thus calculating the scores of each team. The game can be settled when specific conditions are met. For example, a pre-set game end time can be set, and the game ends immediately upon reaching that time. The team with the higher score at the end of the game wins. Alternatively, if a team reaches a certain score first, a pre-set end score can be set, and the game ends when that score is reached. The team that reaches that end score wins, the interaction ends, and the final score determines which team won and which lost.

[0048] In one possible implementation, once a virtual character gains control of a virtual mobile object, it can perform a scoring interaction operation on the virtual mobile object at an appropriate time (e.g., when the virtual character is close to the target object and there are no other virtual characters blocking it). After the virtual character performs the scoring interaction operation on the virtual mobile object, it controls the virtual mobile object to move towards the target object in the virtual interactive scene (e.g., a virtual basketball hoop or virtual goal in a sports game). If the virtual mobile object enters the area where the target object is located, the virtual character and its team can obtain the corresponding score.

[0049] For example, when the virtual mobile object is a virtual basketball, the virtual basketball is controlled to enter the virtual basket (target object) through the scoring interaction operation of the virtual basketball; when the virtual mobile object is a virtual soccer ball, the virtual soccer ball is controlled to enter the virtual goal (target object) through the scoring interaction operation of the virtual soccer ball, and so on.

[0050] In one possible implementation, when a virtual character performs a scoring interaction on a virtual mobile object, and the virtual mobile object enters the area where the target object is located, the score also needs to be calculated based on the position of the virtual character when performing the scoring interaction on the virtual mobile object. For example, if the virtual mobile object is a virtual basketball, it is necessary to calculate whether the goal is a three-pointer or a two-pointer based on the position of the virtual character (whether it is outside the three-point line).

[0051] In one possible implementation, for a virtual character, the player can control the virtual character to perform corresponding skills in a virtual interactive scene through multiple skill controls displayed on the graphical user interface. These skill controls can correspond one-to-one with the multiple skills possessed by the virtual character. For example, different virtual characters may possess the same basic skills. For instance, taking a virtual basketball as an example, basic skills may include, but are not limited to, shooting, passing, receiving the ball, dribbling, and blocking. Different virtual characters may also have different character skills. Therefore, when a player selects or controls different virtual characters, the number of skill controls displayed in the graphical user interface and the specific skill corresponding to each skill control may differ.

[0052] Reference Figure 1 In step S101, during 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 action corresponding to the designated skill instruction, and the interference result of the second virtual character on the designated skill action is determined.

[0053] For example, in the case of a virtual game involving two factions, the virtual interaction scenario may include multiple first virtual characters belonging to the first faction and multiple second virtual characters belonging to the second faction. Multiple virtual characters within the same faction can be controlled by a single game account, different game accounts, or a combination of game accounts and AI (or NPCs); this application does not impose any restrictions on this.

[0054] Optionally, before entering a match, each player can freely choose a virtual character from all available virtual characters displayed in the character selection interface of the graphical user interface to participate in the virtual match. Players from different factions can choose the same virtual character or different virtual characters. Different virtual characters can have different skills and behaviors, or they can have the same skills and behaviors; this application does not impose any restrictions on this.

[0055] In this game, after a player selects a virtual character to control and enters the game, the virtual character controlled by the player is designated as the first virtual character. When the first virtual character's faction is on the attacking side, the first virtual character performs the actions required for the attack round according to the player's control.

[0056] For example, the specified skill instruction can be a pre-set character skill of the first virtual character selected by the player, or a pre-configured skill corresponding to the player position of the first virtual character in its faction. This application does not limit this.

[0057] In a preferred embodiment, an attack mechanism can be pre-configured for a specific virtual character in the game application. For example, the game server pre-associates the attack mechanism with the specific virtual character. The attack mechanism can be a mechanism inherent to the specific virtual character itself, or it can be understood as a special character skill.

[0058] Optionally, before entering the game, each player can freely choose the virtual character to participate in the virtual match. After the designated virtual character is selected to participate in the virtual match, the designated virtual character will have an attack mechanism, without the player needing to configure this mechanism for the designated virtual character. In this embodiment of the application, at least one designated virtual character may exist 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 a specified virtual character may include, but is not limited to, a breaching mechanism. The first virtual character mentioned in this application embodiment may refer to a specified virtual character within the faction to which the first virtual character belongs, and which is configured with a breaching mechanism.

[0060] In the game, various breakthrough skills can exist, such as: moving breakthrough (breaking through the defense by changing direction or speed while moving), spin breakthrough (breaking through the opponent by a quick spin, such as a forward spin and a backward spin), speed change (breaking through the defense by changing speed, such as suddenly accelerating or decelerating), crossover breakthrough (a crossover is a step to the opposite side, such as moving one step to the left and then one step to the right to break through), and between-the-legs breakthrough (breaking through the opponent by dribbling between the legs), etc. In a preferred embodiment, the above-mentioned designated skill instruction may include a designated breakthrough skill instruction, and the designated skill behavior includes a designated breakthrough behavior. For example, at least one of the above-mentioned breakthrough skills can be associated with a breakthrough mechanism. In this case, the designated breakthrough skill instruction may refer to a control instruction used to trigger any one of the associated at least one breakthrough skills. After issuing a designated breakthrough skill instruction to the first virtual character in the offensive round, the breakthrough mechanism configured to control the first virtual character is triggered in this virtual game. In other words, when the server receives a specified breakthrough skill instruction from the player to the first virtual character, the server controls the first virtual character to execute 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 by displaying a skill animation on a graphical user interface in response to a specified skill instruction for the first virtual character. Here, the skill animation refers to the animation that controls the first virtual character to perform the specified skill behavior in a virtual interactive scene.

[0062] For example, a skill animation can be pre-configured for a specified skill behavior of the first virtual character. For instance, 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 terminal device and played on the graphical user interface to indicate that the first virtual character is performing the specified skill behavior.

