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

By introducing control methods for virtual character collision and debuff effects in the game, the problems of simple virtual character confrontation skills and limited attack distance in the existing technology are solved, and the user's gaming experience is improved.

CN119909376AActive Publication Date: 2025-05-02NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202311441855.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-10-31
Publication Date
2025-05-02
Estimated Expiration
2043-10-31

AI Technical Summary

Technical Problem

The confrontation skills between virtual characters in existing games are relatively simple, and the attack distance is limited, making it difficult to satisfy the user's sense of game experience.

Method used

Through the terminal device, the user can control the target virtual character to move in the virtual scene, causing it to collide with other virtual characters, and add debuffs.

Benefits of technology

It increases the attack distance, provides users with richer and more interesting game operation methods, and enhances the user's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual character control method and device, a storage medium and an electronic device. The method comprises the following steps: in response to a first touch operation acting on a first operation control in a plurality of operation controls, determining a target virtual character in a plurality of second virtual characters based on character information of a first virtual character; the target virtual character is controlled to move in the virtual scene, so that the target virtual character collides with other virtual characters except the target virtual character in the multiple second virtual characters, and the other virtual characters belong to the hostile camp or neutral camp of the first virtual character; and controlling the collided target virtual character and / or other collided virtual characters to add a benefit reduction effect. The technical problem that the game experience feeling of a user is low in the related technology is solved.
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Description

Technical Field

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

[0002] At present, in game scenes, the confrontation skills between virtual characters are relatively simple. When players control virtual characters to attack other virtual characters, they generally act directly on other virtual characters. The attack distance is limited and the interaction process is relatively simple, which makes it difficult to satisfy users' gaming experience.

[0003] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0004] At least some embodiments of the present disclosure provide a method for controlling a virtual character, so as to at least solve the technical problem of low gaming experience of users in the related art.

[0005] According to one embodiment of the present disclosure, a method for controlling a virtual character is provided, wherein a graphical user interface is provided through a terminal device, and content displayed by the graphical user interface includes at least a portion of a virtual scene, a first virtual character, multiple second virtual characters, and multiple operation controls, and the method includes: responding to a first touch operation acting on a first operation control among the multiple operation controls, and determining a target virtual character among the multiple second virtual characters based on character information of the first virtual character; controlling the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the multiple second virtual characters except the target virtual character, wherein the other virtual characters belong to the hostile camp or the neutral camp of the first virtual character; and controlling the target virtual character that collides and / or the other virtual characters that collide to add a debuff effect.

[0006] According to one embodiment of the present disclosure, a control device for a virtual character is also provided, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least a part of a virtual scene, a first virtual character, multiple second virtual characters and multiple operation controls. The above-mentioned device includes: a determination module, which is used to respond to a first touch operation acting on a first operation control among the multiple operation controls, and determine a target virtual character among the multiple second virtual characters based on the character information of the first virtual character; a movement control module, which is used to control the movement of the target virtual character in the virtual scene so that the target virtual character collides with other virtual characters among the multiple second virtual characters except the target virtual character, wherein the other virtual characters belong to the enemy camp or the neutral camp of the first virtual character; an effect control module, which is used to control the target virtual character that collides and / or the other virtual characters that collide to add a debuff effect.

[0007] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is configured to execute any of the above-mentioned methods for controlling a virtual character when running.

[0008] According to one embodiment of the present disclosure, there is also provided an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above methods for controlling a virtual character.

[0009] Through the above steps, first respond to the first touch operation of the first operation control in the multiple operation controls, determine the target virtual character among the multiple second virtual characters based on the character information of the first virtual character; control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters in the multiple second virtual characters except the target virtual character, wherein the other virtual characters belong to the hostile camp or the neutral camp of the first virtual character; control the target virtual character that collides and / or other virtual characters that collide to add a debuff effect, thereby achieving the purpose of improving the user's gaming experience. It is easy to notice that the user can control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters, thereby adding a debuff effect to the target virtual character and / or other virtual characters, increasing the attack distance, providing users with a richer and more interesting game operation method to attack virtual characters, enhancing the user's gaming experience, and thus solving the technical problem of low gaming experience of users in the related technology. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation on the present disclosure. In the drawings:

[0011] Figure 1 is a hardware structure block diagram of a mobile terminal of a virtual character control method according to an embodiment of the present disclosure;

[0012] Figure 2 is a flow chart of a method for controlling a virtual character according to one embodiment of the present disclosure;

[0013] Figure 3 is a schematic diagram of a sector-shaped range according to an embodiment of the present disclosure;

[0014] Figure 4 is a schematic diagram of a wire pulling state according to an embodiment of the present disclosure;

[0015] Figure 5is an interactive schematic diagram according to an embodiment of the present disclosure;

[0016] Figure 6 is another interactive schematic diagram according to an embodiment of the present disclosure;

[0017] Figure 7 is another interaction schematic diagram according to an embodiment of the present disclosure;

[0018] Figure 8 is a schematic diagram of a game operation according to an embodiment of the present disclosure;

[0019] Fig. 9 is another schematic diagram of game operation according to an embodiment of the present disclosure;

[0020] Fig.10 is a structural block diagram of a control device for a virtual character according to one embodiment of the present disclosure;

[0021] Fig.11 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0022] In order to enable those skilled in the art to better understand the scheme of the present disclosure, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present disclosure.

[0023] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or devices.

[0024] In a possible implementation, with respect to the game interaction methods commonly used in the context of the gaming field, the inventors, after practice and careful research, still found a technical problem of low user gaming experience. Based on this, the game scenario applied to the embodiments of the present disclosure may be a confrontational game scenario, and the targeted game type is generally a confrontational game. A method for controlling a virtual character is proposed, and the adopted technical concept can control the target virtual character to move in the virtual scenario so that the target virtual character collides with other virtual characters, thereby adding a debuff effect to the target virtual character and / or other virtual characters, providing users with a richer and more interesting game operation method to attack virtual characters, enhancing the user's gaming experience, and thereby solving the technical problem of low user gaming experience in the related art.

[0025] The above method embodiments involved in the present disclosure can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone, a tablet computer, a handheld computer, a mobile Internet device, a PAD, a game console and other terminal devices. Figure 1 1 is a hardware structure block diagram of a mobile terminal of a virtual character control method according to an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 The processor 102 (only one is shown) may include, but is not limited to, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a field-programmable logic device (FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. In one embodiment of the present disclosure, it may also include: an input / output device 108 and a display device 110.

[0026] In some optional embodiments mainly based on game scenarios, the above-mentioned device can also provide a human-computer interaction interface with a touch-sensitive surface, which can sense finger contact and / or gestures to perform human-computer interaction with a graphical user interface (GUI). The human-computer interaction function may include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interface, playing digital videos, playing digital music and / or web browsing, etc. The executable instructions for executing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.

[0027] Those skilled in the art will understand that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0028] According to one embodiment of the present disclosure, an embodiment of a method for controlling a virtual character is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0029] In a possible implementation, an embodiment of the present disclosure provides a method for controlling a virtual character, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. Figure 2 is a flow chart of a method for controlling a virtual character according to one embodiment of the present disclosure, wherein a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of a virtual scene, a first virtual character, a plurality of second virtual characters, and a plurality of operation controls, such as Figure 2 As shown, the method comprises the following steps:

[0030] Step S202, in response to a first touch operation on a first operation control among the plurality of operation controls, determining a target virtual character among the plurality of second virtual characters based on the character information of the first virtual character;

[0031] The first operation control may be a control for releasing active skills. The number of first operation controls may be one or more. In the case of more than one first operation control, different first operation controls are used to release different active skills. The active skills that can be released by the first operation control are set according to actual conditions. For example, the active skill may be to bring the target virtual character closer to cause a collision with other virtual characters, or the active skill may be to push the target virtual character away to cause a collision with other virtual characters.

[0032] At least part of the virtual scene mentioned above may be a game scene.

[0033] The above-mentioned first virtual character can be a character controlled by the user, and the character information of the above-mentioned first virtual character can be information used to determine the target virtual character, wherein the character information includes but is not limited to the name, camp information, current position, current direction, etc. of the first virtual character.

[0034] The first touch operation mentioned above may be an operation performed by the user on the first operation control, indicating that the user wishes to release an active skill. Optionally, the first touch operation includes but is not limited to a click operation, a slide operation, a drag operation, and a long press operation on the first operation control, and no limitation is made to the first touch operation herein.

[0035] The above-mentioned multiple second virtual characters can be virtual characters other than the first virtual character in the game scene. Since the skill release range of active skills is usually limited, the multiple second virtual characters can be characters in the game scene that are within the skill release range.

[0036] The target virtual character mentioned above may be a virtual character that the user wishes to attack in the game scene, or may be a pre-set NPC (Non-Player Character) in the game scene.

[0037] In an optional embodiment, the user can operate the first operation control to release the active skill while controlling the first virtual character to run or move; the user can also operate the first operation control to release the active skill when the first virtual character is in a stopped motion state. When the first touch operation performed by the user on the first operation control is detected, it can be determined that the user wants to release the active skill corresponding to the first operation control. Therefore, based on the character information of the first virtual character controlled by the user, the virtual character that meets the active skill conditions can be determined to obtain the target virtual character. For example, if the active skill is to bring the target virtual character closer to collide with other virtual characters, the virtual character located in the fan-shaped range in front of the first virtual character can be determined as the target virtual character; if the active skill is to push the target virtual character away to collide with other virtual characters, the virtual character hit by the active skill can be determined as the target virtual character.

[0038] Step S204, controlling the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters except the target virtual character;

[0039] Among them, the other virtual characters belong to the hostile camp or neutral camp of the first virtual character.

[0040] The above-mentioned hostile camp is used to indicate the camp to which the virtual character to be attacked by the first virtual character belongs, and the first virtual character wins the game by defeating the virtual character of the hostile camp. The above-mentioned neutral camp is used to indicate the camp to which the non-player characters in the game scene belong.

