Information processing method, device and storage medium for virtual game character
By detecting the behavior and status of virtual game characters and executing disguise skills to impersonate non-combat targets, the problem of limited control methods for virtual game characters is solved, enabling infiltrator characters to complete missions efficiently and safely while being pursued.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (SHANGHAI) NETWORK CO LTD
- Filing Date
- 2023-11-02
- Publication Date
- 2026-04-14
AI Technical Summary
In existing technologies, the methods for controlling virtual game characters are relatively simple, making it difficult to ensure that the infiltrator character can complete the mission efficiently and safely while being pursued.
By detecting the original behavioral state of the virtual game character, the character can be dressed up using a costume-changing skill to adjust their clothing parameters to match the target character's parameters, thus disguising them as a non-combatant and avoiding being chased.
It enriches the control methods of virtual game characters, enabling infiltrator characters to complete tasks efficiently and safely while being pursued, thus improving the game's playability and security.
Smart Images

Figure CN119925926B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game data processing, and more specifically, to a method, apparatus, and storage medium for processing information about virtual game characters. Background Technology
[0002] Currently, in competitive games, game skills that control virtual game characters to launch preset moves are usually generated based on the status parameters of virtual game characters in designated parts. However, this control method is relatively simple, focusing only on how to improve the combat performance of the virtual game character itself. It is difficult to ensure that the first virtual game character in the infiltrator can efficiently and safely complete the mission in the pursuer. There is a technical problem that the way to control virtual game characters is relatively simple.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] This disclosure provides at least some embodiments of a method, apparatus, and storage medium for processing information about virtual game characters, in order to at least solve the technical problem that the methods for controlling virtual game characters are relatively limited.
[0005] According to one embodiment of this disclosure, a method for processing information about virtual game characters is provided. The method provides a graphical user interface (GUI) through a terminal device. The GUI displays a virtual game scene and a first virtual game character and a second virtual game character located within the virtual game scene. The first and second virtual game characters belong to different game factions. The method may include: detecting a first original behavioral state of the first virtual game character, wherein the first original behavioral state indicates that the first virtual game character has not performed 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 behavioral state to adjust the original clothing parameters of the first virtual game character to target clothing parameters of a third virtual game character, wherein the original clothing parameters represent the original clothing of the first virtual game character, the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene, and the target clothing parameters represent the original clothing of the third virtual game character; and controlling the first virtual game character to perform a clothing change based on the target clothing parameters, so that the first virtual game character possesses the original clothing of the third virtual game character.
[0006] According to one embodiment of this disclosure, an information processing device for virtual game characters is also provided. A graphical user interface (GUI) is provided via a terminal device. The GUI displays a virtual game scene and a first virtual game character and a second virtual game character located within the virtual game scene. The first and second virtual game characters belong to different game factions. The device may include: a detection unit for detecting a first original behavioral state of the first virtual game character, wherein the first original behavioral state indicates that the first virtual game character has not performed a target game event in the virtual game scene; an adjustment unit for executing a first target game skill of the first virtual game character based on the first original behavioral state, to adjust the original clothing parameters of the first virtual game character to target clothing parameters of a third virtual game character, wherein the original clothing parameters represent the original clothing of the first virtual game character, the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene, and the target clothing parameters represent the original clothing of the third virtual game character; and an update unit for controlling the first virtual game character to perform a clothing change based on the target clothing parameters, so that the first virtual game character has the original clothing of the third virtual game character.
[0007] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the information processing method for virtual game characters described in any of the preceding claims when running.
[0008] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the information processing method for virtual game characters as described above.
[0009] In this embodiment of the disclosure, a first original behavioral state of a first virtual game character is detected, wherein the first original behavioral state indicates that the first virtual game character has not performed a target game event in the virtual game scene; based on the first original behavioral state, a first target game skill of the first virtual game character is executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of a third virtual game character, wherein the original clothing parameters represent the original clothing of the first virtual game character, the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene, and the target clothing parameters represent the original clothing of the third virtual game character; based on the target clothing parameters, the first virtual game character is controlled to perform a clothing change behavior so that the first virtual game character has the original clothing of the third virtual game character. In other words, in the present embodiment, when the first virtual game character (which can be an infiltrator character) does not execute the target game event, the first target game skill (clothing change skill) can be executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. This makes it difficult for the second virtual game character to catch up with the first virtual game character, allowing the first virtual game character to complete the execution of the game event. This achieves the goal of the infiltrator character efficiently and safely completing the task while being pursued, enriching the ways to control virtual game characters and thus achieving the technical effect of enriching the control of virtual game characters. It also solves the technical problem that the methods for controlling virtual game characters are relatively simple. Attached Figure Description
[0010] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of this disclosure and are used to explain this disclosure, but do not constitute an undue limitation of this disclosure. In the drawings:
[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a method of processing information of a virtual game character according to an embodiment of the present disclosure.