[0063] For example, the aforementioned specified skill instruction can be generated by triggering a third skill control displayed on the graphical user interface. 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 aforementioned specified breakthrough skill.

[0064] Here, for terminal devices with touchscreens, the third-skill controls can be triggered by performing a touch operation on the third-skill control displayed on the terminal device's graphical user interface. In addition, for terminal devices connected to external input devices (such as mice or keyboards), the selection operation for the third-skill control can also be performed using a mouse or keyboard.

[0065] For example, in a virtual interactive scenario, virtual characters from different factions compete for a virtual sphere. The conditions for responding to a specific skill command include: during the first virtual character's attack turn and while the first virtual character is interacting with the virtual sphere by holding it. In other words, when the first virtual character is in an attack turn and holding the sphere, a skill animation is played in response to the triggering of a third skill control.

[0066] For example, the skill animation is a preset animation for a specific skill behavior of the first virtual character, or it can be an animation that is modified and adjusted to respond to the specified skill behavior in combination with the image configured for the first virtual character in actual operation.

[0067] In a preferred embodiment of this application, the interference result of the second virtual character on the specified skill behavior can include no interference and interference. For example, the interference result can be determined by the following method: at a specified time point of the specified skill behavior, detect whether there is a second virtual character in the interference area of ​​the first virtual character. If there is a second virtual character in the interference area of ​​the first virtual character, it is determined that the specified 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 specified skill behavior is not interfered with.

[0068] The above is merely an example of determining whether a specified skill behavior is interfered with. This application is not limited to this; it can also determine the interference result on a specified skill behavior based on whether a second virtual character is present on the skill behavior path (e.g., the breakthrough path) of the first virtual character. For example, if a second virtual character is present on the breakthrough path, the specified skill behavior is determined to be interfered with; if no second virtual character is present on the breakthrough path, the specified skill behavior is determined to be uninterrupted. In other words, if the position and / or game behavior of the second virtual character can interfere with the specified skill behavior and reduce its success rate, the specified skill behavior can be determined to be interfered with; if the position and / or game behavior of the second virtual character does not negatively affect the success rate of the specified skill behavior, the specified skill behavior can be determined to be uninterrupted. This application will not list all the various scenarios regarding 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 interference areas. That is, a time point can be set within the playback duration of the skill animation as the designated time point for a specific skill action, at which the detection of interference areas is performed. For example, the designated time point can be a set time point before the end time of the specified skill action; that is, at this time point, the specified skill action has been substantially completed, or, based on the specified skill action performed before this time point, both the attacker and defender can anticipate the outcome of the specified skill action. Taking a breakthrough action as an example, at this time point, it can be determined whether the breakthrough action was successful (determining whether the breakthrough can escape the defending virtual character).

[0070] For example, the specified time point for the action 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 time point before the end time of the skill animation can be set as the specified time point for the action according to actual needs. This avoids network latency and allows for expectation of the behavior result. This application does not restrict the specific setting of the specified time point for the action.

[0071] For example, during the process of the first virtual character holding the ball, this first virtual character is the one currently interacting with the virtual ball, and the skill command controls the first virtual character to perform a breakthrough action. Furthermore, during the struggle for the virtual ball, virtual characters on opposing sides need to perform defensive actions in response to the first virtual character's breakthrough action. Generally, breakthrough and defensive actions only occur when the distance between the two virtual characters' positions meets the game distance requirement, allowing for a breakthrough-defense game interaction between the two virtual characters.

[0072] Furthermore, when the skill animation corresponding to the specified skill behavior plays to the specified time point of the action, the success rate of the first virtual character in executing the specified skill behavior is determined by detecting whether there is a second virtual character within the interference area of ​​the first virtual character (or, in other words, by determining whether the specified skill behavior was executed successfully or failed).

[0073] At the specified time point of the above action, if a second virtual character exists within the interference area of ​​the first virtual character, it is considered that the first virtual character has not shaken off the defending virtual character (i.e., the second virtual character), that is, the breakthrough has failed (being interfered with). If a second virtual character does not exist within the interference area of ​​the first virtual character, it is considered that the first virtual character has shaken off the defending virtual character, that is, the breakthrough has succeeded (not being interfered with).

[0074] For example, in a game application, an interference zone can be set for the offensive player with the ball. This interference zone is constructed based on the position and orientation of the first virtual character. For instance, taking the orientation as the shooting direction, the interference zone refers to an area in the shooting direction of the first virtual character. Taking a virtual ball game such as a basketball game as an example, the interference zone may include a fan-shaped area with the first virtual character as the center, a preset length as the radius, and a preset central angle. The shooting direction is from the position of the first virtual character to the target object in the virtual interactive scene (e.g., the virtual basketball hoop in a basketball game), or the shooting direction may be from the position of the first virtual character to the position of the second virtual character that the first virtual character is breaking through.

[0075] Preferably, the interference area can be displayed differently depending on whether a defending virtual character exists within it. For example, the interference area may be displayed in a first presentation format to indicate that no defending virtual character exists within it, or in a second presentation format to indicate that a defending virtual character exists within it. Here, the first and second presentation formats are different.

[0076] It should be understood that the interference area is represented by a fan-shaped region in the above example, but this application is not limited to this and other shapes can also be used to represent the interference area, such as trapezoids, triangles, rectangles, etc.

[0077] For example, please refer to Figure 2 , Figure 2 This is an interactive diagram illustrating the first virtual character performing a specified skill behavior, as provided in an embodiment of this application.

[0078] In this example, taking a virtual basketball game as an example, a graphical user interface 10 is provided through a terminal device. The graphical user interface 10 displays a virtual interactive scene 20, which includes a basketball game area 21 and a basket area 22.

