Virtual game character information processing method and device and storage medium

By detecting the behavioral status of virtual game characters and performing dressing skills, adjusting their dressing parameters to disguise their identity, the problem of single control methods in the existing technology is solved, and efficient and safe tasks of virtual game characters are achieved.

CN119925926AActive Publication Date: 2025-05-06NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202311453036.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2025-05-06
Estimated Expiration
2043-11-02

AI Technical Summary

Technical Problem

In the prior art, the control method of virtual game characters is relatively single, and it is difficult to ensure that the virtual game characters in the infiltrating party complete tasks efficiently and safely in the pursuit party.

Method used

By providing a graphical user interface, detecting the original behavioral state of the virtual game character, and executing the target game skills based on this state, adjusting the character dress parameters to make it the same as other virtual game characters, thereby achieving dress-up behavior and disguising the identity to avoid pursuit.

Benefits of technology

It enriches the way of controlling virtual game characters, improves the ability of infiltrating characters to complete tasks efficiently and safely in chasing parties, and solves the problem of single control methods.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses an information processing method and device for a virtual game role and a storage medium. The method comprises the following steps: detecting a first original behavior state of a first virtual game role; a first target game skill of the first virtual game role is executed based on the first original behavior state, so that original dressing parameters of the first virtual game role are adjusted to target dressing parameters of a third virtual game role, the original dressing parameters are used for representing original dressing of the first virtual game role, and the target dressing parameters are used for representing target dressing of the third virtual game role. The third virtual game role is a non-battle object of the second virtual game role in the virtual game scene, and the target dressing parameter is used for representing original dressing of the third virtual game role; and based on the target dressing parameter, controlling the first virtual game role to execute a dressing change behavior, so that the first virtual game role has the original dressing of the third virtual game role. According to the method and the device, the technical problem that the mode of controlling the virtual game role is relatively single is solved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game data processing, and in particular, to a method, device and storage medium for processing information of a virtual game character. Background Art

[0002] At present, in competitive games, game skills for controlling game characters to launch preset moves are usually generated according to the state parameters of the virtual game characters in designated parts. However, this control method is relatively simple and only focuses on improving the combat performance of the virtual game characters themselves. It is difficult to ensure that the first virtual game character in the infiltrating party can efficiently and safely complete the task in the pursuing party. There is a technical problem that the method of controlling the virtual game characters is relatively simple.

[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, device and storage medium for processing information of a virtual game character, so as to at least solve the technical problem that the method of controlling the virtual game character is relatively single.

[0005] According to one embodiment of the present disclosure, a method for processing information of a virtual game character is provided. The method provides a graphical user interface through a terminal device, and the display content of the graphical user interface includes a virtual game scene, and a first virtual game character and a second virtual game character located in the virtual game scene, and the first virtual game character and the second virtual game character belong to different game camps respectively. The method may include: detecting a first original behavior state of the first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in the virtual game scene; executing the first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dress parameter of the first virtual game character to the target dress parameter of the third virtual game character, wherein the original dress parameter is used to indicate the original dress of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dress parameter is used to indicate the original dress of the third virtual game character; based on the target dress parameter, controlling the first virtual game character to perform a dress-up behavior so that the first virtual game character has the original dress of the third virtual game character.

[0006] According to one embodiment of the present disclosure, there is also provided an information processing device for a virtual game character, which provides a graphical user interface through a terminal device, and the display content of the graphical user interface includes a virtual game scene, and a first virtual game character and a second virtual game character located in the virtual game scene, and the first virtual game character and the second virtual game character belong to different game camps respectively. The device may include: a detection unit, which is used to detect a first original behavior state of the first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not performed a target game event in the virtual game scene; an adjustment unit, which is used to execute a first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dress parameter of the first virtual game character to the target dress parameter of the third virtual game character, wherein the original dress parameter is used to indicate the original dress of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dress parameter is used to indicate the original dress of the third virtual game character; an updating unit, which is used to control the first virtual game character to perform a dress-changing behavior based on the target dress parameter, so that the first virtual game character has the original dress of the third virtual game character.

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

[0008] According to one embodiment of the present disclosure, an electronic device is provided, 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-mentioned methods for processing information of a virtual game character.

[0009] In an embodiment of the present disclosure, a first original behavior state of a first virtual game character is detected, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in a virtual game scene; a first target game skill of the first virtual game character is executed based on the first original behavior state, so as to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of a third virtual game character, wherein the original dressing parameters are used to indicate the original dressing of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to indicate the original dressing of the third virtual game character; based on the target dressing parameters, the first virtual game character is controlled to execute a dressing-up behavior, so that the first virtual game character has the original dressing of the third virtual game character. That is to say, in the case where the first virtual game character (which can be the infiltrating character) fails to execute the target game event, the disclosed embodiment can execute the first target game skill (dress-changing skill), and adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character, so that it is difficult for the second virtual game character to catch up with the first virtual game character, and the first virtual game character completes the execution of the game event, thereby achieving the goal of the infiltrating character efficiently and safely completing the task in the pursuing party, enriching the way to control the virtual game characters, thereby achieving the technical effect of enriching the control of the virtual game characters, and solving the technical problem that the method of controlling the virtual game characters is relatively single. 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 It is a hardware structure block diagram of a mobile terminal of a method for processing information of a virtual game character according to an embodiment of the present disclosure;

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

[0013] Figure 3 is a schematic diagram of a third virtual game character moving toward a decryption point according to one embodiment of the present disclosure;

[0014] Figure 4 is a schematic diagram of the movement of a first virtual game character according to one embodiment of the present disclosure;

[0015] Figure 5 is a schematic diagram of a travel distance according to one embodiment of the present disclosure;

[0016] Figure 6 is a schematic diagram of a heartbeat prompt according to one embodiment of the present disclosure;

[0017] Figure 7 is a schematic diagram of a deciphering speed curve according to one embodiment of the present disclosure;

[0018] Figure 8 is a schematic diagram of a skill button display interface according to one embodiment of the present disclosure;

[0019] Fig. 9 is a structural block diagram of an information processing device for a virtual game character according to an embodiment of the present disclosure;

[0020] Fig.10 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] 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.

[0022] 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.

[0023] In a possible implementation, in the context of data processing, a game skill for controlling a game character to launch a preset move is usually generated based on the state parameters of the virtual game character at a specified position. After practice and careful research, the inventor found that the control method is relatively simple, which is only about how to improve the combat performance of the character itself, and it is difficult to ensure that the infiltrating character efficiently and safely performs the task in the pursuit party. There is a technical problem that the method for controlling the virtual game character is relatively simple. Based on this, the game type targeted by the embodiments of the present disclosure is generally a competitive game, and a method for information processing of a virtual game character is proposed. The method is used in a first virtual game character. When the target game event is not executed by the second virtual game character (which can be the infiltrating character), the first target game skill (dress-changing skill) can be activated or executed, and the original dressing parameters of the first virtual game character can be adjusted to the target dressing parameters of the third virtual game character, so that it is difficult for the second virtual game character to catch up with the first virtual game character, so that the first virtual game character completes the execution of the game event, and the infiltrating character can efficiently and safely execute the task in the pursuing party, enriching the way to control the virtual game characters, thereby achieving the technical effect of enriching the control of the virtual game characters and solving the technical problem that the method of controlling the virtual game characters is relatively single.

[0024] According to one embodiment of the present disclosure, an embodiment of a method for processing information of a virtual game 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.

[0025] The method embodiment 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 (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a PAD, a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal of a method for processing information of a virtual game character according to an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1Only one is shown in the figure) processor 102 (processor 102 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 programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may also include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It can be understood by those skilled in the art 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.

[0026] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the information processing method of the virtual game character in the embodiment of the present disclosure. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the information processing method of the virtual game character described above is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal 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.

[0027] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0028] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0029] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and a user may interact with the GUI by finger contacts and / or gestures on a touch-sensitive surface, wherein the human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, 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 a readable storage medium executable by one or more processors.

[0030] 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.

[0031] In a possible implementation, the disclosed embodiment provides a method for processing information of a virtual game character, providing a graphical user interface through a terminal device, wherein the display content of the graphical user interface includes a virtual game scene, and a first virtual game character and a second virtual game character located in the virtual game scene, wherein the first virtual game character and the second virtual game character belong to different game camps, respectively. The first virtual game character may represent a game character in a sneaking camp in a virtual game, and needs to hide its identity as much as possible. The second virtual game character may represent a game character in a hunting camp in the game.

[0032] Figure 2 is a flowchart of a method for processing information of a virtual game character according to one embodiment of the present disclosure. Figure 2 As shown, the method may include the following steps:

[0033] Step S202: Detect a first original behavior state of the first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in the virtual game scene.