[0012] Figure 2 This is a flowchart of a method for processing information of virtual game characters according to one embodiment of the present disclosure;
[0013] Figure 3 This is a schematic diagram of a third virtual game character moving toward a decoding point according to one embodiment of the present disclosure;
[0014] Figure 4 This is a schematic diagram of the movement of a first virtual game character according to one embodiment of the present disclosure;
[0015] Figure 5 This is a schematic diagram of travel distance according to one embodiment of the present disclosure;
[0016] Figure 6 This is a schematic diagram of a heartbeat notification according to one embodiment of the present disclosure;
[0017] Figure 7 This is a schematic diagram of the decoding speed curve according to one embodiment of the present disclosure;
[0018] Figure 8 This is a schematic diagram of a skill button display interface according to one embodiment of the present disclosure;
[0019] Figure 9 This is a structural block diagram of an information processing device for virtual game characters according to an embodiment of the present disclosure;
[0020] Figure 10 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation
[0021] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort 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, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0023] In one possible implementation, in the context of data processing, game skills that control a virtual game character to unleash preset moves are typically generated based on the state parameters of the virtual game character at a specified location. However, after practice and careful research, the inventors found that this control method is relatively simplistic, focusing only on improving the character's combat performance. It fails to ensure that the infiltrator character can efficiently and safely complete tasks while being pursued, exhibiting a technical problem of limited control over virtual game characters. Therefore, this disclosure, which targets competitive games, proposes a method for processing information about virtual game characters. This method involves... If the infiltrator (who can be the stealth character) does not perform the target game event, the first target game skill (clothing change skill) can be activated or executed. This adjusts the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character, making it difficult for the second virtual game character to catch up with the first virtual game character. This allows the first virtual game character to complete the game event, enabling the infiltrator character to efficiently and safely complete the mission while being pursued. This enriches the ways to control virtual game characters, thereby achieving a more comprehensive technical effect in controlling virtual game characters and solving the technical problem of the relatively limited methods of controlling virtual game characters.
[0024] According to one embodiment of this disclosure, an embodiment of a method for processing information of virtual game characters is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0025] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal for a method of processing information of a virtual game character according to an embodiment of this disclosure. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0026] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the virtual game character information processing method in this 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, thereby realizing the aforementioned virtual game character information processing method. The memory 104 may include high-speed random access memory, and may also include 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 memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
[0027] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.
[0028] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.
[0029] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI by touching and / or gesturing on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0030] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0031] In one possible implementation, this disclosure provides a method for processing information about virtual game characters. A graphical user interface (GUI) is provided via a terminal device. The GUI displays a virtual game scene and a first virtual game character and a second virtual game character located within the scene. The first and second virtual game characters belong to different game factions. The first virtual game character may represent a character in the infiltrator faction within the virtual game, requiring them to conceal their identity as much as possible. The second virtual game character may represent a character in the hunter faction within the game.
[0032] Figure 2 This is a flowchart of a method for processing information about virtual game characters according to one embodiment of the present disclosure, such as... Figure 2 As shown, the method may include the following steps:
[0033] Step S202: Detect the 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 the target game event in the virtual game scene.
[0034] In the technical solution provided in step S202 of this disclosure, the first original behavioral state of the first virtual game character is detected. The first original behavioral state can be the game state of the first virtual game character, indicating that the first virtual game character has not executed a target game event in the virtual game scene, and can include the position state, movement speed, etc., of the first virtual game character. The target game event can represent an event to be executed by the first virtual game character, and can be a decryption event in the game, such as an event to decrypt a game password. This is only an example and does not impose specific limitations on the type of target game event.