[0079] Assuming this virtual match includes a first faction and a second faction, virtual characters A1 and A2 in the illustrated virtual interaction scene belong to the same faction (e.g., both belonging to the first faction). Virtual character B belongs to a different faction than virtual characters A1 and A2 (e.g., belonging to the second faction). A movement control Y is displayed on the left side of the graphical user interface 10. By operating the movement control Y, the virtual character currently controlled by the first game account on the terminal device can be moved within the virtual interaction scene. For example, the movement control Y can be presented as a virtual joystick. Multiple skill controls are displayed on the right side of the graphical user interface 10, such as controls D1 to D5 shown in the figure. By operating any of these skill controls, the virtual character currently controlled by the first game account on the terminal device can perform corresponding skill actions within the virtual interaction scene.

[0080] In this example, the first virtual character A1 currently holds a virtual sphere LQ. Preferably, a ball-holding identifier can be added to the ball-holding character, such as displaying a ball-holding identifier C1 above the ball-holding character's head, and / or displaying a ball-holding identifier C2 at the ball-holding character's feet. When the first virtual character A1 does not hold a virtual sphere LQ, the added ball-holding identifier is removed, that is, it is canceled from display.

[0081] Preferably, the interference area Q1 of the first virtual character A1 is a fan shape. For example, it can be a fan-shaped area obtained within a circular area Q2 with the first virtual character as the center and a preset length as the radius, according to a preset central angle and projection direction. This fan shape is the interference area Q1. Here, determining the interference area Q1 through the circular area Q2 is merely an exemplary method, and the aforementioned circular area Q2 is not displayed in the virtual interaction scene, i.e., 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, it can be demonstrated that 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 graphical user interface displays the skill animation of the first virtual character performing the specified skill behavior, and at the specified time point of the action, it detects whether there is a second virtual character in the interference area of ​​the first virtual character.

[0083] Preferably, in response to the skill animation reaching a configured action-specified time point, the system detects whether a second virtual character exists within the interference area of ​​the first virtual character, and then continues playing the skill animation. For example, when detecting whether a second virtual character exists within the interference area of ​​the first virtual character, the playback of the skill animation corresponding to the specified skill behavior is not interrupted. That is, when the designated action-specified time point is reached during the playback of the skill animation corresponding to the specified skill behavior, the system triggers the detection of whether a second virtual character exists within the interference area of ​​the first virtual character, and regardless of whether a second virtual character exists within the interference area of ​​the first virtual character, the skill animation corresponding to the specified skill behavior continues to play until the skill animation finishes playing.

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

[0085] In this embodiment, different interference results correspond to different game states. These different game states characterize the success rate of the first virtual character performing a specified skill action, or in other words, characterize the interaction result of performing the specified skill action. Alternatively, they can be used to characterize the interference result of the second virtual character on the specified skill action. Preferably, different game states of the virtual character are mapped 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 to different character attributes of the first virtual character.

[0086] For example, if a second virtual character exists within the interference area of ​​the first virtual character, the first virtual character is controlled to enter a first state; if no second virtual character exists within the interference area of ​​the first virtual character, the first virtual character is controlled to enter a second state. Here, the first state provides an attribute boost to the first virtual character's first attribute, and the second state provides an attribute boost to the first virtual character's second attribute. For example, both the second and first attributes can be character attributes that can positively influence the first virtual character's attack, and the second attribute is different from the first attribute.

[0087] For example, the first state indicates that the interaction result of the first virtual character's breakthrough action is a failed attempt to escape (i.e., a failed breakthrough, equivalent to being interfered with). In this case, the first attribute may include, but is not limited to, the first virtual character's anti-interference attribute, such as strength or collision attribute, to enhance the first virtual character's virtual abilities in close combat. The second state indicates that the interaction result of the first virtual character's breakthrough action is a successful attempt to escape (i.e., a successful breakthrough, equivalent to not being interfered with). In this case, the second attribute may include, but is not limited to, the first virtual character's escape defense attribute, such as speed attribute, to help the first virtual character further escape the defense. In an optional example, the second attribute may also include a target attack skill attribute, such as a dunk or layup attribute, to encourage the first virtual character to perform a shooting skill action to trigger a scoring event, thereby obtaining the benefit effect brought by the dunk or layup attribute.

[0088] In other words, if a second virtual character is found to exist within the interference zone of the first virtual character, it is considered that the first virtual character's attempt to break through was unsuccessful. This means that because the second virtual character was within the first virtual character's interference zone, the second virtual character successfully executed a defensive action against the first virtual character, meaning the first virtual character did not break free from the second virtual character's defense. Conversely, if a second virtual character is not found within the first virtual character's interference zone, it is considered that the first virtual character's attempt to break through was successful. This means that because the second virtual character was not within the first virtual character's interference zone, the second virtual character failed to successfully execute a defensive action against the first virtual character, meaning the first virtual character successfully broke free from the second virtual character's defense.

[0089] Therefore, when the first virtual character's attempt to break through fails, its attribute bonus can be adjusted based on its combat attributes to increase the success rate of its next successful breakthrough. Conversely, when the first virtual character's breakthrough attempt succeeds, its attribute bonus can be adjusted based on its speed attribute to provide an advantage in approaching the target object in the virtual interaction scene (e.g., the virtual basketball hoop), thereby increasing the success rate of its subsequent shooting skill actions that trigger scoring events.

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

[0091] Here, after the first virtual character enters its first or second state, its current state is not interrupted. Even if the player issues a specific skill command to the first virtual character again, such as when the server responds to the command and controls the first virtual character to execute a skill animation for a breakthrough action, the server does not check whether a second virtual character exists within the first virtual character's interference area when the animation reaches the designated time point. Since the first virtual character is in its first or second state, it is assumed that the check on its interference area has just been completed. Therefore, until the first virtual character switches out of its first or second state, there is no need to check its interference area again, reducing the frequency of checks and avoiding frequent state switching. Frequent state switching prevents effective interaction between the attacker and defender, reducing interaction efficiency and, to some extent, lowering the resource utilization of the game server.