[0041] The above-mentioned movement may refer to controlling the target virtual character to approach the first virtual character in the virtual scene, or may refer to controlling the target virtual character to move away from the first virtual character in the virtual scene, or may refer to controlling the target virtual character to move in a specific direction in the virtual scene. The specific movement method is not limited here and can be set according to the active skill released by the first operation control.

[0042] In an optional embodiment, after the user operates the first operation control, the target virtual character can be directly controlled to move according to the active skill released by the first operation control. Since there are other virtual characters around the target virtual character at this time, the target virtual character will collide with other virtual characters during the movement, thereby achieving the purpose of attacking the virtual characters of the hostile camp.

[0043] In another optional embodiment, when the target virtual character is the virtual character to be attacked by the first virtual character, the target virtual character can be controlled to move and collide with the non-player character. At this time, the other virtual characters are non-player characters, thereby achieving the purpose of attacking the target virtual character; when the target virtual character is the virtual character to be attacked by the first virtual character, the target virtual character can be controlled to move and collide with the other virtual characters to be attacked, thereby achieving the purpose of attacking the target virtual character and the other virtual characters at the same time; when the target virtual character is a non-player character, the target virtual character can be controlled to move and collide with the other virtual characters to be attacked by the first virtual character, thereby achieving the purpose of attacking the other virtual characters.

[0044] Step S206, controlling the target virtual character that collided and / or other virtual characters that collided to add a detrimental effect.

[0045] The above-mentioned debuff effect refers to an effect that has a negative impact on the player or character, wherein the debuff effect can reduce the character's attributes, abilities or status, making the character more vulnerable in the game and difficult to deal with enemies or other challenges. Among them, the debuff effect may include but is not limited to reducing attributes, status effects, time limits, enemy enhancements, etc. Different debuff effects can be added according to the different camps to which the virtual character belongs. For example, for the virtual character of the hostile camp, all debuff effects can be added, while for the virtual character of the neutral camp, since it does not affect the game itself, and even the virtual character of the neutral camp will not attack the virtual characters of other camps, it can be considered to add only some debuff effects, for example, only adding status effects, only adding time limits, etc.

[0046] Among them, attribute-reducing debuffs can reduce a character's attack power, defense, health, or other attributes, making them more vulnerable to damage in combat or unable to effectively inflict damage on the enemy. Status-effect debuffs can put a character into specific states, such as poisoning, weakness, entanglement, etc., which can negatively affect the character's abilities, such as reducing movement speed, reducing attack power, or restricting the use of specific skills. Time-limited debuffs can negatively affect a character for a certain period of time, for example, a character may be silenced for a period of time, unable to use skills, or take continuous damage until the effect wears off or is removed. Enemy-enhanced debuffs can also negatively affect a character by enhancing the enemy's abilities.

[0047] In an optional embodiment, debuff effects can be added to the target virtual character and other virtual characters according to the setting of the active skill. For example, if the active skill is to bring the target virtual character closer to cause a collision with other virtual characters, debuff effects can be added to other virtual characters; if the active skill is to push the target virtual character away to cause a collision with other virtual characters, debuff effects can be added to the target virtual character first, and after the target virtual character collides with other virtual characters, debuff effects can be added to other virtual characters.

[0048] In another optional embodiment, the target virtual character can be controlled to move in the virtual scene to collide with the target virtual character and / or other virtual characters to cause damage to the target virtual character and / or other virtual characters, thereby achieving the purpose of attacking the target virtual character and / or other virtual characters. The characters can be pulled to cause a collision between the characters, thereby killing the hostile character, thereby improving the user experience.

[0049] The first virtual character may be a long-range attacking Mobius. When the active skill released by the first operation control is to push away the target virtual character and cause it to collide with other virtual characters, the target virtual character may be Sirius or an NPC in the game scene.

[0050] In an optional embodiment, Mobius can use the NPC in the game scene as a resource or medium for attacking from a distance during the pursuit process. Sirius can be a hostile character of Mobius. The user can push Sirius away in the virtual scene from the perspective of Mobius to collide with the NPC, thereby causing damage, deceleration, dizziness, etc. to Sirius. The user can also push the NPC away in the virtual scene from the perspective of Mobius to collide with Sirius, which can add a dizzy debuff effect to the NPC, and add damage, deceleration, dizziness, etc. to Sirius after the collision.

[0051] In another optional embodiment, when other Mobius members, that is, teammates of the Puppet Princess, repel the enemy, no collision can occur; optionally, if other Mobius members collide, no debuff effect will occur.

[0052] When the active skill released by the first operation control is to bring the target virtual character closer to cause a collision with other virtual characters, the target virtual character may be an NPC.

[0053] In an optional embodiment, during the pursuit, Mobius can pull the NPC in the game scene closer to Sirius to facilitate a collision, and can add damage, deceleration, stun and other effects to Sirius after the collision.

[0054] Through the above steps, first respond to the first touch operation of the first operation control in the multiple operation controls, determine the target virtual character among the multiple second virtual characters based on the character information of the first virtual character; control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters in the multiple second virtual characters except the target virtual character, wherein the other virtual characters belong to the hostile camp or the neutral camp of the first virtual character; control the target virtual character that collides and / or other virtual characters that collide to add a debuff effect, thereby achieving the purpose of improving the user's gaming experience. It is easy to notice that the user can control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters, thereby adding a debuff effect to the target virtual character and / or other virtual characters, increasing the attack distance, providing users with a richer and more interesting game operation method to attack virtual characters, enhancing the user's gaming experience, and thus solving the technical problem of low gaming experience of users in the related technology.

[0055] Optionally, the first operation control includes a first sub-operation control; based on the character information of the first virtual character, determining the target virtual character among multiple second virtual characters, including: obtaining a first control parameter corresponding to the first sub-operation control, and orientation information contained in the character information of the first virtual character; based on the orientation information and the first control parameter, determining a first operation range corresponding to the first sub-operation control; and selecting a target virtual character within the first operation range from the multiple second virtual characters.

[0056] The first sub-operation control may be a control for releasing an active skill for pulling the target virtual character closer.

[0057] The above-mentioned first control parameter may be a control parameter for determining the first operating range. For example, when the first operating range is fan-shaped, the first control parameter may be the angle of the fan-shaped area, and the above-mentioned orientation information may be the direction facing the face of the first virtual character.

[0058] In an optional embodiment, the direction of the first operating range can be determined based on the orientation information, and the size of the first operating range can be determined based on the first control parameter. Furthermore, after determining the first operating range, multiple second virtual characters can be screened based on the first operating range to obtain virtual characters within the first operating range, and then the target virtual character can be determined based on the character camp between the virtual character and the first virtual character, wherein the target virtual character belongs to a neutral camp.

[0059] In another optional embodiment, when the target virtual character is determined, the target virtual character can be connected to the first virtual character so that the target virtual character can be pulled closer, engaged in close combat, pushed away, etc. through the connection, thereby improving the user's gaming experience.

[0060] Exemplarily, the skill of pulling people in a fan-shaped range can be released through the first sub-operation control. The skill of pulling people in a fan-shaped range can be divided into two steps. After activating the skill of pulling people in a fan-shaped range, you can enter the first step, that is, connect the target virtual character and the first virtual character, and automatically enter the next step after a short time, that is, pull the target virtual character closer, and change the skill reuse type to the energy storage type. The first virtual character can be a puppet princess, the target virtual character can be an NPC, and other virtual characters can be Sirius.

[0061] Optionally, selecting a target virtual character located within the first operating range from a plurality of second virtual characters includes: selecting an initial virtual character located within the first operating range from a plurality of second virtual characters; and determining a target virtual character based on a character state and a character camp of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character camp of the target virtual character is a neutral camp.

[0062] The above-mentioned character states include but are not limited to fleeing state, running state, and stationary state. The character states are only used as examples here. The character states in specific game scenes can be set according to needs.

[0063] When the virtual character is in a dynamic state such as fleeing or running, the virtual character cannot be connected. Therefore, the above-mentioned preset state can be a state other than fleeing or running, such as a static state. When determining the target virtual character that can be connected, it is necessary to determine it in combination with the character state of the initial virtual character, so that the character state is the camp of the virtual character that the first virtual character can perform skill operations on.

[0064] In the game scene, people in the fan-shaped area in front of the first virtual character can be connected, and people in the running or fleeing state cannot be connected. The fleeing state is when the player uses combat-related skills and behaviors, which will cause the surrounding NPCs to panic; the running state can be an action posture, in which the movement speed is greatly increased. This posture is optional and can only be used by the character controlled by the player. The NPC will not show this posture, so this posture is an important sign to distinguish whether the character is a player or an NPC.

[0065] The above-mentioned character camps include but are not limited to our camp, enemy camp, neutral camp, etc. When the virtual character is in the same camp as the first virtual character, if the virtual character is connected, it will cause damage to the virtual character in the same camp. Therefore, when determining the target virtual character that can be connected, it is necessary to combine the character camp of the initial virtual character to determine so that the character camp is the camp of the virtual character that the first virtual character can perform skill operations on.

[0066] In an optional embodiment, the virtual characters within the first operating range can be operated, and therefore, an initial virtual character within the first operating range needs to be selected from a plurality of second virtual characters, so as to determine the target virtual character according to the initial virtual character.

[0067] In another optional embodiment, during the process of the virtual character being pulled closer, it can be melee combat, connected, pulled closer, and pushed away. Among them, the pulling closer is divided into two steps: connecting and pulling closer. After the skill is triggered, the target virtual character is first connected, and then the target virtual character is pulled closer along the line; for pushing away, the target virtual character can be selected and pushed away for a distance. Fighting is a common skill of virtual characters. Different virtual characters in this camp have this ability. The effect is to attack the enemy at close range, cause damage and repel the enemy for a short distance. Fighting at this time is no different from the normal state.

[0068] Optionally, selecting an initial virtual character within the first operating range from a plurality of second virtual characters includes: determining whether a first virtual object exists within the first operating range; in response to the presence of the first virtual object within the first operating range, selecting a virtual character within the first operating range and between the first virtual character and the first virtual object from a plurality of second virtual characters to obtain the initial virtual character.

[0069] The first virtual object mentioned above may be an obstacle, wherein the obstacle may be a table, a chair, a building, etc. in the game scene. No limitation is made to the first virtual object here.