[0035] Optionally, the first original behavioral state of the first virtual game character is detected to determine whether the first virtual game character is in the virtual game scene and executing the target game event.
[0036] Step S204: Execute the first target game skill of the first virtual game character based on the first original behavior state, so as to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters are used to represent the original clothing of the first virtual game character, the third virtual game character is a non-combat opponent of the second virtual game character in the virtual game scene, and the target clothing parameters are used to represent the original clothing of the third virtual game character.
[0037] In the technical solution provided by step S204 of this disclosure, after detecting the first original behavioral 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 behavioral state. The first target game skill is used to change the clothing of the third virtual game character. It can be a hypnotic clothing-changing skill, also known as a disguise skill, which can be triggered by the user to interact with the clothing of the first virtual game character. For example, it can be used to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters can be the clothing parameters of the first virtual game character, including parameters such as the color, type, style, and material of the clothing. The third virtual game character can be a non-combatant object of the second virtual game character in the virtual game scene, a staff member in the game, or 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 (NPC), a hypnotized object, etc. This is only an example and does not specifically limit the type of the third virtual game character. The target clothing parameters can be used to determine the clothing of the third virtual game character. These parameters can include the clothing color, type, style, and material of the third virtual game character's clothing.
[0038] For example, after detecting that the first virtual game character's behavior state 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 under the first original behavior state. If there is, the first target game skill of the first virtual game character is executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character.
[0039] For another example, when the behavior state of the first virtual game character in the game is detected to be the first original behavior state, it can be further determined whether the skill button corresponding to the first target game skill has been triggered. In response to the skill button being triggered, the original clothing parameters of the first virtual game character can be adjusted to the target clothing parameters of the third virtual game character closest to the first virtual game character.
[0040] Step S206: Based on the target clothing parameters, control the first virtual game character to perform a clothing change so that the first virtual game character has the original clothing of the third virtual game character.
[0041] In the technical solution provided by step S206 of this disclosure, after the target clothing parameters of the third virtual game character are determined in response to the execution of the first target game skill, the first virtual game character can be controlled to perform a clothing change based on the target clothing parameters, so that the first virtual game character has the original clothing of the third virtual game character.
[0042] Optionally, when the first target game skill is triggered, the target clothing parameters of the third virtual game character can be determined, and the original clothing parameters of the first virtual game character can be adjusted to the target clothing parameters of the third virtual game character, so that the first virtual game character has the original clothing 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 decoding event in the virtual game scene, the first original behavioral state of the first virtual game character is detected. Based on the first original behavioral state, it is determined whether the skill control corresponding to the first target game skill has been triggered. In response to the skill control being triggered, the original clothing parameters of the first virtual game character are adjusted to the target clothing parameters of the third virtual game character. Based on the target clothing parameters, the first virtual game character is controlled to perform a clothing change behavior, changing the original clothing of the first virtual game character back to the original clothing of the first virtual game character, thereby hiding the identity of the first virtual game character. This prevents the second virtual game character from detecting the first virtual game character, thus affecting the second virtual game character's pursuit behavior against the first virtual game character.
[0044] Through the above steps S202 to S206, in this embodiment of the disclosure, a first original behavioral state of the first virtual game character is detected, wherein the first original behavioral state indicates that the first virtual game character has not executed the target game event in the virtual game scene; based on the first original behavioral state, the first target game skill of the first virtual game character is executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character, wherein the original clothing parameters indicate the original clothing of the first virtual game character, the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene, and the target clothing parameters indicate the original clothing of the third virtual game character; based on the target clothing parameters, the first virtual game character is controlled to perform a clothing change behavior so that the first virtual game character has the original clothing of the third virtual game character. In other words, in the present embodiment, when the first virtual game character (which can be an infiltrator character) does not execute the target game event, the first target game skill (clothing change skill) can be executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. This makes it difficult for the second virtual game character to catch up with the first virtual game character, allowing the first virtual game character to complete the execution of the game event. This achieves the goal of the infiltrator character efficiently and safely completing the task while being pursued, enriching the ways to control virtual game characters and thus achieving the technical effect of enriching the control of virtual game characters. It also solves the technical problem that the methods for controlling virtual game characters are relatively simple.
[0045] The methods described above in the embodiments of this disclosure will be further described below.