[0034] In the technical solution provided in the above step S202 of the present disclosure, the first original behavior state of the first virtual game character is detected. The first original behavior state may be the game state of the first virtual game character, which may be used to indicate that the first virtual game character has not executed the target game event in the virtual game scene, and may include the position state, movement speed, etc. of the first virtual game character. The target game event may be used to indicate the event to be executed by the first virtual game character, and may be a decryption event in the game, such as an event for decrypting a game password, etc. This is only for illustrative purposes, and does not specifically limit the type of the target game event.

[0035] Optionally, the first original behavior state of the first virtual game character is detected to determine whether the first virtual game character is in the virtual game scene, and the target game event is executed.

[0036] Step S204, executing the first target game skill of the first virtual game character based on the first original behavior state to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character, wherein the original dressing parameters are used to represent the original dressing of the first virtual game character, the third virtual game character is the non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to represent the original dressing of the third virtual game character.

[0037] In the technical solution provided in the above step S204 of the present disclosure, after detecting the first original behavior state of the first virtual game character, the first target game skill of the first virtual game character can be executed in the first original behavior state. Among them, the first target game skill is used to change the clothes of the third virtual game character, which can be a hypnotic dressing skill, which can also be called a disguise skill, and can be triggered by the user to interact with the dress of the first virtual game character. For example, it can be used to adjust the original dress parameters of the first virtual game character to the target dress parameters of the third virtual game character. The original dress parameters can be the clothes parameters of the first virtual game character, which can include the color, type, style, material and other parameters of the clothes of the first virtual game character. The third virtual game character can be a non-combat object of the second virtual game character in the virtual game scene, can be a staff member in the game, or can be a staff member who is close to the first virtual game character in the game scene. For example, the staff member can be an ordinary non-player character (Non-Player Character, referred to as NPC), a hypnotic object, etc. This is only an example, and the type of the third virtual game character is not specifically limited. The target clothing parameters may be used to determine the clothing of the third virtual game character, and may be clothing parameters of the third virtual game character, and may include parameters such as clothing color, type, clothing style, and material of the third virtual game character.

[0038] For example, after detecting that the behavior state of the first virtual game character in the game is the first original behavior state, it can be determined whether there is a third virtual game character closest to the first virtual game character in the first original behavior state. If so, the first target game skill of the first virtual game character is executed to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character.

[0039] For another example, when it is detected that the behavior state of the first virtual game character in the game is the first original behavior state, it can be further determined whether the skill button corresponding to the first target game skill is triggered. In response to the skill button being triggered, the original dressing parameters of the first virtual game character can be adjusted to the target dressing parameters of the third virtual game character closest to the first virtual game character.

[0040] Step S206: Based on the target dressing parameter, control the first virtual game character to perform a dressing behavior so that the first virtual game character has the original dressing of the third virtual game character.

[0041] In the technical solution provided in the above step S206 of the present disclosure, after the target dressing parameters of the third virtual game character are determined in response to the first target game skill being executed, the first virtual game character can be controlled to perform a dressing-up behavior based on the target dressing parameters so that the first virtual game character has the original dress of the third virtual game character.

[0042] Optionally, when the first target game skill is triggered, the target dressing parameters of the third virtual game character can be determined, and the original dressing parameters of the first virtual game character can be adjusted to the target dressing parameters of the third virtual game character, so that the first virtual game character has the original dressing of the third virtual game character, so that the second virtual game character cannot recognize the first virtual game character.

[0043] For example, when it is determined that the first virtual game character has not performed a decryption event in the virtual game scene, the first original behavior state of the first virtual game character is detected. Based on the first original behavior state, it is determined whether the skill control corresponding to the first target game skill is triggered. In response to the skill control being triggered, the original dress parameters of the first virtual game character are adjusted to the target dress parameters of the third virtual game character, so as to control the first virtual game character to perform a dress-changing behavior based on the target dress parameters, and replace the original dress of the first virtual game character with the original dress of the first virtual game character, thereby hiding the identity of the first virtual game character, making it impossible for the second virtual game character to capture the first virtual game character, thereby affecting the second virtual game character's pursuit behavior of the first virtual game character.

[0044] Through the above steps S202 to S206, in the embodiment of the present disclosure, a first original behavior state of the first virtual game character is detected, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in the virtual game scene; based on the first original behavior state, a first target game skill of the first virtual game character is executed to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character, wherein the original dressing parameters are used to indicate the original dressing of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to indicate the original dressing of the third virtual game character; based on the target dressing parameters, the first virtual game character is controlled to execute a dressing-up behavior so that the first virtual game character has the original dressing of the third virtual game character. That is to say, in the case where the first virtual game character (which can be the infiltrating character) fails to execute the target game event, the disclosed embodiment can execute the first target game skill (dress-changing skill), and adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character, so that it is difficult for the second virtual game character to catch up with the first virtual game character, and the first virtual game character completes the execution of the game event, thereby achieving the goal of the infiltrating character efficiently and safely completing the task in the pursuing party, enriching the way to control the virtual game characters, thereby achieving the technical effect of enriching the control of the virtual game characters, and solving the technical problem that the method of controlling the virtual game characters is relatively single.

[0045] The above method of the embodiment of the present disclosure is further introduced below.

[0046] As an optional embodiment, the method may also include at least one of the following: adjusting the target dressing parameters of the third virtual game character to the original dressing parameters; in response to the game level of the first virtual game character satisfying the game level threshold, adjusting the facial parameters of the third virtual game character according to the facial parameters of the first virtual game character; controlling the third virtual game character to perform a target action associated with the original dressing parameters; controlling the third virtual game character to stop performing pathfinding operations.

[0047] In this embodiment, in the process of adjusting the original dressing parameters of the first virtual game character to the target dressing parameters, the method may further include at least one of the following situations to control the third virtual game character: adjusting the target dressing parameters of the third virtual game character to the original dressing parameters, thereby obtaining a third virtual game character wearing the same clothes as the first virtual game character, so as to disrupt the second virtual game character's pursuit of the first virtual game character.

[0048] In this embodiment, different degrees of dressing can be performed on first virtual game objects of different game levels to achieve the purpose of enriching the control of virtual game characters. For example, for a first virtual game object with a lower game level, only the clothing of the third virtual game character can be changed, and for a first virtual game object with a higher game level, the clothing and face of the third virtual game character can be changed. It should be noted that the changes here are only for example purposes, and as long as the process of adjusting the third virtual game character based on the game level of the first virtual game character is within the protection scope of this embodiment.

[0049] Optionally, it is determined whether the game level of the first virtual game character meets the game level threshold. In response to the game level of the first virtual game character meeting the game level threshold, the facial parameters of the third virtual game character can be adjusted according to the facial parameters of the first virtual game character to improve the similarity between the third virtual game character and the first virtual game character. Among them, the game level threshold can be set according to actual conditions, and can be level one, level two, level three, etc. This is only an example, and the size of the game level threshold is not specifically limited. The game level can be the growth level of the first virtual game character in the game. It should be noted that the adjusted facial parameters of the third virtual game character can be associated with the facial parameters of the first virtual game character, or can be the same as the facial parameters of the first virtual game character. The adjustment method of the facial parameters of the third virtual game character can be selected according to actual conditions, and no specific restrictions are made here.

[0050] For example, a first virtual game character that meets level five is preset. When executing the first target game skill, not only can the third virtual game character's clothing be made consistent with that of the first virtual game character, but the third virtual game character's face can also be made consistent with that of the first virtual game character. When executing the first target game skill on the first virtual game character, the in-game growth level of the first virtual game character can be determined. If the in-game growth level meets the game level threshold, the facial parameters of the first virtual game character can be adjusted to the facial parameters of the third virtual game character, so that the face of the third virtual game character is the same as that of the first virtual game character, so that the first virtual game character can create a bait similar to itself to produce the effect of deceiving the second virtual game character, thereby increasing the playability of the game.

[0051] In this embodiment, the third virtual game character can also be controlled to perform a target action associated with the original dress parameter. The target action can be a disguise action corresponding to the original dress parameter, for example, a random mixed action that matches the current clothes of the third virtual game character, recommended by the system, and is not specifically limited here.

[0052] Optionally, the interactive actions of the third virtual game character are randomly selected from the actions recommended in the corresponding costumes. When the costume of the third virtual game character is replaced, the selected new mixed-in actions are automatically executed to make the third virtual game character behave more like the first virtual game character wearing the current costume, so as to paralyze the enemy.

[0053] In this embodiment, the third virtual game character is controlled to stop performing the path-finding operation.