[0070] In an optional embodiment, it can be determined whether there is a first virtual object within the first operating range. If the first virtual object exists within the first operating range, it is necessary to avoid the first virtual object when releasing skills. Therefore, among the multiple second virtual characters, only the virtual character that is within the first operating range and between the first virtual character and the first virtual object can be selected.

[0071] Optionally, controlling the target virtual character to move in the virtual scene includes one of the following: in response to the waiting time reaching a preset waiting time, controlling the target virtual character to move in the virtual scene; in response to a second touch operation applied to the first sub-operation control, controlling the target virtual character to move in the virtual scene.

[0072] The preset waiting time mentioned above may be a preset waiting period after executing the step of selecting a target virtual character, for example, 3 seconds, but not limited thereto.

[0073] The first touch operation mentioned above may be an operation for releasing a connection skill, by connecting the line to hit the target virtual character.

[0074] The second touch operation can be an operation for releasing the wire pulling skill, and controlling the target virtual character to move in the virtual scene by pulling the wire. Optionally, the second touch operation includes but is not limited to clicking, sliding, dragging, and long pressing the first operation control, and the second touch operation is not limited here.

[0075] In an optional embodiment, a configurable switch may be added to configure the subsequent interaction mode, which may include the first interaction mode and the second interaction mode.

[0076] The first interaction mode may be to control the target virtual character to move in the virtual scene when the waiting time reaches a preset waiting time.

[0077] The second interaction method is that after the player uses the connection skill, the connection skill is changed to the pulling skill. In the following time, the second touch operation can be performed on the first sub-operation control to achieve the purpose of releasing the pulling skill.

[0078] In an optional embodiment, after the target virtual character is controlled to move in the virtual scene by the pulling skill, the target virtual character will be affected by the effect of reduced movement speed, and the virtual character in the pulling state will obtain the control state, and then the virtual character in the pulling state is quickly dragged toward the defense line of the first virtual character for a distance, and after the dragging is completed, the control state can be cleared. The control state can be the skill effect of controlling the puppet princess (Control of Puppet Princess, referred to as BUFF).

[0079] Optionally, in response to the second touch operation applied to the first sub-operation control, controlling the virtual character to move in the virtual scene includes: in response to the second touch operation applied to the first sub-operation control, determining a first operation moment of the first touch operation and a second operation moment of the second touch operation; obtaining a difference between the first operation moment and the second operation moment to obtain an operation time difference; and in response to the operation time difference being within the first operation time period, controlling the virtual character to move in the virtual scene.

[0080] The first operation time mentioned above may be the operation time of releasing the connection skill. The second operation time mentioned above may be the operation time of releasing the pull line skill.

[0081] The operation time difference obtained by the difference between the first operation time and the second operation time is used to determine whether the second touch operation is valid.

[0082] The first operation time period mentioned above may be a preset operation time period, wherein the first operation time period may be 3 seconds, and the numerical value here is only an example and is not specifically limited.

[0083] In an optional embodiment, after responding to the second touch operation of the first sub-operation control, the first operation moment of the first touch operation and the second operation moment of the second touch operation can be determined, and the difference between the first operation moment and the second operation moment can be obtained, so as to determine whether the wire-pulling skill is valid according to the operation time difference. If the operation time difference is within the first operation time period, it means that the wire-pulling skill is valid. At this time, the virtual character can be controlled to move in the virtual scene. If the operation time difference is within the second operation time period, it means that the wire-pulling skill has expired and it is difficult to control the virtual character to move in the virtual scene. Optionally, the target virtual character can be controlled by reconnecting the target virtual character.

[0084] For example, after the player uses the connection skill, he waits for 0.6 seconds to avoid quickly connecting the points in a short period of time. At this time, the connection skill button becomes the pull line, and within the next 3 seconds, the pull line can be clicked. If there is no connection within 3 seconds, the pull line will not be automatically used after 3 seconds. After 3 seconds or after the player uses the connection, the pull line skill button will change back to the connection skill button. It should be noted that if there is no connection skill, the pull line skill will not be triggered.

[0085] Step 1: Detect the orientation information of the puppet princess, that is, the direction she is facing. According to the direction she is facing, attach a connection BUFF to the virtual characters except Sirius in the specified fan-shaped range. The virtual characters in the connection BUFF can display connection effects and connect with the puppet princess. The connection BUFF can last for 3 seconds. Figure 3 is a schematic diagram of a sector-shaped range according to an embodiment of the present disclosure, such as Figure 3As shown, the puppet princess can connect to the target virtual character within the fan-shaped range, wherein the target virtual character can be an NPC.

[0086] In step two, the pulling state after the connection can be determined according to the pre-set configuration information. After the pulling of the line starts for the virtual character within the fan-shaped range, the puppet princess will be affected by the effect of reduced movement speed, and the virtual character in the pulling state will obtain the puppet princess control BUFF. Then the controlled virtual character will be quickly dragged in the direction of the puppet princess for a distance. After the dragging is completed, the puppet princess control BUFF will be cleared. Figure 4 is a schematic diagram of a wire pulling state according to an embodiment of the present disclosure, such as Figure 4 As shown, after the connection, the line can be pulled so that the target virtual character is dragged in the direction of the puppet princess.

[0087] For the interactive requirements in the game scene, you can set the interactive requirements to fix the casting direction and the virtual character's orientation. Figure 5 is an interactive schematic diagram according to an embodiment of the present disclosure, Figure 6 is another interactive schematic diagram according to an embodiment of the present disclosure, such as Figure 5 and Figure 6 As shown in the figure, when the virtual character faces left, the skill's casting direction is also on the left, and when the virtual character faces right, the skill's casting direction is also on the right. The skill's casting direction is always fixed with the virtual character's direction and has nothing to do with the direction of the camera in the game scene. Figure 7 is another interactive schematic diagram according to an embodiment of the present disclosure, such as Figure 7 As shown, when you hold down the skill joystick, you can drag the camera's perspective, but it will not change the direction of the virtual character.

[0088] Optionally, controlling the target virtual character to move in the virtual scene includes one of the following: controlling the target virtual character to move in a first target direction, wherein the first target direction is used to represent a direction from the target virtual character to the first virtual character; controlling the target virtual character to move in a preset direction, wherein the preset direction is used to represent a direction parallel to the current orientation of the target virtual character.

[0089] The first target direction may be a connecting direction, and the target virtual character may be pulled closer to the position of the first virtual character through the first target direction, so that the first virtual character may attack or perform other operations on the target virtual character.

[0090] In an optional embodiment, the target virtual character may be controlled to move along the first target direction of the pull line so as to pull the target virtual character closer to the position of the first virtual character.

[0091] The above preset directions can also be flexibly set according to user needs, and no limitation is made to the preset directions here.

[0092] In another optional embodiment, the target virtual character may be controlled to move in a preset direction, so that the target virtual character may move in a direction parallel to the current orientation of the target virtual character through the preset direction.

[0093] In another optional embodiment, when the target virtual character is brought closer, there are multiple requirements for the dragging method of the target virtual character. The target virtual character can be dragged along the line, or the virtual characters in the line can be dragged parallel to each other toward the defense line of the first virtual character. Different methods can be implemented according to user needs. Optionally, the choice can be made based on the simplicity of code implementation.

[0094] Optionally, after determining the target virtual character among the plurality of second virtual characters, the method further includes: displaying a connection effect between the first virtual character and the target virtual character within a first duration period.

[0095] The first duration period mentioned above can be set by oneself, and can be flexibly set according to the game scene.

[0096] The above-mentioned connection effect may be a display effect of the connection between the first virtual character and the target virtual character, wherein the specific display mode of the connection effect may be customized according to user needs, and the specific display mode of the connection effect may also be a default setting.

[0097] In an optional embodiment, during the first duration period, in order to facilitate the user to check whether the connection is valid, a connection effect can be displayed between the first virtual character and the target virtual character, and the user can judge whether the target virtual character is hit, or judge whether the connection is invalid based on the connection effect displayed between the first virtual character and the target virtual character.

[0098] Taking the characters in the game scene as an example description, the virtual game characters within the specified fan-shaped range and the direction in which the character is facing are detected. Other virtual characters except Sirius can be attached with a connection BUFF. The virtual characters under the connection BUFF have a connection special effect on their bodies, and are connected to the puppet princess of the first virtual character. If the connection hits at least one target, the connection skill of the first virtual character becomes a pulling skill, which lasts for a period of time. The duration can be set by the user according to needs.

[0099] Optionally, the first operation control includes a second sub-operation control; based on the character information of the first virtual character, determining a target virtual character from among the plurality of second virtual characters, comprising: obtaining a second control parameter corresponding to the second sub-operation control and orientation information contained in the character information of the first virtual character; based on the orientation information and the second control parameter, controlling the second virtual object to move in the virtual scene; selecting a virtual character that collides with the second virtual object from among the plurality of second virtual characters, and obtaining the target virtual character

[0100] The second sub-operation control may be a control for releasing an active skill of pushing a target virtual character away. Specifically, the active skill may be achieved by launching a virtual object so that the virtual object hits the target virtual character, thereby pushing the target virtual character away. Therefore, it may be called playing billiards.

[0101] The above-mentioned second control parameter may be a control parameter used to represent the launching skill, for example, it may be a parameter such as the volume, flight speed, and flight time of the launched virtual object, which may be configured separately according to actual needs.

[0102] The second virtual object mentioned above may be a pre-designed virtual object, and may be a collision object, wherein the collision object may be a giant mechanical arm, which is only used as an example for explanation and is not specifically limited.

[0103] In an optional embodiment, after determining the second control parameter, the flight direction of the second virtual object can be determined according to the orientation information, and according to the second control parameter, the second virtual object can be controlled to fly along the flight direction in the virtual scene so as to collide with one of the second virtual characters, and the virtual character that collides with the second virtual object is selected as the target virtual character.