[0092] In a preferred embodiment, in response to the first virtual character entering a first state, a timer is triggered for the first virtual character in the first state to obtain a first time duration. In response to the first time 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 a second state, a timer is triggered for the first virtual character in the second state to obtain a second time duration. In response to the second time duration reaching a set duration, the first virtual character is controlled to exit the second state.

[0093] For example, when the first virtual character enters the first state, the duration of the first virtual character in the first state is recorded. When the duration reaches a set duration, the first virtual character is controlled to switch out of the first state. When the first virtual character enters the second state, the duration of the first virtual character in the second state is recorded. When the duration reaches a set duration, the first virtual character is controlled to switch out of the second state.

[0094] In other words, both the first state and the second state have a duration, and the first virtual character is not continuously in either the first state or the second state. The set duration of the first state and the set duration of the second state can be the same or different.

[0095] In one alternative example, the progress of the first timer duration is displayed in a first presentation format at the first virtual character; or, the progress of the second timer duration is displayed in a second presentation format at the first virtual character, the second presentation format being different from the first presentation format.

[0096] For example, during the first virtual character's recording of the first timeout duration, it is displayed in the virtual interactive scene using a first presentation format, and during the first virtual character's recording of the second timeout duration, it is displayed in the virtual interactive scene using a second presentation format. The difference between the first and second presentation formats serves to indicate that the first virtual character is in different game states and the progress of the game state changes.

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

[0098] In other words, in the virtual interactive scene, the corresponding prompt effects for the first virtual character are changed according to the game state of the first virtual character. Preferably, different prompt effects are set for different game states of the virtual character; that is, a game state is associated with a prompt effect of the first virtual character, so that different prompt effects can be used to display different game states of the first virtual character, making it easier for players to understand the game state of the virtual character. Preferably, the prompt effects for different game states and the aforementioned presentation of timeout duration can be displayed simultaneously in the virtual interactive scene; otherwise, only one of them can be displayed.

[0099] For example, a first prompt effect can be provided to the first virtual character in the following ways: In response to the first virtual character entering a first state, and the first timer duration of the first virtual character in the first state being no greater than (less than or equal to) a first preset timer duration, a first sub-effect is provided to the first virtual character; in response to the first timer duration being greater than the first preset timer duration, a second sub-effect is provided to the first virtual character. A second prompt effect can be provided to the first virtual character in the following ways: In response to the first virtual character entering a second state, and the second timer duration of the first virtual character in the second state being no greater than a second preset timer duration, a third sub-effect is provided to the first virtual character; in response to the second timer duration being greater than the second preset timer duration, a fourth sub-effect is provided to the first virtual character.

[0100] In other words, the prompt effects change accordingly as the first virtual character enters, is in, and exits the first state (which could mean all effects are removed). Similarly, the prompt effects change accordingly as the first virtual character enters, is in, and exits the second state. Thus, by presenting different prompt effects, the player is informed of the progress of the first virtual character's game state.

[0101] The system includes three sub-effects: a first set duration to indicate the duration of a single pre-set first sub-effect, a second set duration to indicate the duration of a single pre-set third sub-effect, a first sub-effect to indicate the prompt effect when the first virtual character enters the first state, a second sub-effect to indicate the prompt effect during the first state, and a third sub-effect to indicate the prompt effect during the second state. When the second sub-effect is displayed, the first sub-effect is removed; when the second sub-effect is removed, the first virtual character exits the first state. In other words, the prompt effect changes as the first virtual character's first timer duration in the first state progresses. Similarly, the third sub-effect indicates the prompt effect when the first virtual character enters the second state, and the fourth sub-effect indicates the prompt effect during the second state. When the fourth sub-effect is displayed, the third sub-effect is removed; when the fourth sub-effect is removed, the first virtual character exits the second state.

[0102] In a preferred embodiment of this application, the aforementioned first and / or second prompt effects are visible to all virtual characters participating in the virtual match, and are configured to follow the movement of the first virtual character. Similarly, the presentation of the first and / or second timeout durations is also visible to all virtual characters participating in the virtual match and is configured to follow the movement of the first virtual character.

[0103] In other words, the first and / or second prompt effects are not only visible to the player controlling the first virtual character or players of the faction to which the first virtual character belongs, but are displayed to all virtual characters participating in this virtual match. In other words, all players controlling all virtual characters in this virtual match can see the first and / or second prompt effects. Furthermore, during the presentation of the first and / or second prompt effects, the effects move with the first virtual character, so that each player can clearly understand the game state of the first virtual character and thus perform corresponding interactive operations on the virtual character they control.

[0104] For example, a first virtual character possesses a first preset skill configured with a first combination skill, and a second preset skill configured with a second combination skill. In a preferred example, the first and second combination skills are different, allowing the first virtual character to be provided with different combination skills in different game states. For instance, in response to the first virtual character using the first preset skill in a first state, a first skill control can be displayed on the graphical user interface to indicate that the first virtual character possesses the first combination skill. Similarly, in response to the first virtual character using the second preset skill in a second state, a second skill control can be displayed on the graphical user interface to indicate that the first virtual character possesses the second combination skill. To further indicate that the first virtual character has unlocked a new skill, either the first or second skill control can be highlighted. For example, the first skill control can be highlighted for a preset duration after the first preset skill is used. Other presentation methods can also be used to highlight the first and second skill controls, and this application does not limit this.

[0105] Here, the first preset skill and the second preset skill can be basic skills possessed by the first virtual character or character skills possessed by the first virtual character. The first combined skill and the second combined skill can also be basic skills or character skills possessed by the first virtual character. This application does not limit the skill type of each skill.