[0046] As an optional embodiment, the method may further include at least one of the following: adjusting the target clothing parameters of the third virtual game character to the original clothing parameters; adjusting the facial parameters of the third virtual game character according to the facial parameters of the first virtual game character in response to the first virtual game character's game level meeting a game level threshold; controlling the third virtual game character to perform a target action associated with the original clothing parameters; and controlling the third virtual game character to stop performing a pathfinding operation.
[0047] In this embodiment, during the process of adjusting the original clothing parameters of the first virtual game character to the target clothing parameters, the method may further include at least one of the following situations to control the third virtual game character: adjusting the target clothing parameters of the third virtual game character to the original clothing parameters, thereby obtaining a third virtual game character dressed the same as the first virtual game character, so as to disrupt the pursuit of the first virtual game character by the second virtual game character.
[0048] In this embodiment, different degrees of clothing changes can be performed on the first virtual game objects with different game levels to enrich the control over the virtual game characters. For example, for the first virtual game object with a lower game level, only the clothing of the third virtual game character can be changed; for the first virtual game object with a higher game level, both the clothing and face of the third virtual game character can be changed. It should be noted that the changes here are only illustrative examples, and any process of adjusting the third virtual game character based on the game level of the first virtual game character should be within the protection scope of this embodiment.
[0049] Optionally, it can be determined whether the game level of the first virtual game character meets a game level threshold. If the game level of the first virtual game character meets the threshold, the facial parameters of the third virtual game character can be adjusted based on the facial parameters of the first virtual game character to improve the similarity between the third and first virtual game characters. The game level threshold can be set according to actual conditions, such as level one, two, three, etc. This is only an example and no specific limitation is made on the size of the game level threshold. The game level can be the in-game progression level of the first virtual game character. It should be noted that the adjusted facial parameters of the third virtual game character can be related to or identical to the facial parameters of the first virtual game character. The method of adjusting the facial parameters of the third virtual game character can be chosen according to actual conditions, and no specific limitation is made here.
[0050] For example, a first virtual game character, pre-set to meet level five, can, when performing the first target game skill, not only match the clothing of a third virtual game character but also make its face identical to the first. When the first target game skill is performed on the first virtual game character, its in-game growth level 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 match those of the third virtual game character, making their faces identical. This allows the first virtual game character to create a decoy similar to itself, effectively deceiving a second virtual game character and increasing the game's playability.
[0051] In this embodiment, the third virtual game character can also be controlled to perform a target action associated with the original clothing parameters. The target action can be a disguise action corresponding to the original clothing parameters; for example, it can be a system-recommended, randomly selected infiltration action that matches the third virtual game character's current clothing. No specific restrictions are placed on the target action here.
[0052] Optionally, the recommended actions in the corresponding outfit are randomly selected from the interaction actions of the third virtual game character. When the third virtual game character is dressed up, the selected new infiltration action is automatically executed to make the third virtual game character behave more like the first virtual game character wearing the current outfit, so as to paralyze the enemy.
[0053] In this embodiment, the third virtual game character is controlled to stop performing pathfinding operations.
[0054] Optionally, the third virtual game character can be controlled to stop pathfinding and play the selected interactive action in place.
[0055] For example, when executing the first target game skill on the first virtual game character, a hypnotic skill is used on the third virtual game character, initiating a costume-changing casting process. During the costume-changing process, if the third virtual game character attempts to move, it is temporarily stopped. The first virtual game character then performs a skill action: secretly spraying gas onto the third virtual game character. The third virtual game character then performs a hit action: smelling the gas, gradually showing discomfort, and eventually falling into confusion and madness. This process lasts approximately two to three seconds until the casting is complete. Simultaneously, the in-game growth level of the first virtual game character can be determined. If the level is met, the third virtual game character's face is changed to the first virtual game character's face, and the third virtual game character's clothes are changed to the first virtual game character's clothes. After the casting is complete, the first virtual game character's clothes become the clothes of the hypnotized target (i.e., the third virtual game character), and the hypnotized target's clothes become the clothes of the first virtual game character. The action corresponding to the first virtual game character's clothes is selected, controlling the third virtual game character to perform an interactive action in place.