[0104] In another optional embodiment, a giant mechanical arm can be launched in front of the first virtual character. After the giant mechanical arm hits the first virtual character in the field, it will push the character away for a certain distance. If the pushed-away virtual character hits another virtual character, that virtual character will also be pushed away for a certain distance. During the process of the virtual character being pushed away, it can be attacked and pulled closer in close combat. It should be noted that during the process of pushing away, since the virtual character has been pushed away and is out of the combat distance of the first virtual character, it is difficult for the first virtual character to release a combat attack on the hit virtual character. This skill is mainly used to cooperate with teammates in combat, that is, after the first virtual character pushes the enemy away, the teammates of the first virtual character can attack the virtual character.

[0105] The button interaction requirement of the second sub-operation control mentioned above can be click-to-release, the casting state of the virtual character can be casting while running, and after the virtual character launches the collision object, the movement speed will be reduced. The reuse type of the skill can be changed to the energy storage type.

[0106] Optionally, after the second virtual object is launched, the second virtual object may not interrupt or affect the movement and interaction of the first virtual character during its flight.

[0107] Figure 8 is a schematic diagram of a game operation according to an embodiment of the present disclosure, such as Figure 8 As shown, you can push Sirius so that it crashes into the NPC, causing damage to Sirius. Fig. 9 is another schematic diagram of game operation according to an embodiment of the present disclosure, such as Fig. 9 As shown, the NPC can be pushed so that the NPC crashes into Sirius, thereby causing damage to Sirius.

[0108] For the interaction requirements in the game scene, the interaction method can be the same as the first sub-operation control, which will not be repeated here.

[0109] Optionally, controlling the target virtual character to move in the virtual scene includes one of the following: controlling the target virtual character to move in a second target direction, wherein the second target direction is used to represent a direction from the first virtual character to the target virtual character; controlling the target virtual character to move in a preset direction.

[0110] The above-mentioned preset direction can be configured by the user. The preset direction can be the direction indicated by the flight direction of the virtual object. There is no limitation on the preset direction here and it can be set according to the needs of the user.

[0111] In an optional embodiment, after the second virtual object hits the target virtual character, the target virtual character may be pushed to move in a second target direction, that is, the target virtual character may be pushed away; the target virtual character may also be controlled to move in a preset direction.

[0112] Optionally, during the process of controlling the target virtual character to move in the virtual scene, the method further includes: in response to a collision between the target virtual character and other virtual characters, controlling the target virtual character to stop moving, and controlling the other virtual characters to move in the virtual scene.

[0113] In an optional embodiment, during the process of controlling the target virtual character to move in the virtual scene, if the target virtual character collides with other virtual characters, the debuff effect on the target virtual character can be transferred to the other virtual characters, and the other virtual characters can be controlled to move in the virtual scene.

[0114] For example, after the collision object hits the first target, the first target will gain the Puppet Princess Control BUFF and be knocked back a certain distance along the flight direction of the collision object. If the target collides with other targets after being knocked back, it will stop and eliminate the Puppet Princess Control BUFF. Then the colliding target will gain the Puppet Princess Control BUFF and be knocked back a certain distance along the flight direction of the collision object. This cycle will continue until any target collides with the terrain. This is only an example and is not limited to any other example.

[0115] Optionally, controlling the target virtual character to move in the virtual scene includes: controlling the target virtual character to move a preset distance in the virtual scene at a preset moving speed.

[0116] The above-mentioned preset moving speed may be the moving speed of the second virtual object in the virtual scene, wherein the preset moving speed may also be a moving speed preset by the user according to actual needs.

[0117] The above-mentioned preset distance can be set according to the actual needs of the user, and the preset distance is not limited here.

[0118] In an optional embodiment, the target virtual character may be controlled to move a preset distance in the virtual scene at a preset moving speed, wherein the preset distance is used to indicate the distance that the target virtual character moves away in the virtual scene.

[0119] Optionally, controlling the target virtual character that collides and / or other virtual characters that collide to add a debuff effect includes: controlling the target virtual character and / or other virtual characters to add a debuff effect during a second duration period; and in response to the debuff being added to the target virtual character, controlling the state of the target virtual character based on the character camp of the target virtual character.

[0120] The second duration period mentioned above can be determined according to the attack strength of the first virtual character, and the second duration period can also be a default time period, wherein the second duration period can be set according to the needs of the user.

[0121] The above-mentioned debuff effect added to the target virtual character can be determined according to the character camp of the target virtual character.

[0122] In an optional embodiment, when the target virtual character is an NPC in the game scene, the debuff effect added to the target virtual character may be a stun effect; when the target virtual character is a virtual character in the hostile camp to the first virtual character, the debuff effect added to the target virtual character may be damage, deceleration, or stun effect.

[0123] In another optional embodiment, after a virtual character in the game scene is pulled closer or pushed away by the puppet princess's general attack or skills, if it collides with other virtual characters in the scene, it will be subject to the following puppet princess control effects, depending on the colliding characters:

[0124] 1)NPC: Stunned;

[0125] 2) Sirius, that is, the virtual character that is in a hostile state with the first virtual character: can be damaged, slowed down, and stunned. Among them, the value of the stun effect on Sirius can be the same as that of the NPC, and can also be set according to the user's needs.

[0126] In an optional embodiment, after adding the puppet princess control effect to Sirius, when Sirius is knocked down by teammates within a period of time, the puppet itself is also counted as an assist, regardless of whether the BUFF causes damage to Sirius. Sirius under the BUFF effect can be melee combat, connected, pulled closer, and pushed away. The time when Sirius is knocked down by teammates within a period of time can be the same as the judgment time of the assist code function.

[0127] Optionally, the character camp of the target virtual character is a hostile camp; based on the character camp of the target virtual character, the state of the target virtual character is controlled, including at least one of the following: within a first sub-duration period, the target virtual character is controlled to be in a controlled state; within a second sub-duration period, the movement speed of the target virtual character is controlled to be reduced according to a preset ratio; the life attribute value of the target virtual character is controlled to be reduced by a preset value.

[0128] The first sub-duration period can be used to indicate the time period after the target virtual character is hit, wherein the first sub-duration period can be set according to the needs of the user. The second sub-duration period can be used to indicate the time period after the target virtual character is hit.

[0129] The target virtual character may be a virtual character that is in an enemy camp with the first virtual character.

[0130] The above-mentioned controlled state may be a dizzy state. The above-mentioned preset ratio may be used to calculate the reduction ratio of the moving speed of the target virtual character.

[0131] In an optional embodiment, during the first sub-duration period, the target virtual character can be controlled to be in a dizzy state; during the second sub-duration period, the speed of the target virtual character after the speed is reduced can be determined according to a preset ratio and a moving speed; the life attribute of the target virtual character can be controlled to reduce a preset value, wherein the preset value can be set according to user needs.

[0132] Exemplarily, when the target virtual character with the BUFF collides with other virtual characters, regardless of whether the target virtual character has the BUFF, the BUFF is cleared. It should be noted that the collision here refers to the collision of pulling or pushing caused by the skill; then both parties stop their original actions, where the action can be being pulled in or knocked back, and the BUFF lasts for X seconds, during which they are stunned for Y seconds; if the target virtual character is Sirius, he will also receive X points of damage and a deceleration effect of X% for X seconds, where the deceleration effect can be counted from the start or end of the stun, and there is no limitation here. When the BUFF duration ends, Sirius triggers hit protection. This mechanism reuses the hit protection caused by melee combat. This function can be planned and configured with a switch, and it can be configured whether to trigger the hit protection after the stun ends.

[0133] Optionally, the character camp of the target virtual character is a neutral camp; and based on the character camp of the target virtual character, controlling the state of the target virtual character includes: controlling the target virtual character to be in a controlled state during the second sub-duration period.

[0134] In an optional embodiment, if the character camp of the target virtual character is a neutral camp, it can be explained that the target virtual character is an NPC and there is no need to cause damage to the target virtual character. Therefore, during the second sub-duration period, the target virtual character can be controlled to be in a controlled state.

[0135] Optionally, controlling the target virtual character and / or other virtual characters to add debuff effects includes: in response to the target virtual character not colliding with other virtual characters, controlling the target virtual character to add debuff effects; in response to the target virtual character colliding with other virtual characters, clearing the debuff effects added by the target virtual character and controlling other virtual characters to add debuff effects.

[0136] In an optional embodiment, since the debuff effect usually only exists for a period of time, before the duration of the debuff effect ends, if the target virtual character has not collided with other virtual characters, the target virtual character always carries the debuff effect, reducing the life attribute value of the target virtual character, or reducing the movement speed of the target virtual character; if the target virtual character collides with other virtual characters, the debuff effect added to the target virtual character can be cleared, and other virtual characters can be controlled to add debuff effects, thereby transferring the required debuff effect through collision.

[0137] Optionally, in response to a first touch operation applied to a first operation control among multiple operation controls, the method further includes: obtaining a second operation time period and a preset speed corresponding to the first operation control; controlling the movement speed of the first virtual character to decrease from a current speed to a preset speed within the second operation time period; and in response to the end of the second operation time period, controlling the movement speed of the first virtual character to return to the current speed.

[0138] The preset speed may be set by the user, and the preset speed may be slower than the current speed.

[0139] In an optional embodiment, a second operation time period and a preset speed corresponding to the first operation control can be obtained, and the first virtual character can be controlled to reduce the current speed to the preset speed within the second operation time period. During the use of active skills, the first virtual character will be affected, causing the speed of the first virtual character itself to be reduced. After the operation is completed, the movement speed of the first virtual character can be controlled to return to the current speed.

[0140] Optionally, the method also includes: in response to receiving a first touch operation to operate a first operation control, determining a usage count corresponding to the first operation control; in response to the usage count being less than a preset number, determining a target virtual character based on character information of the first virtual character; in response to the usage count being greater than or equal to the preset number, refusing to respond to the first touch operation.

[0141] The number of times the first operating control is used may be the number of times the player uses the first operating control.

[0142] The above-mentioned preset number of times may be the available number of times of the first operation control. Optionally, a default number of times of use may be preset, and the available number of times may be increased after the skill cooldown ends.