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

[0107] Specifically, the first skill control indicates that the first virtual character possesses the ability to unleash the first combo skill in the first state, and the second skill control indicates that the first virtual character possesses the ability to unleash the second combo skill in the second state. In other words, when controlling the first virtual character to use the first preset skill in the first state, the first skill control is displayed on the graphical user interface to indicate to the player that the first virtual character possesses the ability to unleash the first combo skill. The player can trigger the first skill control to control the first virtual character to unleash the first combo skill, or choose not to trigger it, meaning the player is currently forgoing using the first combo skill. Similarly, when controlling the first virtual character to use the second preset skill in the second state, the second skill control is displayed on the graphical user interface to indicate to the player that the first virtual character possesses the ability to unleash the second combo skill. The player can trigger the second skill control to control the first virtual character to unleash the second combo skill, or choose not to trigger it, meaning the player is currently forgoing using the second combo skill.

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

[0109] For example, a default breakthrough behavior can be pre-configured for the breakthrough skill. This default breakthrough behavior could be configured to control a virtual character to perform a lateral change of direction dribble. The close-range breakthrough skill behavior could 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 combined skill could include: after controlling the first virtual character to perform the default breakthrough behavior, controlling the first virtual character to dribble forward one step, at which point the skill behavior of the first combined skill is calculated by increasing the attribute bonus of the first virtual character's first attribute. Since the attribute bonus is increased by increasing the first virtual character's strength attribute, the close-range breakthrough skill behavior could include colliding with the defending character while dribbling forward one step, thereby increasing the likelihood of moving the second virtual character away from the first virtual character and thus improving the probability of successfully breaking free.

[0110] For example, the skill behavior for breaking free from a breakthrough can be configured as a rapid lateral breakthrough, such as controlling the virtual character to perform a lateral change of direction dribble, which can be based on the default breakthrough behavior mentioned above, but with increased movement speed. In this case, the combination of the second preset skill and the second combined skill can include: after controlling the first virtual character to perform the default breakthrough behavior, controlling the first virtual character to perform a rapid lateral breakthrough to further break free, thereby helping to improve the success rate of subsequent shooting skill behaviors triggering scoring events.

[0111] In a preferred embodiment of this application, the first skill control can be displayed in the following manner: a third skill control for indicating a first preset skill is displayed on the graphical user interface, so that the first virtual character can be controlled to use the first preset skill by triggering the third skill control; 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 can be displayed in the following manner: a fourth skill control for indicating a second preset skill is displayed on the graphical user interface, so that the first virtual character can be controlled 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.

[0112] Optionally, the first skill control and the second skill control can be displayed for a short period of time. For example, when the first virtual character is in the first state, the first skill control is displayed for a first preset time after each trigger of the third skill control, and when the first virtual character is in the second state, the second skill control is displayed for a second preset time after each trigger of the fourth skill control.

[0113] For example, the display time of the first and second skill controls on the graphical user interface is preset. When the third skill control is triggered, the trigger time of the third skill control is recorded, and the third skill control is replaced by the first skill control. The first skill control is continuously displayed within a first preset time. If the time exceeds the first preset time, the first skill control is not displayed. For example, the first skill control can be replaced by the third skill control, which can be triggered again. Here, within the first preset time, regardless of whether the first skill control is triggered, it is not displayed after the first preset time has elapsed. Correspondingly, when the fourth skill control is triggered, the trigger time of the fourth skill control is recorded, and the fourth skill control is replaced by the second skill control. The second skill control is continuously displayed within a second preset time. If the time exceeds the second preset time, it is not displayed. For example, the second skill control can be replaced by the fourth skill control, which can be triggered again. Here, within the second preset time, regardless of whether the second skill control is triggered, it is not displayed after the second preset time has elapsed.

[0114] The first preset time and the second preset time can be the same or different, and this application does not impose any restrictions on this. That is, the first preset time indicates the period during which the first virtual character possesses the ability to release the first combination skill. The first virtual character can only use the first combination skill within the first preset time; after the first preset time, the first virtual character cannot use the first combination skill, meaning the first combination skill is invalid. The second preset time indicates the period during which the first virtual character possesses the ability to release the second combination skill. The first virtual character can only use the second combination skill within the second preset time; after the second preset time, the first virtual character cannot use the second combination skill, meaning the second combination skill is invalid.

[0115] For example, please refer to Figure 3 , Figure 3 An interactive illustration of the first virtual character in the first state provided in this application embodiment. Figure 1 .

[0116] In this example, when the first virtual character A1 is the attacker and has the ball, and it is determined that the first virtual character A1 is currently in the first state, an effect corresponding to the first state can be selected and applied. The figure shows the first sub-effect T1 corresponding to the first virtual character A1 just entering the first state. For example, a cue effect can mark the edge of the first virtual character with a line of the preset color corresponding to the first state and / or increase the brightness of that line. In the figure, the preset color corresponding to the first state 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's first state.

[0118] In this example, assume that a specified skill command is generated by triggering a third skill control displayed on the graphical user interface, and at a specified time point of the specified skill action, a second virtual character B is detected within 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 (not shown in the figure, i.e., the first skill control replaces the third skill control) is displayed on the graphical user interface. After the first skill control is continuously displayed for a first preset time, it is replaced by the third skill control D3.

[0119] For example, please refer to Figure 4 , Figure 4 An interactive illustration of the first virtual character in the first state provided in this application embodiment. Figure 2 .

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

[0121] Preferably, the change in the first timer duration of the first virtual character A1 in the first state can be indicated by a countdown timer. This application does not limit the presentation method of the change in the first timer duration. For example... Figure 4 As shown, as the first virtual character A1's timeout period in the first state gradually increases, the initial progress bar Q3 displayed at the feet of the first virtual character begins to shorten. The color and / or brightness of the progress bar can be adjusted to reflect the duration of the first state through changes in the progress bar. The difference between the initial progress bar Q3 and the real-time changing progress bar represents the first timeout duration in the first state. The changes in the progress bar can be configured as needed, and this application does not impose any restrictions on this.