[0056] In this embodiment, the actions, clothing, and movement of the third virtual game character can be changed, in conjunction with disguise and decryption, to induce the second virtual game character to fail to detect the identity of the first virtual game character. At the same time, the first virtual game character disguises itself as the second virtual game character. After deceiving the second virtual game character with the third 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 behavioral state, includes: in response to the first original behavioral state being that the first virtual game character is not executing the target game event, and the first virtual game character is located in the virtual game scene at a position 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, a first initial behavioral 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 initial behavioral state being that the first virtual game character is not executing a target game event, and the first virtual game character is positioned in the virtual game scene at a distance less than a first distance threshold from the third virtual game character, the first target game skill of the first virtual game character can be executed. The first distance threshold can be a pre-set value, representing the distance at which the first and third virtual game characters 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. A first original behavioral state is detected. If the first original behavioral state is that the first virtual game character is not executing the target game event, and the first virtual game character is located in the virtual game scene at a distance less than the first distance threshold from the third virtual game character, then 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; no specific restrictions are placed on the triggering method of the first target game skill here.
[0060] For example, when the first virtual game character and the third virtual game character (i.e., the staff) are within an interactive distance, in response to the first original behavior state where the first virtual game character is not executing the target game event and the first virtual game character is located in the virtual game scene at a distance less than a first distance threshold from the third virtual game character, a control for the first target game skill (e.g., a first target game skill button) can appear at the location of the advanced interaction button. By triggering the control for the first target game skill, the first target game skill can be passively triggered, thereby changing the outfit of the first virtual game character.
[0061] For another example, if the first original behavior state is during the process where the first virtual game character is not executing the target game event, and the first virtual game character is located in the virtual game scene at a distance less than the first distance threshold from the third virtual game character, then 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 dressed up.
[0062] To enrich the ways of controlling virtual game characters, this embodiment proposes a method for adjusting the clothing of virtual game characters in a virtual game. In response to a first original behavioral state where the first virtual game character is not executing a target game event, and the first virtual game character is located in a virtual game scene at a distance less than a first distance threshold from a third virtual game character, the first virtual game character can execute a first target game skill. Thus, during the game, the first virtual game character can disguise itself through the clothing-changing skill, allowing it to avoid being pursued by a second virtual game character. This achieves the technical effect of enriching the control of virtual game characters and solves the technical problem of the relatively simple control methods for virtual game characters.
[0063] As an optional embodiment, step S204, executing the first target game skill of the first virtual game character based on the first original behavioral state to adjust the original clothing parameters of the first virtual game character to the target clothing 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 behavioral state to control the third virtual game character to stop performing pathfinding operations, and / or controlling the third virtual game character to perform a hit action, and adjusting the original clothing parameters of the first virtual game character to the target clothing parameters of the controlled third virtual game character.
[0064] In this embodiment, when the first target game skill of the first virtual game character is executed based on the first original behavioral state, a spellcasting process for the third virtual game character is initiated. During the spellcasting process for the third virtual game character, if the third virtual game character performs a pathfinding operation, the pathfinding operation is stopped, and / or the skill is released to the third virtual game character, causing it to perform a hit action. The original clothing parameters of the first virtual game character are then adjusted to the target clothing parameters of the controlled third virtual game character. The pathfinding operation can be used to move within the virtual game scene and can be a pathfinding movement operation. The hit action can represent the third virtual game character being attacked by a skill and can be the action performed by the third virtual game character after being attacked. For example, it could be an action of gradually showing discomfort and eventually falling into confusion and madness. It should be noted that this is only an example; 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 limitations are imposed 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 and thus affect certain game behaviors. Therefore, in order to avoid alerting other virtual game characters, if the third virtual game character performs a pathfinding operation during the execution of the first objective game skill, the pathfinding operation will be stopped first, and then the original clothing parameters of the third virtual game character will be adjusted to avoid alerting other virtual game characters and improve the game experience.
[0066] Optionally, when the first target game skill of the first virtual game character is executed based on the first original behavioral state, a spellcasting process for the third virtual game character will begin. During the spellcasting process, if the third virtual game character does not perform a pathfinding operation, it is not necessary 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 cause the third virtual game character to perform a hit action, and the original clothing parameters of the first virtual game character will be adjusted to the target clothing parameters of the controlled third virtual game character.