[0054] Optionally, the third virtual game character is controlled to stop path finding and play the selected interactive action in situ.

[0055] For example, when executing the first target game skill executed on the first virtual game character, the hypnotic skill is used on the third virtual game character, and the dressing process is entered. During the dressing process, if the third virtual game character has a path-finding movement, it will temporarily stop moving, the first virtual game character plays the skill action: quietly spraying gas to the third virtual game character, and the third virtual game character plays the hit action: smelling the gas, gradually showing discomfort, and finally falling into confusion and madness. This process lasts about two to three seconds until the casting is completed. At the same time, the growth level of the first virtual game character in the game can be judged. If the level is met, the face of the third virtual game character is changed to the face of the first virtual game character, and the clothes of the third virtual game character are changed to the clothes of the first virtual game character. After the casting is completed, the clothes of the first virtual game character are changed to the clothes of the hypnotized object (that is, the third virtual game character), and the clothes of the hypnotized object are changed to the clothes of the first virtual game character. The action corresponding to the clothes of the first virtual game character is selected to control the third virtual game character to play the interactive action in place.

[0056] In this embodiment, the actions, clothing, and movement lines of the third virtual game character can be changed to cooperate with camouflage decoding to induce the second virtual game character, causing the identity detection of the first virtual game character to fail. At the same time, the first virtual game character disguises itself as the second virtual game character, and after using the third virtual game character to deceive the second virtual game character, it disguises itself as bait to deceive the second virtual game character.

[0057] As an optional embodiment, step S204, executing the first target game skill of the first virtual game character based on the first original behavior state, includes: in response to the first original behavior state being that during the process in which the first virtual game character has not executed the target game event, the first virtual game character is at a position in the virtual game scene where the distance between the first virtual game character and the third virtual game character is less than a first distance threshold, executing the first target game skill of the first virtual game character.

[0058] In this embodiment, the first original behavior state is detected, and the distance between the first virtual game character and the third virtual game character in the virtual game scene is determined. In response to the first original behavior state being that the first virtual game character is in a position in the virtual game scene where the distance between the first virtual game character and the third virtual game character is less than a first distance threshold during the process in which the first virtual game character does not perform the target game event, the first target game skill of the first virtual game character can be performed. The first distance threshold can be a preset value, and can be a distance at which the first virtual game character and the third virtual game character can interact.

[0059] Optionally, when the distance between the first virtual game character and the third virtual game character is less than a first distance threshold, it indicates that the first virtual game character and the third virtual game character can interact with each other. Detect the first original behavior state. If the first original behavior state is that the first virtual game character is in a position in the virtual game scene where the distance between the first virtual game character and the third virtual game character is less than the first distance threshold while the first virtual game character is not executing the target game event, it is determined that the first target game skill of the first virtual game character can be executed. The first target game skill can be triggered automatically or passively, and the triggering method of the first target game skill is not specifically limited here.

[0060] For example, when the first virtual game character is within an interactive distance with a third virtual game character (i.e., a staff member) in the game, in response to the first original behavior state being that the first virtual game character is in a process where the first virtual game character is not executing a target game event and the first virtual game character is at a position in the virtual game scene where the distance between the first virtual game character and the third virtual game character is less than a first distance threshold, a control for the first target game skill (e.g., a first target game skill button) may appear at the location of the advanced interaction button, and the first target game skill may be passively triggered by triggering the control for the first target game skill, thereby changing the clothes of the first virtual game character.

[0061] For another example, if the first original behavior state is when the first virtual game character is not executing the target game event, and the first virtual game character is in a position in the virtual game scene where the distance between the first virtual game character and the third virtual game character is less than a first distance threshold, the first target game skill of the first virtual game character can be automatically activated, and when the third virtual game character approaches the first virtual game character, the third virtual game character can be changed.

[0062] In order to enrich the way of controlling virtual game characters, this embodiment proposes a method that can be used to adjust the dress of virtual game characters in a virtual game. In response to a first original behavior state that is, during the process in which the first virtual game character does not execute the target game event, the first virtual game character is in a position in the virtual game scene where the distance between the first virtual game character and the third virtual game character is less than a first distance threshold, the first target game skill of the first virtual game character can be executed. Therefore, during the game, the first virtual game character can be disguised through the skill of changing clothes, so that the first virtual game character can avoid being chased by the second virtual game character, thereby achieving the technical effect of enriching the control of virtual game characters and solving the technical problem that the way of controlling virtual game characters is relatively single.

[0063] As an optional embodiment, step S204, executing the first target game skill of the first virtual game character based on the first original behavior state to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character, includes: executing the first target game skill of the first virtual game character based on the first original behavior state to control the third virtual game character to stop performing pathfinding operations, and / or controlling the third virtual game character to perform a hitting action, and adjusting the original dressing parameters of the first virtual game character to the target dressing parameters of the controlled third virtual game character.

[0064] In an embodiment, when the first target game skill of the first virtual game character is executed based on the first original behavior state, the casting process of the third virtual game character will be entered. During the casting process of the third virtual game character, if the third virtual game character has a pathfinding operation, the third virtual game character is controlled to stop executing the pathfinding operation, and / or, the skill is released to the third virtual game character, so that the third virtual game character performs a hit action, and the original dress parameters of the first virtual game character are adjusted to the target dress parameters of the third virtual game character after control. Among them, the pathfinding operation can be used to move in the virtual game scene, and can be a pathfinding movement operation. The hit action can be used to characterize that the third virtual game character is attacked by a skill, and can be an action performed by the third virtual game character after being attacked, for example, it can be an action that gradually shows discomfort and eventually falls into confusion and madness. It should be noted that this is only an example, and the action performed by the third virtual game character after being attacked by the first target game skill can be designed according to the game scene, and no specific restrictions are made here.

[0065] Under normal circumstances, if the behavior of a third virtual game character changes, it will attract the attention of other virtual game characters, which will in turn affect certain game behaviors. Therefore, in order to avoid alerting other virtual game characters, during the execution of the first target game skill, if the third virtual game character has a pathfinding operation, the third virtual game character will be controlled to stop executing the pathfinding operation, and then the original dressing parameters of the third virtual game character will be adjusted, thereby avoiding alerting other virtual game characters and improving the gaming experience.

[0066] Optionally, when the first target game skill of the first virtual game character is executed based on the first original behavior state, the casting process of the third virtual game character will be entered. During the casting process, if the third virtual game character has no pathfinding operation, there is no need to control the third virtual game character to stop performing the pathfinding operation. The skill can be directly released to the third virtual game character to make the third virtual game character perform the attack action, and the original dressing parameters of the first virtual game character are adjusted to the target dressing parameters of the third virtual game character after control.

[0067] For example, based on the first original behavior state, the first target game skill of the first virtual game character is executed. When the first target game skill is executed, the hypnotic skill can be used on the third virtual game character to enter the casting process. During the casting process, if the third virtual game character has a pathfinding operation, the third virtual game character is controlled to temporarily stop the pathfinding operation to avoid the process of exchanging clothes being alerted by other staff members. At the same time, the skill is released to the third virtual game character, for example, gas is quietly sprayed to the third virtual game character, and the third virtual game character plays the action of being hit, for example, smelling the gas, gradually showing discomfort, and finally falling into confusion and crazy actions, and the original dressing parameters of the first virtual game character are adjusted to the target dressing parameters of the third virtual game character after control. The above process lasts for about 1 second, and the casting ends, and the first virtual game character dressed in the original dress of the third virtual game character is obtained.

[0068] As an optional embodiment, the method may further include: in response to the first virtual game character receiving the control operation, canceling the first target game skill for the first virtual game character.

[0069] In an embodiment, during the execution of the first target game skill, if the first virtual game character receives a control operation, the first target game skill is canceled for the first virtual game character. The control operation may be an operation that can produce an attack or control effect, and may be issued by other virtual game characters in the game scene.

[0070] Optionally, during the process of executing the first target game skill, if the first virtual game character receives an attack from the second virtual game character, the casting process is interrupted and the first target game skill is canceled for the first virtual game character.

[0071] In this embodiment, it is considered that the first virtual game character may be attacked by the second virtual game character during the execution of the first target game skill, thereby interrupting the casting process of changing clothes. Therefore, when the first virtual game character receives the control operation, the first target game skill is canceled for the first virtual game character, and the method of controlling the virtual game character is enriched by adding a scene of canceling the first target game skill.