[0122] Please see Figure 5 , Figure 5 An interactive illustration of the first virtual character in the second state provided in this application embodiment. Figure 1 .

[0123] In this example, when the first virtual character A1 is the attacker and has the ball, and it is determined that the first virtual character A1 is currently in the second state, an effect corresponding to the second state can be selected and applied. The figure shows the third sub-effect T3 corresponding to when the first virtual character A1 just enters the second state. For example, a cue effect can mark the edge of the first virtual character with a line of the preset color corresponding to the second state and / or increase the brightness of that line. In the figure, the preset color corresponding to the second state 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's second state.

[0125] In this example, assuming both the fourth and third skill controls indicate a breakthrough skill, a specified skill command is generated by triggering the third skill control displayed on the graphical user interface. At the specified time point of the specified skill action, it is detected that the second virtual character B is not present within 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, it is replaced by the fourth skill control.

[0126] For example, please refer to Figure 6 , Figure 6 An interactive illustration of the first virtual character in the second state provided in this application embodiment. Figure 2 .

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

[0128] like Figure 6 As shown, a countdown timer can be used to indicate the change in the second timer duration of the first virtual character A1 in the second state. This application does not limit the presentation of the change in the first timer duration. For example, as the second timer duration of the first virtual character A1 in the second state gradually increases, the initial progress bar Q4 displayed at the feet of the first virtual character begins to gradually shorten. The color and / or brightness of the progress bar can be adjusted to reflect the duration of the second state through the changes presented by the progress bar. The difference between the initial progress bar Q4 and the real-time changing progress bar signifies the second timer duration of the second state.

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

[0130] In a preferred embodiment, the third preset skill includes a virtual shooting skill (e.g., layup) for triggering a scoring event. In this case, 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 once, bump into someone, 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 execute the state skill behavior, and calculate the state skill behavior of the first virtual character by obtaining attribute bonuses based on the first attribute of the first virtual character.

[0132] For example, a skill control corresponding to a third preset skill is displayed on the graphical user interface. Triggering this skill control controls the use of the third preset skill by the first virtual character. When the first virtual character uses the third preset skill in the first state, the state skill behavior of the third preset skill in the first state is determined to be a forward step-into-the-person collision followed by a backward step-and-jump throw. Therefore, the first virtual character is controlled to perform the forward step-into-the-person collision followed by a backward step-and-jump throw, thereby controlling the state skill behavior of the first virtual character by increasing the character's strength attribute.

[0133] For example, in response to the first virtual character using a 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 calculated by obtaining attribute bonuses based on the second attribute of the first virtual character.

[0134] For example, when the first virtual character uses the third preset skill in the second state, the state skill behavior of the third preset skill in the second state can be determined by increasing the attribute gain of the speed at which the first virtual character performs the movement during the execution of the backstep jump shot configured by the default skill behavior.

[0135] In a preferred example of this application, the attacker and defender can engage in a game based on the breakthrough mechanism of this application. Here, the defending virtual character also has its own character characteristics. For example, if the defending virtual character moves quickly but is not strong in combat, the attacker may tend to acquire the strength attribute. By controlling the movement of the attacking virtual character in the virtual interaction scene, the attacker can create a situation where, at the time of issuing a specified skill command (or at the specified time of the specified skill action), there is a second virtual character in the interference area of ​​the attacking virtual character. For the defender, the defender may tend to want the attacker to gain a buff for successfully escaping, such as gaining a speed buff. Therefore, the defender may try to create a situation where, at the aforementioned moment, there is no second virtual character in the interference area of ​​the attacking virtual character.

[0136] Similarly, if the defending virtual character has strong combat capabilities, the expectations of both the attacker and the defender will be the opposite of those described above. For example, the attacker may prefer to gain speed attributes, while the defender will want the attacker to gain a buff to escape failure. In this way, both the attacker and the defender can conduct the above game process by controlling the movement of their respective virtual characters in the virtual interactive scene and controlling the timing of skill release.

[0137] Based on the same application concept, this application also provides 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 the device in this application is similar to the information processing method in the game in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0138] like Figure 7 As shown, Figure 7 A functional block diagram of an information processing device for a game provided in this application embodiment. The information processing device 700 for the game includes:

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

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

[0141] In one possible implementation of this application, the interference result includes no interference and interference, wherein the skill module 701 is further configured 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 with; 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 with.

[0142] In one possible implementation of this application, the interference result includes no interference and interference. The state module 702 is further configured to: if the specified skill behavior is interfered with, control the first virtual character to enter a first state, in which attribute gain can be provided for the first attribute of the first virtual character; if the specified skill behavior is not interfered with, control the first virtual character to enter a second state, in which attribute gain can be provided for the second attribute of the first virtual character, the second attribute being different from the first attribute.

[0143] In one possible implementation of this application, the specified 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 break free, the second state is used to indicate that the interaction result of the first virtual character performing the breakthrough behavior is a successful break free, and / or, the first attribute is an anti-interference attribute, the second attribute is a break-through defense attribute, or, a target attack skill attribute.

[0144] In one possible implementation of this application, the state module 702 is further configured to: in response to the first virtual character entering the first state, trigger a timer for the first virtual character in the first state, obtain a first timer duration, and in response to the first timer 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 a timer for the first virtual character in the second state, obtain a second timer duration, and in response to the second timer duration reaching a set duration, control the first virtual character to exit the second state.

[0145] In one possible implementation of this application, the state module 702 is further configured to: display the progress of the first timeout duration in a first presentation format at the first virtual character; or, display the progress of the second timeout duration in a second presentation format at the first virtual character, wherein the second presentation format is different from the first presentation format.

[0146] In one possible implementation of this 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 further configured 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 indicate 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 indicate that the first virtual character possesses the second combination skill.