[0067] For example, based on the first initial behavioral state, the first target game skill of the first virtual game character is executed. When the first target game skill is executed, a hypnotic skill can be used on the third virtual game character to enter the spellcasting process. During the spellcasting process, if the third virtual game character performs a pathfinding operation, it is controlled to temporarily stop the pathfinding operation to avoid alerting other staff members during the clothing change. At the same time, a skill is released to the third virtual game character, such as secretly spraying gas onto it. The third virtual game character then plays a hit action, such as smelling the gas, gradually showing discomfort, and finally falling into chaotic and frantic actions. The original clothing parameters of the first virtual game character are adjusted to the target clothing parameters of the controlled third virtual game character. The above process lasts for about 1 second, and the spellcasting ends, resulting in the first virtual game character dressed in the original clothing of the third virtual game character.
[0068] As an optional embodiment, the method may further include: canceling a first target game skill on the first virtual game character in response to the first virtual game character receiving a control operation.
[0069] In this 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 can be an operation that produces attack or control effects, or it can be issued by other virtual game characters in the game scene.
[0070] Optionally, if the first virtual game character receives an attack from the second virtual game character during the execution of the first target game skill, the casting process is interrupted, and the first target game skill is canceled on the first virtual game character.
[0071] In this embodiment, considering that the first virtual game character may be attacked by a second virtual game character during the execution of the first target game skill, thus interrupting the spellcasting process of changing costumes, the first virtual game character cancels the first target game skill when it receives a control operation. By adding scenarios for canceling the first target game skill, the methods for controlling virtual game characters are enriched.
[0072] As an optional embodiment, the method may further include: detecting a second original behavioral state of the first virtual game character, wherein the second original behavioral state represents the process of the first virtual game character performing a target game event in a virtual game scene; in the second original behavioral 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 a first target execution speed, wherein the second virtual game character moves toward the target position where the first virtual game character is located when performing the target game event, and the first original execution speed represents the speed at which the first virtual game character begins to perform the target game event.
[0073] In this embodiment, the behavior of a first virtual game character in a virtual game is captured. 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. In response to the distance between the first virtual game character and the second virtual game character being less than the second distance threshold, a 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 a first target execution speed.
[0074] Optionally, the second original behavioral state can be used to represent the process of the first virtual game character executing a target game event in a virtual game scene, for example, it can be used to represent the process of the first virtual game character executing a decryption event. The second distance threshold can be a pre-set distance, such as 3 meters, 5 meters, etc., which is only for illustrative purposes and does not impose specific limitations on the size of the second distance threshold. The second target game skill can be a decryption acceleration skill, used to represent a skill that accelerates the decryption of the first virtual game character. The first original execution speed can be the speed at which the first virtual game character begins decryption, which can be used to represent the speed at which the first virtual game character begins executing the target game event, such as 6 meters per second, 8 meters per second, etc., which is only for illustrative purposes and does not impose specific limitations on the first original execution speed. 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 the virtual game scene, a second original behavioral state of the first virtual game character is detected. In the second original behavioral state, the second virtual game character moves towards the target position where the first virtual game character was when performing the target game event, until the distance between the first and second virtual game characters is less than a second distance threshold. Then, 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. The target position can be a decoding point where the first virtual game character is decoding in the virtual scene, and can be the center of an inner circle.
[0076] Optionally, during the decoding process of the first virtual game character, the decoding speed will gradually increase when a second virtual game character is nearby.
[0077] Optionally, a first target area is set, which can be the inner circle of the decoding point. The first virtual game character decodes at the center of the inner circle, that is, at the decoding point. When the second virtual game character approaches and the distance between them is less than a second distance threshold, the first virtual game character senses a heartbeat and executes the second target game skill of the first virtual game character.
[0078] For example, when the first virtual game character is decoding in the virtual game, a second original behavior state of the first virtual game character is detected. At this time, assuming that the first virtual game character is decoding in the inner circle centered on the decoding point, and the second virtual game character moves towards the first virtual game character, when the distance between the two is less than a distance threshold, the first original execution speed of the first virtual game character can be increased so that the first virtual game character decodes according to the adjusted first target execution speed.