[0072] As an optional embodiment, the method may further include: detecting a second original behavior state of the first virtual game character, wherein the second original behavior state is used to represent the process of the first virtual game character executing a target game event in a virtual game scene; in the second original behavior state, in response to the distance between the first virtual game character and the second virtual game character being less than a second distance threshold, executing a second target game skill of the first virtual game character to adjust the first original execution speed of the first virtual game character to the first target execution speed, wherein the second virtual game character moves toward the target position where the first virtual game character is when executing the target game event, and the first original execution speed is used to represent the speed at which the first virtual game character starts to execute the target game event.

[0073] In an embodiment, the behavior of the first virtual game character in the virtual game is captured, and when the first virtual game character executes a target game event in the virtual game scene, a second original behavior state of the first virtual game character is detected. In the second original behavior state, it is determined whether the distance between the first virtual game character and the second virtual game character is less than a second distance threshold, and in response to the distance between the first virtual game character and the second virtual game character being less than the second distance threshold, the second target game skill of the first virtual game character can be executed to adjust the first original execution speed of the first virtual game character to the first target execution speed.

[0074] Optionally, the second original behavior state can be used to represent the process of the first virtual game character executing the target game event in the virtual game scene, for example, it can be used to represent the process of the first virtual game character executing the deciphering event. The second distance threshold can be a pre-set distance, for example, it can be 3 meters, 5 meters, etc., which is only for example, and the size of the second distance threshold is not specifically limited. The second target game skill can be a deciphering acceleration skill, which is used to characterize the skill of accelerating the deciphering of the first virtual game character. The first original execution speed can be the speed at which the first virtual game character starts to decipher, which can be used to represent the speed at which the first virtual game character starts to execute the target game event, for example, it can be 6 meters per second, 8 meters per second, etc., which is only for example, and the first original execution speed is not specifically limited. The first target execution speed can be the execution speed obtained after adjusting the first original execution speed.

[0075] Optionally, when the first virtual game character performs a target game event in a virtual game scene, a second original behavior state of the first virtual game character is detected, and in the second original behavior state, the second virtual game character moves toward the target position where the first virtual game character is when performing the target game event, until the distance between the first virtual game character and the second virtual game character is less than a second distance threshold, and then the second target game skill of the first virtual game character is performed to adjust the first original execution speed of the first virtual game character to the first target execution speed. The target position may be a decoding point where the first virtual game character performs decoding in the virtual scene, or may be a position at the center of an inner circle.

[0076] Optionally, during the decoding process of the first virtual game character, when there is a second virtual game character nearby, the decoding speed will be gradually increased.

[0077] Optionally, a first target area is provided, and the first target area can be an inner circle of the decoding point. The first virtual game character is located at the center of the inner circle, that is, the decoding point for decoding, and when the second virtual game character approaches and the distance between the two is less than a second distance threshold, the first virtual game character feels the heartbeat and executes the second target game skill of the first virtual game character.

[0078] For example, when the first virtual game character is deciphering in the virtual game, the second original behavior state of the first virtual game character is detected. At this time, assuming that the first virtual game character is deciphering in an inner circle with the deciphering point as the center position, and the second virtual game character is moving toward the first virtual game character, when the distance between the two is less than the distance threshold, the first original execution speed of the first virtual game character can be increased so that the first virtual game character deciphers according to the adjusted first target execution speed.

[0079] For another example, when the first virtual game character is deciphering at the center of the inner circle, the second virtual game character (i.e., the enemy) approaches the first virtual game character and feels the heartbeat, and in response to the distance between the first virtual game character and the second virtual game character being less than the second distance threshold, the second target game skill is triggered. The center of the inner circle may be the deciphering point.

[0080] As an optional embodiment, adjusting a first original execution speed in a first virtual game character to a first target execution speed includes: in response to the first virtual game character being in a first target area, accelerating the first original execution speed to the first target execution speed based on a first target acceleration, wherein the first target area includes a target position, and the first target acceleration increases according to time units.

[0081] In an embodiment, it is determined whether the first virtual game character is in the first target area. In response to the first virtual game character being in the first target area, the first original execution speed can be accelerated to the first target execution speed based on the first target acceleration, for example, the decryption speed can be. The first target area can be centered on the decryption point of the first virtual game character, and the inner circle of the decryption point obtained can include the target position. The first original execution speed can also be called the decryption speed.

[0082] Optionally, in the process of accelerating the first original execution speed to the first target execution speed based on the first target acceleration, the first target acceleration may be added to the first original execution acceleration according to time units. For example, the first target acceleration may be increased at a rate of 3% per second.

[0083] For example, if the first target acceleration is preset to 3%, when the first virtual game character is in the first target area, the decoding speed can be increased by 3% of the first target acceleration per second, and the first target acceleration will increase by 3% per second. It should be noted that the above numbers are only for illustration and are not specifically limited here.

[0084] As an optional embodiment, in response to the first virtual game character transferring from executing a target game event in a first target area to executing a target game event in a second target area, the second original execution speed is accelerated to the second target execution speed based on a second target acceleration, wherein the second target area is a peripheral area of ​​the first target area, the second target acceleration is greater than the first target acceleration, and the second original execution speed is used to represent the speed at which the first virtual game character starts executing the target game event in the second target area.

[0085] In an embodiment, when the first virtual game character transfers from executing the target game event in the first target area to executing the target game event in the second target area, the second original execution speed can be accelerated to the second target execution speed based on the second target acceleration. The second target area can be the peripheral area of ​​the first target area, and can be the outer circle of the decryption point. The second original execution speed is used to indicate the speed at which the first virtual game character starts to execute the target game event in the second target area.

[0086] Since the decryption speed increases less in the inner circle of the decryption point and increases more in the outer circle of the decryption point, the second target acceleration in the second target area is greater than the first target acceleration in the first target area.

[0087] Optionally, when the second virtual game character approaches the target position, the first virtual game character moves from the first target area to the second target area to stay away from where the second virtual game character may approach. In response to the first virtual game character moving from executing the target game event in the first target area to executing the target game event in the second target area, the second original execution speed may be accelerated to the second target execution speed based on the second target acceleration.

[0088] As an optional embodiment, accelerating the second original execution speed to the second target execution speed based on the second target acceleration includes: accelerating the second original execution speed based on the second target acceleration to obtain a second target execution speed less than or equal to a first speed threshold, wherein the first speed threshold is associated with the second target area, and / or the game level of the first virtual game character.

[0089] In an embodiment, there is a numerical upper limit for increasing the second target execution speed. That is, in the second target area, the second original execution speed is accelerated based on the second target acceleration, and the second target execution speed obtained is less than or equal to the first speed threshold. Among them, the first speed threshold is affected by various conditions, for example, it is related to factors such as the area where the first virtual game character is located, the game level, etc., and can be a pre-set value, which can also be called an upper limit value. The second target execution speed can also be called a decryption speed.

[0090] Optionally, in the second target area, the second target execution speed obtained by acceleration cannot exceed a first speed threshold. The first speed threshold is affected by the first virtual game character being in the outer circle of decryption; and / or the game level of the first virtual game character growing in the game.

[0091] Optionally, the second original execution speed is accelerated based on the second target acceleration, and the obtained second target execution speed cannot exceed the first speed threshold. If the second target acceleration exceeds the first speed threshold, the second target acceleration can be adjusted to the first speed threshold.

[0092] As an optional embodiment, accelerating the first original execution speed to the first target execution speed based on the first target acceleration includes: accelerating the first original execution speed based on the first target acceleration to obtain a first target execution speed that is less than or equal to a second speed threshold, wherein the second speed threshold is associated with the first target area, and / or the game level of the first virtual game character.

[0093] In an embodiment, when the first original execution speed is accelerated based on the first target acceleration, the first target execution speed obtained is less than or equal to the second speed threshold. The second speed threshold is associated with the first target area and / or the game level of the first virtual game character. For example, the higher the game level, the greater the second speed threshold. It should be noted that this is only for example description, and no specific limitation is imposed on the method for determining the second speed threshold.

[0094] Optionally, the second speed threshold is affected by whether the first virtual game character is in the first target area and by the game level. It can be configured separately for different first virtual game characters according to actual conditions. For example, for different game levels of a first virtual game character, the second speed threshold corresponding to different game levels can be set or modified.

[0095] Optionally, as time goes by, the first original execution speed will become faster and faster, but since the first target execution does not exceed the second speed threshold, when the first original execution speed is accelerated based on the first target acceleration and the obtained first target execution speed is equal to the second speed threshold, the first target execution speed maintains the current value and does not change.

[0096] For example, the decryption speed of the first game virtual character can be determined by the following formula:

[0097] The decryption speed of the first virtual game character = basic decryption speed (after being modified by the game level) * inner / outer circle coefficient * addition and subtraction coefficient * multiplication and division coefficient.