[0147] In one possible implementation of this application, the first combined skill is different from the second combined 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 this application, the state module 702 is further configured to display the first skill control in the following ways: displaying a third skill control on the graphical user interface to indicate the first preset skill, 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; or, displaying the second skill control in the following ways: displaying a fourth skill control on the graphical user interface to indicate the second preset skill, 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, displaying the second skill control on the graphical user interface to replace the fourth skill control.

[0149] In one possible implementation of this application, the state module 702 is further configured 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 trigger of the third skill control; when the first virtual character is in the second state, the second skill control is displayed within a second preset time after each trigger of the fourth skill control; and / or, the first preset skill is the same as the second preset skill, and the specified skill instruction is generated by triggering the third skill control.

[0150] In one possible implementation of this application, the state module 702 is further configured to: in response to the first virtual character using a third preset skill in a first state, determine the state skill behavior of the third preset skill in the first state; control the first virtual character to execute the state skill behavior, and calculate the state skill behavior of the first virtual character by obtaining attribute gains based on the first character attribute of the first virtual character.

[0151] In one possible implementation of this application, the third preset skill possessed by the first virtual character is configured with a default skill behavior and a state skill behavior. The state module 702 is further configured to: control the first virtual character to execute the default skill behavior in response to the first virtual character using the third preset skill in a second state, and calculate the default skill behavior of the first virtual character by obtaining attribute gains based on the second character attribute of the first virtual character.

[0152] In one possible implementation of this application, the skill module 701 is further configured to: provide a virtual interaction scene on a graphical user interface for enabling virtual characters from different factions to interact; and, in response to the specified skill instruction, display a skill animation on the graphical user interface, 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 this application, the skill animation of the specified skill behavior is configured with a specified action time point for triggering interference detection for the specified skill behavior. The skill module 701 is further configured to: detect whether a second virtual character exists in the interference area of ​​the first virtual character in response to the skill animation playing to the configured specified action time point, and continue playing the skill animation.

[0154] In one possible implementation of this application, the virtual sphere contested by virtual characters of different factions in the virtual interaction scene, the skill module 701 is further configured to: wherein the conditions for responding to the specified skill command include: during the round in which the first virtual character performs an attack, and during the process of performing ball-holding interaction on the virtual sphere through the first virtual character.

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

[0156] In one possible implementation of this application, the special effects rendering module is further configured to: provide a first sub-effect at the first virtual character in response to the first virtual character entering a first state and the first time duration of the first virtual character in the first state not exceeding a first set time duration; provide a second sub-effect at the first virtual character in response to the first time duration exceeding the first set time duration; and / or provide a third sub-effect at the first virtual character 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 not exceeding a second set time duration; and provide a fourth sub-effect at the first virtual character in response to the second time duration exceeding the second set time duration.

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

[0158] In one possible implementation of this application, the skill module is further configured to: when the first virtual character is in a game state corresponding to the interference result, in response to the specified skill instruction, control the first virtual character to perform a specified skill behavior, but without triggering interference detection for the specified skill behavior.

[0159] In one possible implementation of this application, both the first preset skill and the second preset skill refer to breakthrough skills, the first combined skill includes close-range breakthrough skills, the second combined skill includes escape breakthrough skills, and the third preset skill includes virtual projection skills for triggering scoring events.

[0160] Based on the same application concept, see [link / reference] Figure 8 The diagram shown is a structural schematic of an electronic device provided in an embodiment of this 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 and the memory 802 communicate through the bus 803. When the machine-readable instructions are run by the processor 801, they execute the steps of the information processing method 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: during the turn in which the first virtual character attacks, in response to a specified skill instruction for the first virtual character, the first virtual character is controlled to execute a specified skill action corresponding to the specified skill instruction, and the interference result of the second virtual character on the specified skill action is determined, wherein the second virtual character and the first virtual character are in different camps; based on the interference result, the first virtual character is controlled to enter a game state corresponding to the interference result.

[0162] Based on the same concept, this application also provides a computer-readable storage medium storing a computer program, which, when run by a processor, executes the steps of the information processing method in the game provided in the above embodiments.

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

[0164] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.

[0165] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0166] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0167] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0168] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method in a game, characterized by, The method comprises: In the round in which the 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 action corresponding to the specified skill instruction, and determining an interference result of a second virtual character to the specified skill action, the second virtual character being in a different camp from the first virtual character; According to the interference result, controlling the first virtual character to enter a game state corresponding to the interference result; The method further comprises: In response to the first virtual character using a third preset skill in a first state, determining a state skill action of the third preset skill in the first state, controlling the first virtual character to perform the state skill action, and settling the state skill action of the first virtual character in a manner that the first virtual character obtains attribute gain of a first attribute; Or, In response to the first virtual character using a third preset skill in a second state, determining a default skill action of the third preset skill in the second state, controlling the first virtual character to perform the default skill action, and settling the default skill action of the first virtual character in a manner that the first virtual character obtains attribute gain of a second attribute.

2. The method of claim 1, wherein, The interference result comprises no interference and interference, Wherein, the determination of the interference result of the second virtual character to the specified skill action comprises: At a motion specified time point of the specified skill action, detecting whether there is a second virtual character in a disturbance area of the first virtual character; If there is a second virtual character in the disturbance area of the first virtual character, it is determined that the instruction skill action is interfered; If there is no second virtual character in the disturbance area of the first virtual character, it is determined that the instruction skill action is not interfered.

3. The method of claim 1, wherein, The interference result comprises no interference and interference, Wherein, according to the interference result, controlling the first virtual character to enter a game state corresponding to the interference result comprises: If the specified skill action is interfered, controlling the first virtual character to enter a first state, the first state being capable of providing attribute gain for a first attribute of the first virtual character; If the specified skill action is not interfered, controlling the first virtual character to enter a second state, the second state being capable of providing attribute gain for a second attribute of the first virtual character, the second attribute being different from the first attribute.