[0143] The operation skill corresponding to the above-mentioned first operation control can set an operation upper limit, wherein the skill of the first operation control can be used a maximum of a preset number of times, the preset number of times can be 3, and the user can also flexibly adjust the preset number of times according to needs, and no limitation is made here.

[0144] In an optional embodiment, after receiving a first touch operation to operate a first operation control, the number of times the first operation control is used can be determined. If the number of times is less than a preset number, it means that the first operation control is available and the active skill can be released. Therefore, the target virtual character can be determined based on the character information of the first virtual character. If the number of times is greater than or equal to the preset number, it means that the first operation control is not available at this time and the active skill cannot be released. Therefore, the first touch operation is refused to be responded.

[0145] Optionally, the method also includes: determining a third virtual character among multiple second virtual characters that is in a knocked-down state, wherein the character camp of the third virtual character is a hostile camp; determining a strike target that puts the third virtual character in a knocked-down state; and in response to the strike target being the first virtual character, increasing and adjusting the preset number of times.

[0146] In an optional embodiment, the first virtual character knocks down the third virtual character by itself, and the preset number of times for the first virtual character can be increased and adjusted as a reward for the first virtual character successfully knocking down the third virtual character, so that the first virtual character can knock down more third virtual characters subsequently.

[0147] Optionally, in response to the attack target not being the first virtual character, the method further includes: determining whether the third virtual character carries a second state identifier before being in a knocked-down state; in response to the third virtual character carrying the second state identifier, increasing and adjusting the preset number of times; in response to the third virtual character not carrying the second state identifier, refusing to increase and adjust the preset number of times.

[0148] The second status identifier mentioned above may be a status identifier corresponding to the detrimental effect added to the third virtual character.

[0149] In an optional embodiment, if the third virtual character carries the second status identifier, it can be considered that the first virtual character provides assists in defeating the third virtual character. Therefore, in order to reward the first virtual character, the preset number of times can be increased and adjusted so that the player can continue to use skills; if the third virtual character does not carry the second status identifier, it can be considered that the first virtual character does not provide assists. Therefore, the preset number of times is refused to be increased.

[0150] Optionally, increasing and adjusting the preset number of times includes: determining whether the preset number of times is greater than or equal to a number threshold; and in response to the preset number of times being less than the number threshold, increasing and adjusting the preset number of times.

[0151] The above number threshold can be used to indicate the upper limit of the available number of times.

[0152] In an optional embodiment, in order to prevent the player from operating the first operation control infinitely, a number threshold can be set in advance. If the preset number is greater than or equal to the number threshold, it means that the user has operated the first operation control many times and can no longer operate it. Therefore, it is prohibited to increase or adjust the preset number; if the preset number is less than the number threshold, it means that the user has not operated the first operation control many times and can operate it again. Therefore, the preset number can be increased or adjusted.

[0153] Optionally, in response to a third touch operation acting on a second operation control among multiple operation controls, the method also includes: determining an operation object corresponding to the third touch operation from multiple second virtual characters; performing a target operation corresponding to the second operation control on the operation object, and controlling the operation object to carry a second state identifier; in response to completion of the target operation, clearing the second state identifier carried by the operation object.

[0154] The above-mentioned target operation may be a melee combat operation.

[0155] The second operation control may be a control for triggering a melee combat operation, and the third touch operation may be an operation performed by a user on the second operation control, indicating that the user wishes to trigger the melee combat operation. Optionally, the third touch operation includes but is not limited to a click operation, a slide operation, a drag operation, and a long press operation on the first operation control, and the third touch operation is not limited here.

[0156] The above-mentioned operation object may be a virtual character that the user wishes to perform a melee combat operation on, usually a virtual character of an enemy camp.

[0157] In an optional embodiment, an operation object corresponding to the third touch operation can be determined from multiple second virtual characters. When the target operation corresponding to the second operation control is performed on the operation object, a BUFF can be added to the operation object. After the target operation is completed, the BUFF carried by the operation object can be cleared.

[0158] For example, when the Puppet Princess engages in close combat with Sirius, the Puppet Princess control BUFF will be immediately applied to the target. Then the target will be knocked back, and the close combat will end. The BUFF can be cleared. When the puppet engages in close combat, the enemy will be knocked back and a collision will occur. This BUFF needs to be generated to determine whether a collision will occur after the knockback. During close combat, there is an action flow of fixed duration. When the action flow ends, the close combat ends.

[0159] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods of each embodiment of the present disclosure.

[0160] In an optional embodiment, a player mechanism for a target special state may be added, specifically in the following manner:

[0161] Method 1: You can add a configurable switch to modify the state of the virtual character when pulling or pushing the game scene:

[0162] 1) When the virtual characters in the game scene are pulled or pushed, they are in an unselectable state and are difficult to be affected by other mechanisms or interactions;

[0163] 2) After the virtual characters in the game scene collide, the BUFF can be affected by other interactive mechanisms during its duration. When affected by other interactive mechanisms, the current BUFF state will end. During the BUFF duration, the characters can be attacked in close combat, connected, pulled, and pushed away.

[0164] Method 2: You can add a configurable switch to modify the state of the BUFF duration after the collision of people in the field:

[0165] 1) After the virtual characters (NPC, Sirius) in the game scene collide, they are in an unselectable state during the duration of the BUFF, and are difficult to be affected by other mechanisms and interactions;

[0166] 2) After the virtual characters in the game scene collide, the BUFF can be affected by other interactive mechanisms during its duration. When affected by other interactive mechanisms, the current BUFF state will end. During the BUFF duration, the character can be attacked in close combat, connected, pulled, and pushed away.

[0167] The planning parameter configuration categories can be pushed and pulled status, passive BUFF, replenishment times, connection, automatic pulling, manual pulling, pulling, playing billiards, and skill cooling.

[0168] Among them, the push / pull status can be represented as whether the Sirius or the staff itself is unselectable during being pulled / pushed;

[0169] Among them, the unselectable during the BUFF period in the passive BUFF can be expressed as whether Sirius or the staff is unselectable during the BUFF period; the duration can be expressed as the duration of the BUFF added after the Puppet Princess makes the target collide; the stun duration can be expressed as the duration of the stun after Sirius or the staff is added with the BUFF; the damage received can be expressed as the damage received after Sirius is added with the BUFF; whether the hit protection is triggered can be expressed as whether the hit protection is triggered after Sirius is added with the BUFF and the BUFF duration ends; the duration of the deceleration effect can be expressed as the duration of the deceleration effect after Sirius is added with the BUFF; the deceleration effect value can be expressed as the value of the deceleration effect after Sirius is added with the BUFF.

[0170] Among them, the replenishment of the first skill can be expressed as increasing the available number of times the first skill is used when the player knocks down Sirius or assists; the replenishment of the second skill can be expressed as increasing the available number of times the player knocks down Sirius or assists.

[0171] Among them, the line range angle in the line can be expressed as the angle of the line fan-shaped range; the line range radius can be expressed as the radius length of the line fan-shaped range; whether the line passes through an obstacle can be expressed as whether the line can pass through an obstacle; the line deceleration time itself can be expressed as the duration of the character's deceleration after the player clicks on the line skill; the line deceleration effect itself can be expressed as the effect of the character's deceleration after the player clicks on the line skill; the line casting delay can be expressed as how many seconds it takes to generate the line after the player uses the line; the line casting afterswing can be expressed as how many seconds the afterswing lasts after the player uses the line.

[0172] Among them, the pulling method can include automatic pulling and manual pulling. The pulling casting delay in automatic pulling can be expressed as how many seconds it will take for the player to automatically trigger the pulling after using the connection; the pulling interval in manual pulling can be expressed as how many seconds it will take for the player to use the pulling after using the connection; the pulling duration in manual pulling can be expressed as the duration within which the pulling can be used.

[0173] Among them, the deceleration time of pulling the string can be expressed as the duration of the deceleration of the character after the character starts pulling the string; the deceleration effect of pulling the string can be expressed as the deceleration effect of the character after the character starts pulling the string; the afterswing of pulling the string can be expressed as how many seconds the afterswing lasts after the player uses the pulling string; the pulling speed can be expressed as the speed at which the player pulls the target after using the pulling string; the pulling duration can be expressed as the duration for pulling the target after the player uses the pulling string; the available time of pulling the string can be expressed as how many seconds the pulling skill can be used after pulling the string.

[0174] Among them, the time of pulling the line to slow down in playing billiards can be expressed as the duration of the character's deceleration after the character launches the collision object; the effect of pulling the line to slow down can be expressed as the effect of the character's deceleration after the color launches the collision object; the collision volume can be expressed as the type of collision object is not limited, and the planner can configure the size; the flight speed of the collision object can be expressed as the flying speed after the collision object is launched; the flight time of the collision object can be expressed as the flying time after the collision object is launched; the casting delay can be expressed as the delay in launching the collision body after the player uses the connection; the casting delay can be expressed as the back shake after the player uses the pull line for many seconds; the repulse speed can be expressed as the speed of the collision body colliding with other targets, knocking them back, and the repulse effect; the repulse duration can be expressed as the duration of the repulse effect when the collision body collides with other targets and knocks them back.

[0175] Among them, the skill cooling can include the first skill cooling CD, the upper limit of the number of uses of the first skill, the single energy storage time of the first skill, the second skill reuse type, the second skill cooling CD, the upper limit of the number of uses of the second skill, and the single energy storage time of the second skill.

[0176] In this embodiment, a control device for a virtual character is also provided, which is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions that have been made will not be repeated. As used below, the terms "unit" and "module" can be a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and conceivable.

[0177] Fig.10 is a structural block diagram of a control device for a virtual character according to one embodiment of the present disclosure, wherein a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes a touch area, such as Fig.10 As shown, the device 10 comprises:

[0178] A determination module 1002 is configured to respond to a first touch operation on a first operation control among the plurality of operation controls and determine a target virtual character among the plurality of second virtual characters based on the character information of the first virtual character;

[0179] The movement control module 1004 is used to control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters except the target virtual character, wherein the other virtual characters belong to the hostile camp or the neutral camp of the first virtual character;

[0180] The effect control module 1006 is used to control the target virtual character that has collided and / or other virtual characters that have collided to add a detrimental effect.