[0098] Among them, the basic decryption speed can be the first original execution speed adjusted by the game level; the inner / outer circle coefficient can be determined by the area where the first virtual game character is located, and can be pre-set; the addition and subtraction coefficients and the multiplication and division coefficients can be used to adjust the decryption speed, can be pre-set values, and can be affected by the first virtual game character and skills.

[0099] As an optional embodiment, in the process of accelerating the first original execution speed based on the first target acceleration, in response to the accelerated first original execution speed reaching a third speed threshold, a first prompt information corresponding to the third speed threshold is played, wherein the third speed threshold is less than or equal to the second speed threshold.

[0100] In an embodiment, the first prompt information corresponding to the third speed threshold may be pre-equipped. In the process of accelerating the first original execution speed based on the first target acceleration, when the accelerated first original execution speed reaches the third speed threshold, the first prompt information corresponding to the third speed threshold is provided. The third speed threshold is less than the second speed threshold. The first prompt information may be a functional sound effect (e.g., a UI sound effect) for prompting the first virtual game player and / or the second virtual game player the deciphering speed of the first virtual game player.

[0101] Optionally, in the process of improving the first original execution speed, different first prompt information can be set, and it can be set whether the first prompt information can be heard by all second virtual game characters around the first virtual game character, and other virtual game characters in the same game camp as the first virtual game character, and can be set to inaudible by default.

[0102] For example, the first prompt information corresponding to the third speed threshold can be pre-set as follows: when the third speed threshold is 7 meters per second, the first sound effect can be played; when the third speed threshold is 9 meters per second, the second sound effect can be played; when the third speed threshold is 8 meters per second, the third sound effect can be played. In the process of accelerating the first original execution speed based on the first target acceleration, when the first original execution speed after acceleration reaches 7 meters per second, the first sound effect can be played; when the first original execution speed after acceleration reaches 9 meters per second, the second sound effect can be played; when the first original execution speed after acceleration reaches 9 meters per second, the third sound effect can be played.

[0103] In this embodiment, in addition to setting different speed thresholds corresponding to different first prompt information, prompt information corresponding to the increased value of the first original execution speed may also be set.

[0104] For example, it can be preset that when the decoding speed increases by 0.1%, sound effect A can be played; when the decoding speed increases by 10.0%, sound effect B can be played; when the decoding speed increases by 20.0%, sound effect C can be played. In the process of accelerating the first original execution speed based on the first target acceleration, when the first original execution speed increases by 0.1%, sound effect A can be played; when the first original execution speed increases by 10.0%, sound effect B can be played; when the first original execution speed increases by 20.0%, sound effect C can be played. When the first original execution speed stops being accelerated, sound effect D can be played.

[0105] In this embodiment, in the process of improving the first original execution speed, different improvement situations may correspond to different first prompt information, thereby achieving the purpose of enriching the game effect.

[0106] As an optional embodiment, in response to the distance between the first virtual game character and the second virtual game character being less than a second distance threshold, executing the second target game skill of the first virtual game character, including: in response to the distance between the first virtual game character and the second virtual game character being less than the second distance threshold and the first virtual game character is not in a moving state, executing the second target game skill of the first virtual game character.

[0107] In the embodiment, the condition for executing the second target game skill is that, in the second original behavior state of the first virtual game character, in response to the distance between the first virtual game character and the second virtual game character being less than the second distance threshold, and the first virtual game character itself is not in a moving state, the second target game skill of the first virtual game character will be executed. The moving state may be a running state, a walking state, etc., which is only an example here and does not specifically limit the moving state.

[0108] Optionally, when the first virtual game character is in the second original behavior state, if the distance between the first virtual game character and the second virtual game character is less than a second distance threshold, the first virtual game character can enter the heartbeat state by itself, and a heartbeat prompt appears on the screen to determine whether the first virtual game character is in a running state. If the first virtual game character itself is not in a moving state, the second target game skill can be activated.

[0109] Optionally, when a second virtual game character appears within a certain range of the first virtual game character, a heartbeat prompt may appear in the game scene to prompt the first virtual game character that an enemy is approaching.

[0110] In this embodiment, the triggering time of the second target game skill is when the first virtual game character senses the heartbeat during the decoding process, and the first virtual game character itself is not in a moving state. Among them, the range of the first virtual game character sensing the heartbeat is different, and the distance (that is, the second distance threshold) of the first virtual game character sensing the heartbeat can be determined according to the game level of the first virtual game character. For example, when the game level is 7, the distance of sensing the heartbeat is 30; when the game level is 6, the distance of sensing the heartbeat is 26; when the game level is 5, the distance of sensing the heartbeat is 24; when the game level is 4, the distance of sensing the heartbeat is 23; when the game level is 3, the distance of sensing the heartbeat is 22; when the game level is 2, the distance of sensing the heartbeat is 21; when the game level is 1, the distance of sensing the heartbeat is 20.

[0111] As an optional embodiment, in response to at least one of the following conditions, the second target game skill is canceled for the first virtual game character: the time duration that the first virtual game character is in the moving state meets the time threshold; the first virtual game character stops executing the target game event; the first virtual game character does not detect the distance between the first virtual game character and the second virtual game character.

[0112] In an embodiment, when the duration of the first virtual game character in the moving state meets the duration threshold, the second target game skill can be cancelled; or when the first virtual game character stops executing the target game event, the second target game skill can be cancelled; or when the first virtual game character does not detect the distance between the first virtual game character and the second virtual game character, the first virtual game character is not in a heartbeat state, and the second target game skill can be cancelled. Among them, the size of the duration threshold can be set according to actual conditions, and can be 1 second, 2 seconds, etc. This is only for example, and the size of the duration threshold is not specifically limited.

[0113] For example, when the first virtual game character keeps running for more than 1 second, the second target game skill can be cancelled. Or when the first virtual game character stops deciphering, the second target game skill can be cancelled. Or, when the second virtual game character moves away from the first virtual game character, so that the first virtual game character cannot detect the distance between the first virtual game character and the second virtual game character, the second target game skill can be cancelled.

[0114] In this embodiment, during the decoding process, when the presence of a second virtual game character around causes the heartbeat to accelerate, the first virtual game character will feel excited to gradually increase the decoding speed, and the decoding speed increases less in the inner circle of the decoding point and increases more in the outer circle of the decoding point. The highest decoding speed is reached after the target time after the acceleration begins, and the decoding speed is controlled to stop increasing. When the first virtual game character wants to cancel the second target game skill, the second target game skill can be canceled in a variety of ways. For example, the first virtual game character can run continuously for 1.5 seconds to cause the second target game skill to fail.

[0115] As an optional embodiment, in response to canceling the second target game skill for the first virtual game character, at least one of the following is performed: based on the duration of the first target execution speed, the movement speed of the first virtual game character performing the movement behavior is accelerated; and the second prompt information is played.

[0116] In an embodiment, when the first target game skill takes effect, the duration of the first target execution speed can be recorded. When the first target game skill is cancelled for the first virtual game character, the movement speed of the first virtual game character's movement behavior can be accelerated, or when the second target game skill is cancelled, the second prompt information can be played. The second prompt information can be a preset sound effect.

[0117] Optionally, when the second target game skill fails, the first virtual game character changes from the decryption stage to the pursuit stage, and the movement speed of the first virtual game character performing the movement behavior can be accelerated. The longer the acceleration time, the stronger the acceleration effect.

[0118] For example, if the first virtual game character grows to level three in the virtual game while implementing the second target game skill, when the second target game skill is turned off, the first virtual game character can escape by accelerating, and the acceleration effect can be set to last for 1 second, and at the same time, the duration of the decryption acceleration is reset to 0. The value of the increased movement speed can be a specific acceleration value (configurable by the planner)*characteristic one duration of decryption acceleration.

[0119] In the disclosed embodiment, when the first virtual game character (which may be the infiltrating character) fails to execute the target game event, the first target game skill (dress-changing skill) may be executed, and the original dressing parameters of the first virtual game character may be adjusted to the target dressing parameters of the third virtual game character, so that it is difficult for the second virtual game character to catch up with the first virtual game character, and the first virtual game character completes the execution of the game event, thereby achieving the goal of the infiltrating character efficiently and safely completing the task in the pursuing party, enriching the way of controlling the virtual game characters, thereby achieving the technical effect of enriching the control of the virtual game characters, and solving the technical problem of the relatively single method of controlling the virtual game characters.

[0120] The technical solution of the embodiment of the present disclosure is further described below with reference to preferred implementation modes, and is further described with reference to a method for activating a game skill.

[0121] At present, in competitive games, game skills for controlling game characters to launch preset moves are usually generated according to the state parameters of the virtual game characters in designated parts. However, this control method is relatively simple and only focuses on improving the combat performance of the characters themselves. It is difficult to ensure that the stealing characters can efficiently and safely complete the tasks in the pursuing party. There is a technical problem that the way to control virtual game characters is relatively simple.