4. The method of claim 3, wherein, The specified skill action comprises a breakthrough action, the first state is used to indicate that the interaction result of the first virtual character performing the breakthrough action is failure to escape, the second state is used to indicate that the interaction result of the first virtual character performing the breakthrough action is success to escape, and / or the first attribute is an anti-interference attribute, the second attribute is an escape defense attribute, or a target attack skill attribute.

5. The method of claim 3, wherein, Further comprising: In response to the first virtual character entering the first state, triggering a timing for the first virtual character in the first state, obtaining a first timing duration, In response to the first time length reaching a set time length, the first virtual character is controlled to exit the first state; Alternatively, in response to the first virtual character entering the second state, a time for the first virtual character in the second state is triggered, and a second time length is obtained, In response to the second time length reaching a set time length, the first virtual character is controlled to exit the second state.

6. The method of claim 5, wherein, Further comprising: At the first virtual character, the change progress of the first time length is exhibited in a first presentation form; Alternatively, at the first virtual character, the change progress of the second time length is exhibited in a second presentation form, which is different from the first presentation form.

7. The method of claim 3, wherein, The first preset skill possessed by the first virtual character is configured with a first combined skill, and the second preset skill possessed by the first virtual character is configured with a second combined skill, Further comprising: In response to the first virtual character using the first preset skill in the first state, a first skill control is displayed on a graphical user interface to prompt the first virtual character to have the first combined skill, 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 the first virtual character to have the second combined skill.

8. The method of claim 7, wherein, The first combined skill and the second combined skill are different, and the first preset skill and the second preset skill are the same or different, And / or, the first skill control or the second skill control is highlighted.

9. The method of claim 7, wherein, The first skill control is displayed in the following way: A third skill control for indicating the first preset skill is displayed on the graphical user interface 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, the first skill control is displayed on the graphical user interface to replace the third skill control, Alternatively, the second skill control is displayed in the following way: A fourth skill control for indicating the second preset skill is displayed on the graphical user interface 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 of claim 9, wherein, The first skill control and the second skill control are displayed in the following way: 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 and the second preset skill are the same, and the specified skill instruction is generated in the following way: the specified skill instruction is generated by triggering the third skill control.

11. The method of claim 1, wherein, The response to the specified skill instruction for the first virtual role includes: providing a virtual interaction scene on a graphical user interface for virtual characters of different camps to interact with each other; responding to the specified skill instruction, displaying a skill animation on the graphical user interface, the skill animation being an animation that controls the first virtual character to perform a specified skill action in the virtual interaction scene.

12. The method of claim 2, wherein, In the skill animation of the specified skill action, an action specified time point is configured for triggering interference detection for the specified skill action, wherein the detection of whether there is a second virtual character in the interference area of the first virtual character at the action specified time point of the specified skill action includes: responding to the skill animation playing 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.

13. The method of claim 1, wherein, The virtual ball in the virtual interaction scene is contested by virtual characters of different camps, wherein the condition for responding to the specified skill instruction includes: in the round in which the first virtual character performs an attack, and in the process of performing a ball holding interaction on the virtual ball by the first virtual character.

14. The method of claim 1 or 6, wherein, Further comprising: providing a first prompt special effect at the first virtual character when the first virtual character is in a first state; providing a second prompt special effect at the first virtual character when the first virtual character is in a second state, the second prompt special effect being different from the first prompt special effect.

15. The method of claim 14, wherein, The first prompt special effect provided at the first virtual character includes: in response to the first virtual character entering a first state and the first timing duration of the first virtual character in the first state being not greater than a first set 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-special effect at the first virtual character, and / or, the second prompt special effect provided at the first virtual character includes: in response to the first virtual character entering a second state and the second timing duration of the first virtual character in the second state being not greater than a second set duration, providing a third sub-special effect at the first virtual character, in response to the second timing duration being greater than the second set duration, providing a fourth sub-special effect at the first virtual character.

16. The method of claim 14, wherein, The first prompt special effect and / or the second prompt special effect are visible to all virtual characters participating in the current virtual game, and the first prompt special effect and / or the second prompt special effect are configured to move with the first virtual character.

17. The method of claim 2, wherein, Further comprising: when the first virtual character is in a game state corresponding to the interference result, in response to the specified skill instruction, controlling the first virtual character to perform a specified skill action without triggering interference detection for the specified skill action.

18. The method of claim 1, wherein, The first preset skill and the second preset skill both refer to a breakthrough skill, the first combined skill includes a close-range breakthrough skill, and the second combined skill includes a breakaway breakthrough skill, The third preset skill includes a virtual projection skill for triggering a scoring event.

19. An information processing apparatus in a game, comprising: The device includes: The 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, controls the first virtual character to perform a designated skill action corresponding to the designated skill instruction, and determines an interference result of a second virtual character to the designated skill action, the second virtual character being in a different camp from the first virtual character; The state module, according to the interference result, controls the first virtual character to enter a game state corresponding to the interference result; The state module is further configured to: in response to the first virtual character using a third preset skill in a first state, determine a state skill action of the third preset skill in the first state, control the first virtual character to perform the state skill action, and settle the state skill action of the first virtual character in a manner that the first virtual character obtains an attribute gain of a first attribute, Or, in response to the first virtual character using a third preset skill in a second state, determine a default skill action of the third preset skill in the second state, control the first virtual character to perform the default skill action, and settle the default skill action of the first virtual character in a manner that the first virtual character obtains an attribute gain of a second attribute.

20. An electronic device, comprising: It includes: A processor, a storage medium and a bus, the storage medium stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, the processor executes the machine readable instructions to perform the steps of the method of any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, the computer program is run by the processor to perform the steps of the method of any one of claims 1 to 18.

Citation Information

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