[0181] Optionally, the determination module is also used to obtain a first control parameter corresponding to the first sub-operation control and orientation information contained in the character information of the first virtual character, determine a first operation range corresponding to the first sub-operation control based on the orientation information and the first control parameter, and select a target virtual character within the first operation range from multiple second virtual characters.

[0182] Optionally, the determination module is also used to select an initial virtual character located within the first operation range from multiple second virtual characters, and determine the target virtual character based on the character state and character camp of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character camp of the target virtual character is a neutral camp.

[0183] Optionally, the determination module is further used to determine whether there is a first virtual object within the first operating range; in response to the presence of the first virtual object within the first operating range, select a virtual character located within the first operating range and between the first virtual character and the first virtual object from multiple second virtual characters to obtain an initial virtual character.

[0184] Optionally, the movement control module is used to control the target virtual character to move in the virtual scene in response to the waiting time reaching a preset waiting time, and to control the target virtual character to move in the virtual scene in response to the second touch operation applied to the first sub-operation control.

[0185] Optionally, a mobile control module is used to respond to a second touch operation applied to a first sub-operation control, determine a first operation moment of the first touch operation, and a second operation moment of the second touch operation; obtain a difference between the first operation moment and the second operation moment to obtain an operation time difference; and in response to the operation time difference being within the first operation time period, control the movement of the virtual character in the virtual scene.

[0186] Optionally, the movement control module is used to control the target virtual character to move in a first target direction, wherein the first target direction is used to represent the direction from the target virtual character to the first virtual character; control the target virtual character to move in a preset direction, wherein the preset direction is used to represent a direction parallel to the current orientation of the target virtual character.

[0187] Optionally, the device is further configured to display a connection effect between the first virtual character and the target virtual character during the first duration period.

[0188] Optionally, a determination module is used to obtain a second control parameter corresponding to a second sub-operation control and orientation information contained in character information of the first virtual character; based on the orientation information and the second control parameter, control the movement of a second virtual object in a virtual scene; and select a virtual character that collides with the second virtual object from among multiple second virtual characters to obtain a target virtual character.

[0189] Optionally, the movement control module is further used to control the target virtual character to move in a second target direction, wherein the second target direction is used to represent a direction pointing from the first virtual character to the target virtual character; and control the target virtual character to move in a preset direction.

[0190] Optionally, the device is also used to control the target virtual character to stop moving and control the other virtual characters to move in the virtual scene in response to a collision between the target virtual character and other virtual characters.

[0191] Optionally, the movement control module is used to control the target virtual character to move a preset distance in the virtual scene at a preset movement speed.

[0192] Optionally, the effect control module is used to control the target virtual character and / or other virtual characters to add debuff effects during the second duration period, and in response to the debuff effect being added to the target virtual character, control the state of the target virtual character based on the character camp of the target virtual character.

[0193] Optionally, the effect control module is also used to control the target virtual character to be in a controlled state during the first sub-duration period; during the second sub-duration period, control the target virtual character's movement speed to decrease according to a preset ratio; and control the target virtual character's life attribute value to decrease by a preset value.

[0194] Optionally, the effect control module is further configured to control the target virtual character to be in a controlled state during the second sub-duration period.

[0195] Optionally, the effect control module is further used to control the target virtual character to add a debuff effect in response to the target virtual character not colliding with other virtual characters; in response to the target virtual character colliding with other virtual characters, clear the debuff effect added by the target virtual character and control other virtual characters to add debuff effects.

[0196] Optionally, the device is also used to obtain a second operation time period and a preset speed corresponding to the first operation control; control the movement speed of the first virtual character to decrease from a current speed to a preset speed during the second operation time period; and control the movement speed of the first virtual character to return to the current speed in response to the end of the second operation time period.

[0197] Optionally, the device is also used to determine the number of uses corresponding to the first operation control in response to receiving a first touch operation to operate the first operation control; in response to the number of uses being less than a preset number, determine the target virtual character based on the character information of the first virtual character; in response to the number of uses being greater than or equal to the preset number, refuse to respond to the first touch operation.

[0198] Optionally, the device is also used to determine a third virtual character in a knocked-down state among multiple second virtual characters, wherein the character camp of the third virtual character is a hostile camp; determine a strike target that puts the third virtual character in a knocked-down state; and in response to the strike target being the first virtual character, increase and adjust the preset number of times.

[0199] Optionally, the device is also used to determine whether the third virtual character carries a second state identifier before the third virtual character is in a knocked-down state; in response to the third virtual character carrying the second state identifier, increase and adjust the preset number of times; in response to the third virtual character not carrying the second state identifier, refuse to increase and adjust the preset number of times.

[0200] Optionally, the device is also used to determine whether a preset number of times is greater than or equal to a number threshold; in response to the preset number of times being less than the number threshold, the preset number of times is increased and adjusted.

[0201] Optionally, the device is also used to determine an operation object corresponding to a third touch operation from multiple second virtual characters; perform a target operation corresponding to a second operation control on the operation object, and control the operation object to carry a second state identifier; and clear the second state identifier carried by the operation object in response to completion of the target operation.

[0202] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0203] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0204] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0205] Optionally, in this embodiment, the computer-readable storage medium may be located in any one of the computer terminals in a computer terminal group in a computer network, or in any one of the mobile terminals in a mobile terminal group.

[0206] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps: in response to a first touch operation applied to a first operation control among a plurality of operation controls, determining a target virtual character among a plurality of second virtual characters based on character information of the first virtual character; controlling the target virtual character to move in a virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters except the target virtual character, wherein the other virtual characters belong to an enemy camp or a neutral camp of the first virtual character; and controlling the target virtual character that collides and / or the other virtual characters that collide to add a debuff effect.

[0207] Optionally, the computer-readable storage medium is also configured to store program codes for executing the following steps: obtaining a first control parameter corresponding to a first sub-operation control and orientation information contained in character information of a first virtual character; determining a first operation range corresponding to the first sub-operation control based on the orientation information and the first control parameter; and selecting a target virtual character within the first operation range from a plurality of second virtual characters.

[0208] Optionally, the computer-readable storage medium is also configured to store program code for executing the following steps: selecting an initial virtual character located within the first operating range from a plurality of second virtual characters; determining a target virtual character based on the character state and character camp of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character camp of the target virtual character is a neutral camp.

[0209] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: determining whether a first virtual object exists within a first operating range; in response to the existence of the first virtual object within the first operating range, selecting a virtual character from a plurality of second virtual characters that is within the first operating range and between the first virtual character and the first virtual object to obtain an initial virtual character.

[0210] Optionally, the computer-readable storage medium is also configured to store program codes for executing the following steps: in response to the waiting time reaching a preset waiting time, controlling the target virtual character to move in the virtual scene; in response to a second touch operation acting on the first sub-operation control, controlling the target virtual character to move in the virtual scene.

[0211] Optionally, the computer-readable storage medium is also configured to store program codes for executing the following steps: in response to a second touch operation applied to a first sub-operation control, determining a first operation moment of the first touch operation and a second operation moment of the second touch operation; obtaining a difference between the first operation moment and the second operation moment to obtain an operation time difference; in response to the operation time difference being within the first operation time period, controlling the virtual character to move in the virtual scene.

[0212] Optionally, the above-mentioned computer-readable storage medium is also configured to store program codes for executing the following steps: controlling the target virtual character to move in a first target direction, wherein the first target direction is used to represent a direction pointing from the target virtual character to the first virtual character; controlling the target virtual character to move in a preset direction, wherein the preset direction is used to represent a direction parallel to the current orientation of the target virtual character.

[0213] Optionally, the computer-readable storage medium is further configured to store a program code for executing the following steps: displaying a connection effect between the first virtual character and the target virtual character during a first duration period.

[0214] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: obtaining a second control parameter corresponding to a second sub-operation control and orientation information contained in character information of the first virtual character; controlling the movement of a second virtual object in a virtual scene based on the orientation information and the second control parameter; and selecting a virtual character that collides with the second virtual object from among multiple second virtual characters to obtain a target virtual character.

[0215] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: controlling the target virtual character to move in a second target direction, wherein the second target direction is used to represent a direction from the first virtual character to the target virtual character; controlling the target virtual character to move in a preset direction.

[0216] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to a collision between the target virtual character and other virtual characters, controlling the target virtual character to stop moving, and controlling other virtual characters to move in the virtual scene.

[0217] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: controlling the target virtual character to move a preset distance in the virtual scene at a preset moving speed.

[0218] Optionally, the computer-readable storage medium is also configured to store program codes for executing the following steps: controlling the target virtual character and / or other virtual characters to add debuff effects during a second duration period; and in response to the target virtual character being added with a debuff effect, controlling the state of the target virtual character based on the character camp of the target virtual character.

[0219] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: controlling the target virtual character to be in a controlled state during a first sub-duration period; controlling the target virtual character's moving speed to be reduced according to a preset ratio during a second sub-duration period; and controlling the target virtual character's life attribute value to be reduced by a preset value.

[0220] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in the second sub-duration period, controlling the target virtual character to be in a controlled state.

[0221] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to the target virtual character not colliding with other virtual characters, controlling the target virtual character to add a debuff effect; in response to the target virtual character colliding with other virtual characters, clearing the debuff effect added by the target virtual character, and controlling other virtual characters to add debuff effects.

[0222] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: obtaining a second operation time period and a preset speed corresponding to the first operation control; controlling the movement speed of the first virtual character to decrease from a current speed to a preset speed within the second operation time period; and in response to the end of the second operation time period, controlling the movement speed of the first virtual character to return to the current speed.

[0223] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: in response to receiving a first touch operation to operate a first operation control, determining a usage count corresponding to the first operation control; in response to the usage count being less than a preset number of times, determining a target virtual character based on character information of the first virtual character; in response to the usage count being greater than or equal to a preset number of times, refusing to respond to the first touch operation.

[0224] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: determining a third virtual character among multiple second virtual characters that is in a knocked-down state, wherein the character camp of the third virtual character is a hostile camp; determining a strike target that puts the third virtual character in a knocked-down state; and in response to the strike target being the first virtual character, increasing and adjusting the preset number of times.