[0122] To solve the above problems, in the decoding process, the embodiment of the present disclosure adjusts the first original execution speed based on the heartbeat of the first virtual game character for the second target game skill by feeling the heartbeat of the first virtual game character. For example, when the heartbeat increases by 1% per second, the first original execution speed increases by 10%. However, the second target game skill fails when running. That is, in the process of opening the second target game skill, the first original execution speed is gradually increased according to the heartbeat of the first virtual game character. When the first virtual game character runs, the first target game skill can be automatically turned off, and different playback sound effects can be corresponding to different situations; for the first target game skill, the first virtual game character can release the first target game skill, and the button of the first target game skill can realize the interaction between the first virtual game character and the third virtual game character (for example, staff) in the game, so that the first virtual game character can simulate the staff. The embodiment of the present disclosure realizes the technical effect of enriching the control of the virtual game character through the triggering and control of the above two target game skills, and solves the technical problem that the method of controlling the virtual game character is relatively single.

[0123] The following is a further introduction to the embodiments of the present disclosure.

[0124] In this embodiment, the first virtual game character is disguised by the first target game skill, and the first virtual game character is swapped with a third virtual game character (e.g., a staff member) to create a bait to induce the second virtual game character to fail the identity detection of the first virtual game character. And the second target game skill is used only for disguised deciphering. When the second virtual game character exists around the first virtual game character, the deciphering speed of the first virtual game character can be gradually increased. By adding the control logic and rules of the above target game skills, the technical effect of enriching the control of the virtual game character is achieved, and the technical problem of the relatively single way of controlling the virtual game character is solved.

[0125] In this embodiment, the second target game skill can be used to improve the deciphering ability of the first virtual game character. The icon rule of the second target game skill can be set to the display layer number. During the deciphering process of the first virtual game character, when the first virtual game character is surrounded by the second virtual game character and causes the heartbeat to accelerate, the first virtual game character will feel excited to execute the second target game skill. In response to executing the second target game skill, the deciphering speed of the first virtual game character can be gradually improved.

[0126] Optionally, the decoding speed increases slightly when the decoding point is in the inner circle, and increases significantly when the decoding point is in the outer circle, and reaches the highest decoding speed 10 seconds after the acceleration starts, and does not increase.

[0127] Optionally, if the first virtual game character continues to run for 1.5 seconds, the second target game skill will be invalid. It should be noted that the above numbers are only examples, and the time can be selected according to actual conditions, and no specific limitation is made here.

[0128] Optionally, the triggering time of the second target game skill is when the first virtual game character senses the heartbeat during the decoding process, and the first virtual game character itself is not in a moving state. Among them, the range of the first virtual game character sensing the heartbeat is different, and the distance (that is, the second distance threshold) at which the first virtual game character senses the heartbeat can be determined according to the game level of the first virtual game character. For example, when the game level is 7, the distance for sensing the heartbeat is 30; when the game level is 6, the distance for sensing the heartbeat is 26; when the game level is 5, the distance for sensing the heartbeat is 24; when the game level is 4, the distance for sensing the heartbeat is 23; when the game level is 3, the distance for sensing the heartbeat is 22; when the game level is 2, the distance for sensing the heartbeat is 21; when the game level is 1, the distance for sensing the heartbeat is 20. The moving speed of the second virtual game character can be set to 6 meters per second.

[0129] Optionally, Figure 3is a schematic diagram of a third virtual game character moving toward a decryption point according to one embodiment of the present disclosure, such as Figure 3 As shown, when the first virtual game character, for example, decodes at the center of the inner circle, the second virtual game character starts to move with the center of the inner circle as the end point. The first virtual game character feels the heartbeat and triggers the second target game skill. Figure 4 is a schematic diagram of the movement of a first virtual game character according to one embodiment of the present disclosure, such as Figure 4 As shown, the second virtual game character continues to approach the decryption point, and the first virtual game character moves away from the second virtual game character, transferring from the inner circle to the outer circle for decryption while moving away from the direction in which the second virtual game character may approach. Figure 5 is a schematic diagram of the travel distance according to one embodiment of the present disclosure, such as Figure 5 As shown, based on the battle situation of the first virtual game character and the second virtual game character, the shortest and longest travel distances of the second target game skill are determined respectively. The second virtual game character has a chance to search for the second virtual game character only after completing the travel distance.

[0130] For example, when the first virtual game character feels the heartbeat during the decoding process, the decoding speed will be gradually increased, for example, by 1% per second, and up to 10%. When the first virtual game character is running, this feature is invalid.

[0131] In this embodiment, when the first virtual game character is in the second original behavior state, Figure 6 is a schematic diagram of a heartbeat prompt according to one embodiment of the present disclosure, such as Figure 6 As shown, if the distance between the first virtual game character and the second virtual game character is less than the second distance threshold, the first virtual game character can enter the heartbeat state by itself, and a heartbeat prompt appears on the screen to determine whether the first virtual game character is in a running state. If the first virtual game character itself is not in a moving state, the second target game skill can be activated.

[0132] For example, when the first virtual game character is in a decoding state, enters a heartbeat state, and is not in a running state, the activation of the second target game skill can be controlled.

[0133] Optionally, during the process of activating the second target game skill, the decryption speed can be gradually increased, and the decryption speed can be determined by the following formula:

[0134] The decryption speed of the first virtual game character = basic decryption speed (corrected by the competition rank) * inner / outer circle coefficient * addition and subtraction coefficient * multiplication and division coefficient

[0135] Among them, the basic decryption speed can be the first original execution speed adjusted by the game level; the inner / outer circle coefficient can be determined by the area where the first virtual game character is located, and can be pre-set; the addition and subtraction coefficients and the multiplication and division coefficients can be used to adjust the decryption speed, and can be pre-set values.

[0136] Optionally, the value of the first virtual character's deciphering speed improvement may be determined by the following formula:

[0137] The decryption speed increased by the first virtual game character = (X*time elapsed+Y*time elapsed^2)*Z

[0138] Among them, X, Y, and Z can be the configuration of the values ​​by technical personnel after the game is developed to adjust the decryption curve.

[0139] For example, in the process of accelerating the first original execution speed based on the first target acceleration, the decryption speed can be increased at a variable rate of 3% per second, that is, the first target acceleration of the decryption speed is 3%, and the first target acceleration will increase by 3% per second.

[0140] Figure 7 is a schematic diagram of a deciphering speed curve according to one embodiment of the present disclosure, such as Figure 7 As shown, the vertical axis of the curve corresponds to the value of the basic decryption speed that changes with time after the skill is activated. The longer the decryption is accelerated in the outer circle, the stronger the acceleration of the outer circle decryption progress will feel, and eventually it will reach the same speed as the inner circle.

[0141] In this embodiment, there is a numerical upper limit for improving the decryption speed of the first virtual game character. The upper limit value is affected by whether the character is in the inner circle or the outer circle of decryption; it is affected by the game level of the character's in-game growth; it is affected by the game level upper limit. The numerical upper limit of each game level can be configured separately. For example, the numerical upper limit of the character at all game levels can be modified for a certain in-game growth level of the character.

[0142] Optionally, the value of the decryption speed increase cannot exceed the upper limit. If the decryption speed exceeds the upper limit, the value needs to be adjusted to the upper limit.

[0143] For example, in the first target area or the second target area, the first target execution speed or the second target execution speed obtained by acceleration cannot exceed the first speed threshold or the second speed threshold. The first speed threshold or the second speed threshold is affected by the position of the first virtual game character and / or the game level of the first virtual game character's growth in the game. For example, the first speed threshold for deciphering the outer circle is different from the second speed threshold for deciphering the inner circle; the higher the game level, the larger the second speed threshold, etc. This is only for example and does not specifically limit the impact.

[0144] For another example, the second original execution speed is accelerated based on the second target acceleration, and the obtained second target execution speed cannot exceed the first speed threshold. If the second target acceleration exceeds the first speed threshold, the second target acceleration can be adjusted to the first speed threshold.

[0145] In this embodiment, when the second target game skill takes effect, the duration of the decryption acceleration of the first virtual game character can be recorded.

[0146] Optionally, during the process of activating the second target game skill, the second target game skill is turned off if any one of the following conditions is met: when the first virtual game character stops executing the target game event, when the first virtual game character does not detect the distance between the first virtual game character and the second virtual game character, the first virtual game character is not in a heartbeat state, and when the first virtual game character continues running for a duration that meets a duration threshold.

[0147] Optionally, when the second target game skill is turned off, if the first virtual game character grows by 3 levels in the game, the movement speed can be increased, and the acceleration effect can last for 1 second. The value of the increased movement speed can be calculated by the following formula:

[0148] The value of the movement speed increase = the specific acceleration value * the duration of the characteristic one decoding acceleration

[0149] Among them, the specific acceleration value can be a pre-set configurable item, which can be selected according to actual conditions.

[0150] Optionally, after turning off the second target game skill, the value of the duration of the deciphering acceleration is reset to 0.

[0151] In this embodiment, during the process of increasing the decryption speed, different sound effects may be played according to the value of the increase in the decryption speed.

[0152] For example, it is preset that when the decoding speed increases by 0.1%, sound effect A can be played; when the decoding speed increases by 10.0%, sound effect B can be played; when the decoding speed increases by 20.0%, sound effect C can be played. In the process of accelerating the first original execution speed based on the first target acceleration, when the first original execution speed increases by 0.1%, sound effect A can be played; when the first original execution speed increases by 10.0%, sound effect B can be played; when the first original execution speed increases by 20.0%, sound effect C can be played. When the first original execution speed stops being increased, sound effect D can be played.

[0153] In this embodiment, the first target game skill can also be called a dress-up skill feature, which is used to improve the interference ability of the first virtual game character on the second virtual game character, and the icon rule of the first target game skill can be set as a cooldown countdown. This feature can be used to hypnotize a staff member so that a staff member exchanges clothes with the first virtual game character, and after the clothes are exchanged, the staff member can be controlled to play a random mixed action that matches the current clothes, is recommended by the system, and deceives the second virtual game character.

[0154] Optionally, a cooling time of the first target game skill may be set, for example, 20 seconds or 60 seconds, etc. This is only an example and does not impose any specific limitation on the cooling time.

[0155] In this embodiment, since the first virtual game character will continuously improve the game level in the virtual game, in order to improve the success rate and benefits of the disguise decryption gameplay, different effects can be set for the first virtual game characters of different game levels.

[0156] For example, for a primary first virtual game character, in order to achieve the highest decoding speed of the primary first virtual game character, when the first virtual game character decodes the outer circle of the point, the maximum speed is reached 15 seconds after the acceleration begins. For an intermediate first virtual game character, the first target game skill can also change the face of the third virtual game character to make it the same as the face of the first virtual game character. For an advanced first virtual game character, when the second target game skill fails, the first virtual game character can obtain the acceleration effect within the target time, for example, it can be a 1-second acceleration effect. The longer the acceleration time, the stronger the acceleration effect, thereby enriching the way to control the virtual game character.

[0157] In this embodiment, when the first virtual game character is within the interactive distance with the staff, a first target game skill button (i.e., first target game skill button) may appear at the position of the advanced interaction button, and the bottom copy of the skill button may be hypnotic, which is used to prompt the selected staff to be hypnotized. The staff may be all staff in the game except key figures and sponsors.

[0158] Figure 8 is a schematic diagram of a skill button display interface according to one embodiment of the present disclosure, such as Figure 8 As shown, multiple skills can be displayed in the game scene, for example, the first target game skill 801, skill 802, skill 803, and skill 804. Among them, the first target game skill button has the highest priority and is displayed first. When the skill is in a cooling state, the skill button is not displayed. If the advanced interaction button has other skills, the corresponding skills are displayed.

[0159] For example, if the first virtual game character has other skill buttons in the advanced exchange button, such as the bribery skill for passing the talent secret line, the skill button can be displayed first when the first target game skill is not on cooldown; when the first target game skill is on cooldown, the bribery skill for passing the talent secret line will be displayed.

[0160] In this embodiment, the first target game skill of the first virtual game character is executed based on the first original behavior state. When the first target game skill is executed, the hypnotic skill can be used on the third virtual game character to enter the casting process. During the casting process, if the third virtual game character has a pathfinding operation, the third virtual game character is controlled to temporarily stop performing the pathfinding operation to avoid the process of exchanging clothes being alerted by other staff members. At the same time, the skill is released to the third virtual game character, for example, gas is quietly sprayed to the third virtual game character, and the third virtual game character plays the action of being hit, for example, smelling the gas, gradually showing discomfort, and finally falling into confusion and crazy actions, and the original dressing parameters of the first virtual game character are adjusted to the target dressing parameters of the third virtual game character after control. The above process lasts for about 1 second, and the casting ends, and the first virtual game character dressed in the original dress of the third virtual game character is obtained. At the same time, the third virtual game character can randomly select the interactive actions of the third virtual game character from the actions recommended in the corresponding costumes. When the costume of the third virtual game character is replaced, the selected mixed-in actions are automatically executed to make the third virtual game character behave more like the first virtual game character wearing the current costume, so as to paralyze the enemy.

[0161] Optionally, the game level of the first virtual game character in the game can be determined, and if the level is met, the face of the third virtual game character is changed to the face of the first virtual game character. The face replacement can be achieved by changing the head model.

[0162] Optionally, when the first virtual game character is attacked or controlled by the defender, the casting process may be stopped.

[0163] In this embodiment, the second target game skill is used to continuously improve the decoding speed during the decryption stage during disguised decryption; the first target game skill is used to change the actions, clothing, and movement lines of the third virtual game character around the decryption point, and cooperate with disguised decryption to induce the second virtual game character to fail the identity detection. At the same time, around the decryption point, after using the third virtual game character to deceive the second virtual game character, the third virtual game character is disguised as bait to deceive the second virtual game character. When the decryption is switched to the pursuit stage, it can be set that if the first virtual game character grows by 3 levels in the game, the escape is accelerated, thereby achieving a technical effect of enriching the control of the virtual game character and solving the technical problem that the method of controlling the virtual game character is relatively single.

[0164] 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 relevant technology, 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.

[0165] In the present embodiment, a virtual game character information processing device is also provided, which is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions thereof will not be repeated. As used below, the term "unit" may implement a combination of software and / or hardware of 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 contemplated.

[0166] Fig. 9 is a structural block diagram of an information processing device for a virtual game character according to an embodiment of the present disclosure, such as Fig. 9 As shown, the virtual game character information processing device 900 provides a graphical user interface through a terminal device, and the display content of the graphical user interface includes a virtual game scene, and a first virtual game character and a second virtual game character located in the virtual game scene, and the first virtual game character and the second virtual game character belong to different game camps. The device may include: a detection unit 902, an adjustment unit 904 and an update unit 906.

[0167] The detection unit 902 is used to detect a first original behavior state of the first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in the virtual game scene.

[0168] The adjustment unit 904 is used to execute the first target game skill of the first virtual game character based on the first original behavior state to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character, wherein the original dressing parameters are used to represent the original dressing of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to represent the original dressing of the third virtual game character.

[0169] The updating unit 906 is used to control the first virtual game character to perform a dress-changing behavior based on the target dress parameter, so that the first virtual game character has the original dress of the third virtual game character.

[0170] In this embodiment, a first original behavior state of a first virtual game character is detected by a detection unit, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in a virtual game scene; an adjustment unit is used to execute a first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of a third virtual game character, wherein the original dressing parameters are used to indicate the original dressing of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to indicate the original dressing of the third virtual game character; an updating unit is used to control the first virtual game character to execute a dressing-up behavior based on the target dressing parameters, so that the first virtual game character has the original dressing of the third virtual game character, thereby achieving a technical effect of enriching the control of virtual game characters and solving the technical problem that the method for controlling virtual game characters is relatively single.

[0171] It should be noted that the above-mentioned units 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 are all located in the same processor; or the above-mentioned units are located in different processors in any combination.

[0172] 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.

[0173] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0174] S1, detecting a first original behavior state of a first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in a virtual game scene;

[0175] S2, executing a first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dress parameters of the first virtual game character to the target dress parameters of the third virtual game character, wherein the original dress parameters are used to represent the original dress of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dress parameters are used to represent the original dress of the third virtual game character;

[0176] S3, based on the target dressing parameter, controlling the first virtual game character to perform a dressing behavior, so that the first virtual game character has the original dressing of the third virtual game character.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0181] S1, detecting a first original behavior state of a first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in a virtual game scene;

[0182] S2, executing a first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dress parameters of the first virtual game character to the target dress parameters of the third virtual game character, wherein the original dress parameters are used to represent the original dress of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dress parameters are used to represent the original dress of the third virtual game character;

[0183] S3, based on the target dressing parameter, controlling the first virtual game character to perform a dressing behavior, so that the first virtual game character has the original dressing of the third virtual game character.

[0184] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.