[0225] Optionally, the computer-readable storage medium is further configured to store program code for executing the following steps: determining whether the third virtual character carries a second state identifier before being in a knocked-down state; in response to the third virtual character carrying the second state identifier, increasing and adjusting the preset number of times; in response to the third virtual character not carrying the second state identifier, refusing to increase and adjust the preset number of times.

[0226] Optionally, the computer-readable storage medium is further configured to store program codes for executing the following steps: determining whether a preset number of times is greater than or equal to a number threshold; and in response to the preset number of times being less than the number threshold, increasing and adjusting the preset number of times.

[0227] Optionally, the computer-readable storage medium is also configured to store program codes for executing the following steps: determining an operation object corresponding to a third touch operation from a plurality of second virtual characters; performing a target operation corresponding to a second operation control on the operation object, and controlling the operation object to carry a second state identifier; and in response to completion of the target operation, clearing the second state identifier carried by the operation object.

[0228] Through the above steps, first respond to the first touch operation of the first operation control in the multiple operation controls, determine the target virtual character among the multiple second virtual characters based on the character information of the first virtual character; control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters in the multiple second virtual characters except the target virtual character, wherein the other virtual characters belong to the hostile camp or the neutral camp of the first virtual character; control the target virtual character that collides and / or other virtual characters that collide to add a debuff effect, thereby achieving the purpose of improving the user's gaming experience. It is easy to notice that the user can control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters, thereby adding a debuff effect to the target virtual character and / or other virtual characters, increasing the attack distance, providing users with a richer and more interesting game operation method to attack virtual characters, enhancing the user's gaming experience, and thus solving the technical problem of low gaming experience of users in the related technology.

[0229] Through the description of the above implementation, it is easy for those skilled in the art to understand that the example implementation described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the implementation of the present disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the implementation of the present disclosure.

[0230] In the exemplary embodiments of the present application, a program product capable of implementing the above method of the present embodiment is stored on a computer-readable storage medium. In some possible implementations, various aspects of the embodiments of the present disclosure may also be implemented in the form of a program product, which includes a program code. When the program product is run on a terminal device, the program code is used to enable the terminal device to execute the steps described in the above "Exemplary Method" section of the present embodiment according to various exemplary implementations of the present disclosure.

[0231] According to the program product for implementing the above method in the embodiment of the present disclosure, it can adopt a portable compact disk read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the embodiment of the present disclosure is not limited to this. In the embodiment of the present disclosure, the computer-readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, an apparatus or a device.

[0232] The program product may be in any combination of one or more computer-readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination thereof. More specific examples (non-exhaustive) of computer-readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0233] It should be noted that the program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the above.

[0234] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0235] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0236] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program: in response to a first touch operation applied to a first operation control among a plurality of operation controls, determining a target virtual character among a plurality of second virtual characters based on character information of the first virtual character; controlling the target virtual character to move in a virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters except the target virtual character, wherein the other virtual characters belong to an enemy camp or a neutral camp of the first virtual character; and controlling the target virtual character that collides and / or other virtual characters that collide to add a debuff effect.

[0237] Optionally, the processor may also be configured to perform the following steps through a computer program: obtaining a first control parameter corresponding to a first sub-operation control and orientation information contained in character information of a first virtual character; determining a first operation range corresponding to the first sub-operation control based on the orientation information and the first control parameter; and selecting a target virtual character within the first operation range from among a plurality of second virtual characters.

[0238] Optionally, the processor may also be configured to perform the following steps through a computer program: selecting an initial virtual character located within the first operating range from a plurality of second virtual characters; determining a target virtual character based on the character state and character camp of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character camp of the target virtual character is a neutral camp.

[0239] Optionally, the processor may also be configured to perform the following steps through a computer program: determining whether a first virtual object exists within a first operating range; in response to the presence of the first virtual object within the first operating range, selecting a virtual character from a plurality of second virtual characters that is within the first operating range and between the first virtual character and the first virtual object to obtain an initial virtual character.

[0240] Optionally, the processor may also be configured to perform the following steps through a computer program: in response to the waiting time reaching a preset waiting time, controlling the target virtual character to move in the virtual scene; in response to a second touch operation applied to the first sub-operation control, controlling the target virtual character to move in the virtual scene.

[0241] Optionally, the processor can also be configured to perform the following steps through a computer program: in response to a second touch operation applied to a first sub-operation control, determine a first operation moment of the first touch operation and a second operation moment of the second touch operation; obtain a difference between the first operation moment and the second operation moment to obtain an operation time difference; in response to the operation time difference being within the first operation time period, control the virtual character to move in the virtual scene.

[0242] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: control the target virtual character to move in a first target direction, wherein the first target direction is used to represent a direction pointing from the target virtual character to the first virtual character; control the target virtual character to move in a preset direction, wherein the preset direction is used to represent a direction parallel to the current orientation of the target virtual character.

[0243] Optionally, the processor may be further configured to perform the following steps through a computer program: displaying a connection effect between the first virtual character and the target virtual character within a first duration period.

[0244] Optionally, the processor may also be configured to perform the following steps through a computer program: obtaining a second control parameter corresponding to a second sub-operation control and orientation information contained in character information of the first virtual character; controlling the second virtual object to move in a virtual scene based on the orientation information and the second control parameter; and selecting a virtual character that collides with the second virtual object from among multiple second virtual characters to obtain a target virtual character.

[0245] Optionally, the processor may be configured to execute the following steps through a computer program: controlling the target virtual character to move in a second target direction, wherein the second target direction is used to represent a direction from the first virtual character to the target virtual character; and controlling the target virtual character to move in a preset direction.

[0246] Optionally, the processor may also be configured to perform the following steps through a computer program: in response to a collision between the target virtual character and other virtual characters, control the target virtual character to stop moving, and control other virtual characters to move in the virtual scene.

[0247] Optionally, the processor may also be configured to execute the following steps through a computer program: controlling the target virtual character to move a preset distance in the virtual scene at a preset moving speed.

[0248] Optionally, the processor may also be configured to perform the following steps through a computer program: controlling the target virtual character and / or other virtual characters to add debuff effects during a second duration period; and controlling the state of the target virtual character based on the character camp of the target virtual character in response to the debuff effects being added to the target virtual character.

[0249] Optionally, the processor may also be configured to execute the following steps through a computer program: in a first sub-duration period, control the target virtual character to be in a controlled state; in a second sub-duration period, control the target virtual character's moving speed to be reduced according to a preset ratio; and control the target virtual character's life attribute value to be reduced by a preset value.

[0250] Optionally, the processor may also be configured to execute the following steps through a computer program: in the second sub-duration period, controlling the target virtual character to be in a controlled state.

[0251] Optionally, the processor may also be configured to perform the following steps through a computer program: in response to the target virtual character not colliding with other virtual characters, controlling the target virtual character to add a debuff effect; in response to the target virtual character colliding with other virtual characters, clearing the debuff effect added by the target virtual character, and controlling other virtual characters to add debuff effects.

[0252] Optionally, the processor can also be configured to perform the following steps through a computer program: obtaining a second operation time period and a preset speed corresponding to the first operation control; controlling the movement speed of the first virtual character to decrease from a current speed to a preset speed within the second operation time period; and in response to the end of the second operation time period, controlling the movement speed of the first virtual character to return to the current speed.

[0253] Optionally, the processor may also be configured to perform the following steps through a computer program: in response to receiving a first touch operation to operate a first operating control, determining a usage count corresponding to the first operating control; in response to the usage count being less than a preset number, determining a target virtual character based on character information of the first virtual character; in response to the usage count being greater than or equal to a preset number, refusing to respond to the first touch operation.

[0254] Optionally, the processor may also be configured to execute the following steps through a computer program: determining a third virtual character among a plurality of second virtual characters that is in a knocked-down state, wherein the character camp of the third virtual character is a hostile camp; determining a strike target that puts the third virtual character in a knocked-down state; and in response to the strike target being the first virtual character, increasing and adjusting the preset number of times.

[0255] Optionally, the processor may also be configured to execute the following steps through a computer program: determining whether the third virtual character carries a second status identifier before being in a knocked-down state; in response to the third virtual character carrying the second status identifier, increasing and adjusting the preset number of times; in response to the third virtual character not carrying the second status identifier, refusing to increase and adjust the preset number of times.

[0256] Optionally, the processor may also be configured to execute the following steps through a computer program: determining whether a preset number of times is greater than or equal to a number threshold; and in response to the preset number of times being less than the number threshold, increasing and adjusting the preset number of times.

[0257] Optionally, the above-mentioned processor can also be configured to perform the following steps through a computer program: determine the operation object corresponding to the third touch operation from multiple second virtual characters; perform the target operation corresponding to the second operation control on the operation object, and control the operation object to carry a second state identifier; in response to the completion of the target operation, clear the second state identifier carried by the operation object.

[0258] Through the above steps, first respond to the first touch operation of the first operation control in the multiple operation controls, determine the target virtual character among the multiple second virtual characters based on the character information of the first virtual character; control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters in the multiple second virtual characters except the target virtual character, wherein the other virtual characters belong to the hostile camp or the neutral camp of the first virtual character; control the target virtual character that collides and / or other virtual characters that collide to add a debuff effect, thereby achieving the purpose of improving the user's gaming experience. It is easy to notice that the user can control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters, thereby adding a debuff effect to the target virtual character and / or other virtual characters, increasing the attack distance, providing users with a richer and more interesting game operation method to attack virtual characters, enhancing the user's gaming experience, and thus solving the technical problem of low gaming experience of users in the related technology.

[0259] Fig.11 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Fig.11 As shown, the electronic device 1100 is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0260] like Fig.11 As shown, the electronic device 1100 is in the form of a general computing device. The components of the electronic device 1100 may include but are not limited to: the at least one processor 1110, the at least one memory 1120, a bus 1130 connecting different system components (including the memory 1120 and the processor 1110), and a display 1140.

[0261] The memory 1120 stores program codes, which can be executed by the processor 1110, so that the processor 1110 executes the steps described in the method section of the embodiment of the present application according to various exemplary embodiments of the present disclosure.