[0185] Fig.10 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Fig.10 As shown, the electronic device 1000 is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0186] like Fig.10 As shown, the electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 may include but are not limited to: the at least one processor 1010, the at least one memory 1020, a bus 1030 connecting different system components (including the memory 1020 and the processor 1010), and a display 1040.

[0187] The memory 1020 stores program codes, which can be executed by the processor 1010, so that the processor 1010 executes the steps described in the method part of the embodiment of the present disclosure according to various exemplary embodiments of the present disclosure.

[0188] The memory 1020 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 10201 and / or a cache memory unit 10202, and may further include a read-only memory unit (ROM) 10203, 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.

[0189] In some examples, the memory 1020 may also include a program / utility 10204 having a set (at least one) of program modules 10205, such program modules 10205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment. The memory 1020 may further include a memory remotely disposed relative to the processor 1010, and these remote memories may be connected to the electronic device 1000 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.

[0190] The bus 1030 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 1010, or a bus using any of a variety of bus architectures.

[0191] The display 1040 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 1000 .

[0192] Optionally, the electronic device 1000 may also communicate with one or more external devices 1400 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 1000, and / or any device that enables the electronic device 1000 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 1050. Furthermore, the electronic device 1000 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 1060. Fig.10 As shown, the network adapter 1060 communicates with other modules of the electronic device 1000 via the bus 1030. It should be understood that although Fig.10 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, redundant array of independent disks (RAID) systems, tape drives, and data backup storage systems.

[0193] The electronic device 1000 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.

[0194] It can be understood by those skilled in the art that Fig.10 The structure shown is only for illustration and does not limit the structure of the above electronic device. Fig.10 More or fewer components as shown, or with Figure 1The memory 1020 may be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the information processing method for the virtual game character in the embodiment of the present disclosure. The processor 1010 executes various functional applications and data processing by running the computer programs stored in the memory 1020, that is, implements the above-mentioned information processing method for the virtual game character.

[0195] 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.

[0196] 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.

[0197] In the several embodiments provided in the present disclosure, 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 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.

[0198] 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 over multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0199] 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.

[0200] 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, or the part that contributes to the relevant technology or all or part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for 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 various embodiments 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, etc. Various media that can store program codes.

[0201] The above are only preferred embodiments 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 principles of the present disclosure. These improvements and modifications should also be regarded as the protection scope of the present disclosure.

Claims

1. A method for processing information of a virtual game character, characterized in that: A graphical user interface is provided through a terminal device, wherein display content of the graphical user interface includes a virtual game scene, and a first virtual game character and a second virtual game character located in the virtual game scene, wherein the first virtual game character and the second virtual game character belong to different game camps, respectively. The method includes: Detecting a first original behavior state of the first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in the virtual game scene; executing a first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dressing parameters of the first virtual game character to the target dressing parameters of a third virtual game character, wherein the original dressing parameters are used to represent the original dressing of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to represent the original dressing of the third virtual game character; Based on the target dressing parameter, the first virtual game character is controlled to perform a dressing behavior so that the first virtual game character has the original dressing of the third virtual game character.

2. The method according to claim 1, characterized in that: The method further comprises at least one of the following: adjusting the target dressing parameters of the third virtual game character to the original dressing parameters; In response to the game level of the first virtual game character satisfying a game level threshold, adjusting the facial parameters of the third virtual game character according to the facial parameters of the first virtual game character; Controlling the third virtual game character to perform a target action associated with the original dressing parameter; The third virtual game character is controlled to stop performing the path-finding operation.

3. The method according to claim 1, characterized in that Executing a first target game skill of the first virtual game character based on the first original behavior state includes: In response to the first original behavior state being that during the process in which the first virtual game character has not executed the target game event, the first virtual game character is in a position in the virtual game scene at a distance from the third virtual game character that is less than a first distance threshold, the first target game skill of the first virtual game character is executed.

4. The method according to claim 1, characterized in that: Executing a first target game skill of the first virtual game character based on the first original behavior state to adjust the original dressing parameters of the first virtual game character to target dressing parameters of a third virtual game character includes: The first target game skill of the first virtual game character is executed based on the first original behavior state to control the third virtual game character to stop performing path-finding operations, and / or control the third virtual game character to perform a hitting action, and adjust the original dressing parameters of the first virtual game character to the target dressing parameters of the third virtual game character after control.

5. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual game character receiving a control operation, the first target game skill is canceled for the first virtual game character.

6. The method according to any one of claims 1 to 5, characterized in that The method further comprises: Detecting a second original behavior state of the first virtual game character, wherein the second original behavior state is used to represent a process in which the first virtual game character executes the target game event in the virtual game scene; In the second original behavior state, in response to the distance between the first virtual game character and the second virtual game character being less than a second distance threshold, the second target game skill of the first virtual game character is executed to adjust the first original execution speed of the first virtual game character to the first target execution speed, wherein the second virtual game character moves toward the target position where the first virtual game character is when executing the target game event, and the first original execution speed is used to represent the speed at which the first virtual game character starts to execute the target game event.

7. The method according to claim 6, characterized in that Adjusting a first original execution speed of the first virtual game character to a first target execution speed includes: In response to the first virtual game character being in a first target area, the first original execution speed is accelerated to the first target execution speed based on a first target acceleration, wherein the first target area includes the target position and the first target acceleration increases according to a time unit.

8. The method according to claim 7, characterized in that The method further comprises: In response to the first virtual game character transferring from executing the target game event in the first target area to executing the target game event in the second target area, the second original execution speed is accelerated to the second target execution speed based on a second target acceleration, wherein the second target area is a peripheral area of ​​the first target area, the second target acceleration is greater than the first target acceleration, and the second original execution speed is used to represent the speed at which the first virtual game character starts to execute the target game event in the second target area.

9. The method according to claim 8, characterized in that Accelerating the second original execution speed to the second target execution speed based on the second target acceleration includes: The second original execution speed is accelerated based on the second target acceleration to obtain the second target execution speed that is less than or equal to a first speed threshold, wherein the first speed threshold is associated with the second target area and / or the game level of the first virtual game character.

10. The method according to claim 7, characterized in that Accelerating the first original execution speed to the first target execution speed based on a first target acceleration includes: The first original execution speed is accelerated based on the first target acceleration to obtain the first target execution speed that is less than or equal to a second speed threshold, wherein the second speed threshold is associated with the first target area and / or the game level of the first virtual game character.

11. The method according to claim 10, characterized in that The method further comprises: In the process of accelerating the first original execution speed based on the first target acceleration, in response to the first original execution speed after acceleration reaching a third speed threshold, a first prompt information corresponding to the third speed threshold is played, wherein the third speed threshold is less than or equal to the second speed threshold.

12. The method according to claim 6, characterized in that In response to the distance between the first virtual game character and the second virtual game character being less than a second distance threshold, executing a second target game skill of the first virtual game character, comprising: In response to the distance between the first virtual game character and the second virtual game character being less than the second distance threshold and the first virtual game character not being in a moving state, the second target game skill of the first virtual game character is executed.

13. The method according to claim 6, characterized in that The method further includes: canceling the second target game skill for the first virtual game character in response to at least one of the following conditions: The duration of the first virtual game character being in the moving state meets the duration threshold; The first virtual game character stops executing the target game event; The first virtual game character does not detect the distance between the first virtual game character and the second virtual game character.

14. The method according to claim 13, characterized in that The method further includes: in response to canceling the second target game skill for the first virtual game character, performing at least one of the following: Based on the duration of the first target execution speed, accelerating the movement speed of the first virtual game character performing the movement behavior; Play the second prompt message.

15. An information processing device for a virtual game character, characterized in that: A graphical user interface is provided through a terminal device, wherein display content of the graphical user interface includes a virtual game scene, and a first virtual game character and a second virtual game character located in the virtual game scene, wherein the first virtual game character and the second virtual game character belong to different game camps, respectively. The device includes: A detection unit, configured to detect a first original behavior state of the first virtual game character, wherein the first original behavior state is used to indicate that the first virtual game character has not executed a target game event in the virtual game scene; an adjusting unit, configured to execute a first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original dressing parameters of the first virtual game character to target dressing parameters of a third virtual game character, wherein the original dressing parameters are used to represent the original dressing of the first virtual game character, the third virtual game character is a non-combat object of the second virtual game character in the virtual game scene, and the target dressing parameters are used to represent the original dressing of the third virtual game character; An updating unit is used to control the first virtual game character to perform a dress-changing behavior based on the target dress parameter, so that the first virtual game character has the original dress of the third virtual game character.

16. 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 described in any one of claims 1 to 14 when executed by a processor.

17. 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 described in any one of claims 1 to 14.

Citation Information

Patent Citations

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