[0262] The memory 1120 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 11201 and / or a cache memory unit 11202, and may further include a read-only memory unit (ROM) 11203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0263] In some examples, the memory 1120 may also include a program / utility 11204 having a set (at least one) of program modules 11205, such program modules 11205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. The memory 1120 may further include a memory remotely disposed relative to the processor 1110, and these remote memories may be connected to the electronic device 1100 via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0264] The bus 1130 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a local bus of the processor 1110, or a bus using any of a variety of bus architectures.

[0265] The display 1140 may be, for example, a touch screen type liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 1100 .

[0266] Optionally, the electronic device 1100 may also communicate with one or more external devices 1200 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 1100, and / or any device that enables the electronic device 1100 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed through an input / output (I / O) interface 1150. Furthermore, the electronic device 1100 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 1160. Fig.11 As shown, the network adapter 1160 communicates with other modules of the electronic device 1100 via the bus 1130. It should be understood that although Fig.11 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 1100, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0267] The electronic device 1100 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0268] It can be understood by those skilled in the art that Fig.11The structure shown is only for illustration and does not limit the structure of the above electronic device. Fig.11 More or fewer components as shown, or with Figure 1 The memory 1120 may be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the control method of the virtual character in the embodiment of the present disclosure. The processor 1110 executes various functional applications and data processing by running the computer programs stored in the memory 1120, that is, implementing the control method of the virtual character described above.

[0269] The serial numbers of the above-mentioned embodiments of the present disclosure are only for description and do not represent the advantages or disadvantages of the embodiments.

[0270] In the above embodiments of the present disclosure, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0271] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0272] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0273] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0274] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, disk or optical disk and other media that can store program codes.

[0275] The above is only a preferred embodiment of the present disclosure. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present disclosure. These improvements and modifications should also be regarded as the scope of protection of the present disclosure.

Claims

1. A method for controlling a virtual character, characterized in that: A graphical user interface is provided by a terminal device, wherein the content displayed by the graphical user interface includes at least part of a virtual scene, a first virtual character, a plurality of second virtual characters, and a plurality of operation controls, and the method includes: In response to a first touch operation on a first operation control among the plurality of operation controls, determining a target virtual character among the plurality of second virtual characters based on the character information of the first virtual character; Controlling the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters except the target virtual character, wherein the other virtual characters belong to an enemy camp or a neutral camp of the first virtual character; The target virtual character that collides with the target virtual character and / or the other virtual characters that collides with the target virtual character are controlled to add a debuff effect.

2. The method according to claim 1, characterized in that The first operation control includes a first sub-operation control; Determining the target virtual character among the plurality of second virtual characters based on the character information of the first virtual character includes: Acquire a first control parameter corresponding to the first sub-operation control and orientation information included in the character information of the first virtual character; Determining a first operation range corresponding to the first sub-operation control based on the orientation information and the first control parameter; The target virtual character located within the first operating range is selected from the plurality of second virtual characters.

3. The method according to claim 2, characterized in that Selecting the target virtual character located in the first operation range from the plurality of second virtual characters comprises: Selecting an initial virtual character located within the first operation range from the plurality of second virtual characters; The target virtual character is determined based on the character state and the character camp of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character camp of the target virtual character is the neutral camp.

4. The method according to claim 3, characterized in that Selecting the initial virtual character located in the first operation range from the plurality of second virtual characters includes: Determine whether there is a first virtual object within the first operating range; In response to the first virtual object existing in the first operating range, a virtual character located in the first operating range and between the first virtual character and the first virtual object is selected from the plurality of second virtual characters to obtain the initial virtual character.

5. The method according to claim 2, characterized in that: Controlling the target virtual character to move in the virtual scene includes one of the following: In response to the waiting time reaching a preset waiting time, controlling the target virtual character to move in the virtual scene; In response to a second touch operation applied to the first sub-operation control, the target virtual character is controlled to move in the virtual scene.

6. The method according to claim 5, characterized in that In response to the second touch operation acting on the first sub-operation control, controlling the virtual character to move in the virtual scene includes: In response to the second touch operation acting on the first sub-operation control, determining a first operation time of the first touch operation and a second operation time of the second touch operation; Obtaining a difference between the first operation time and the second operation time to obtain an operation time difference; In response to the operation time difference being within a first operation time period, the virtual character is controlled to move in the virtual scene.

7. The method according to any one of claims 2 to 5, characterized in that Controlling the target virtual character to move in the virtual scene includes one of the following: Controlling the target virtual character to move in a first target direction, wherein the first target direction is used to represent a direction from the target virtual character to the first virtual character; The target virtual character is controlled to move in a preset direction, wherein the preset direction is used to represent a direction parallel to the current orientation of the target virtual character.

8. The method according to claim 2, characterized in that: After determining the target virtual character among the plurality of second virtual characters, the method further includes: During a first duration, a connection effect is displayed between the first virtual character and the target virtual character.

9. The method according to claim 1, characterized in that: The first operation control includes a second sub-operation control; and determining a target virtual character among the plurality of second virtual characters based on the character information of the first virtual character, comprising: Acquire a second control parameter corresponding to the second sub-operation control and orientation information included in the character information of the first virtual character; Based on the orientation information and the second control parameter, controlling the second virtual object to move in the virtual scene; From the plurality of second virtual characters, a virtual character that collides with the second virtual object is selected to obtain the target virtual character.

10. The method according to claim 9, characterized in that Controlling the target virtual character to move in the virtual scene includes one of the following: Controlling the target virtual character to move in a second target direction, wherein the second target direction is used to represent a direction from the first virtual character to the target virtual character; Control the target virtual character to move in a preset direction.

11. The method according to claim 9, characterized in that In the process of controlling the target virtual character to move in the virtual scene, the method further includes: In response to a collision between the target virtual character and the other virtual characters, the target virtual character is controlled to stop moving, and the other virtual characters are controlled to move in the virtual scene.

12. The method according to claim 1, characterized in that Controlling the target virtual character to move in the virtual scene includes: The target virtual character is controlled to move a preset distance in the virtual scene at a preset moving speed.

13. The method according to claim 1, characterized in that Controlling the target virtual character that collides with and / or the other virtual characters that collides with to add a debuff effect, including: During a second duration, controlling the target virtual character and / or the other virtual characters to add the detrimental effect; In response to the target virtual character being added with the detrimental effect, the state of the target virtual character is controlled based on the character camp of the target virtual character.

14. The method according to claim 13, characterized in that The character camp of the target virtual character is the hostile camp; and controlling the state of the target virtual character based on the character camp of the target virtual character includes at least one of the following: During the first sub-duration period, controlling the target virtual character to be in a controlled state; In the second sub-duration period, controlling the moving speed of the target virtual character to decrease according to a preset ratio; The life attribute value of the target virtual character is controlled to decrease by a preset value.

15. The method according to claim 12, characterized in that The character camp of the target virtual character is the neutral camp; Controlling the state of the target virtual character based on the character camp of the target virtual character includes: During the second sub-duration period, the target virtual character is controlled to be in a controlled state.

16. The method according to claim 12, characterized in that Controlling the target virtual character and / or the other virtual characters to add the detrimental effect comprises: In response to the target virtual character not colliding with the other virtual characters, controlling the target virtual character to add the detrimental effect; In response to a collision between the target virtual character and the other virtual character, the detrimental effect added by the target virtual character is cleared, and the other virtual characters are controlled to add the detrimental effect.

17. The method according to claim 1, characterized in that In response to the first touch operation acting on the first operation control among the multiple operation controls, the method further includes: Obtaining a second operation time period and a preset speed corresponding to the first operation control; Controlling the moving speed of the first virtual character to decrease from the current speed to the preset speed within the second operation time period; In response to the second operation time period ending, the moving speed of the first virtual character is controlled to return to the current speed.

18. The method according to claim 1, characterized in that The method further comprises: In response to receiving the first touch operation to operate the first operation control, determining a usage count corresponding to the first operation control; In response to the number of uses being less than a preset number of times, determining the target virtual character based on the character information of the first virtual character; In response to the usage count being greater than or equal to the preset count, refusing to respond to the first touch operation.

19. The method according to claim 18, characterized in that The method further comprises: Determining a third virtual character in the knocked-down state among the plurality of second virtual characters, wherein the character camp of the third virtual character is the hostile camp; Determining a striking target that causes the third virtual character to be in the knocked-down state; In response to the striking target being the first virtual character, the preset number of times is increased and adjusted.

20. The method according to claim 19, characterized in that In response to the attack target not being the first virtual character, the method further includes: determining whether the third virtual character carries a second state identifier before the third virtual character is in the knocked-down state; In response to the third virtual character carrying the second status identifier, increasing and adjusting the preset number of times; In response to the third virtual character not carrying the second status identifier, refusing to increase the preset number of times.

21. The method according to claim 19 or 20, characterized in that Increasing and adjusting the preset number of times includes: Determine whether the preset number of times is greater than or equal to a number threshold; In response to the preset number of times being less than the number threshold, the preset number of times is increased and adjusted.

22. The method according to claim 1, characterized in that In response to a third touch operation acting on a second operation control among the plurality of operation controls, the method further includes: Determining, from the plurality of second virtual characters, an operation object corresponding to the third touch operation; Execute the target operation corresponding to the second operation control on the operation object, and control the operation object to carry a second state identifier; In response to the target operation being executed, the second state identifier carried by the operation object is cleared.

23. A control device for a virtual character, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a virtual scene, a first virtual character, a plurality of second virtual characters, and a plurality of operation controls, and the apparatus comprises: a determination module, configured to respond to a first touch operation on a first operation control among the plurality of operation controls and determine a target virtual character among the plurality of second virtual characters based on the character information of the first virtual character; a movement control module, configured to control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters except the target virtual character, wherein the other virtual characters belong to an enemy camp or a neutral camp of the first virtual character; The effect control module is used to control the target virtual character that collides with and / or the other virtual characters that collide with to add a detrimental effect.

24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 22 when executed by a processor.

25. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 22.

Citation Information

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