[0079] For another example, when the first virtual game character is decoding at the center of the inner circle, a second virtual game character (i.e., the enemy) approaches the first virtual game character and senses the heartbeat. In response to the distance between the first and second virtual game characters being less than a second distance threshold, the second target game skill is triggered. Here, the center of the inner circle can be the decoding point.
[0080] As an optional embodiment, adjusting the 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, 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 in units of time.
[0081] In this 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 decoding speed. The first target area can be the inner circle of the decoding point centered on the decoding point where the first virtual game character is decoding, and may include the target location. The first original execution speed can also be referred to as the decoding speed.
[0082] Optionally, during 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 can be increased to the first original execution acceleration according to time units. For example, the first target acceleration can be increased at a rate of 3% per second.
[0083] For example, if the initial target acceleration is preset to 3%, then when the first virtual game character is in the first target area, the decoding speed can be increased by 3% of the initial target acceleration per second, and the initial target acceleration will also increase by 3% per second. It should be noted that the above numerical values are only for illustrative purposes and no specific limitations are imposed here.
[0084] As an optional embodiment, in response to the first virtual game character switching 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 the second target acceleration, wherein the second target area is the outer 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 begins to execute the target game event in the second target area.
[0085] In this embodiment, when the first virtual game character moves 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 can be accelerated to the second target execution speed based on the second target acceleration. The second target area can be the outer area of the first target area, or the outer ring of the decoding point. The second original execution speed represents the speed at which the first virtual game character begins executing the target game event in the second target area.
[0086] Since the decoding speed increases less within the inner circle of the decoding point and increases more outside the decoding point, the acceleration of the second target in the second target region is greater than the acceleration of the first target in the first target region.
[0087] Optionally, when the second virtual game character approaches the target location, the first virtual game character moves from the first target area to the second target area to move away from where the second virtual game character might 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 can 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 a 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 that is less than or equal to a first speed threshold, wherein the first speed threshold is associated with the second target region and / or the game level of the first virtual game character.
[0089] In this embodiment, there is a numerical upper limit to increasing the execution speed of the second target. That is, within the second target region, the second original execution speed is accelerated based on the second target acceleration, resulting in a second target execution speed that is less than or equal to a first speed threshold. This first speed threshold is influenced by various conditions, such as the region where the first virtual game character is located and its game level; it can be a pre-set value, also known as an upper limit value. The second target execution speed can also be referred to as the decoding speed.
[0090] Optionally, in the second target area, the accelerated execution speed of the second target cannot exceed a first speed threshold. The first speed threshold is affected by the first virtual game character being in the outer ring of decoding; and / or by the game level of the first virtual game character during the game.
[0091] Optionally, the second original execution speed is accelerated based on the second target acceleration. The resulting 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 region and / or the game level of the first virtual game character.
[0093] In this embodiment, during the acceleration of the first original execution speed based on the first target acceleration, the obtained first target execution speed is less than or equal to a second speed threshold. The second speed threshold is related to the first target region and / or the game level of the first virtual game character; for example, the higher the game level, the larger the second speed threshold. It should be noted that this is merely an illustrative example and does not impose specific limitations on the method for determining the second speed threshold.
[0094] Optionally, the second speed threshold is affected by the first virtual game character being in the first target area and also by the game level. It can be configured separately for different first virtual game characters according to the actual situation. For example, the second speed threshold corresponding to different game levels can be set or modified for different game levels of a certain first virtual game character.
[0095] Optionally, as time increases, the first original execution speed will become faster and faster. However, since the first target execution speed does not exceed the second speed threshold, when the first original execution speed is accelerated based on the first target acceleration and the resulting first target execution speed is equal to the second speed threshold, the first target execution speed will remain at its current value and will not change.
[0096] For example, the decoding speed of the first game's virtual character can be determined using the following formula:
[0097] The decoding speed of the first virtual game character = base decoding speed (after being modified by the game level) * inner / outer circle coefficient * addition / subtraction coefficient * multiplication / division coefficient.
[0098] Among them, the base decoding speed can be the first original execution speed after being 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 preset; the addition, subtraction and multiplication / division coefficients can be used to adjust the decoding speed, and can be preset values, which can be affected by the first virtual game character and skills.
[0099] As an optional embodiment, during 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 message 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 this embodiment, a first prompt message corresponding to a third speed threshold can be pre-set. During the acceleration of 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 message corresponding to the third speed threshold is displayed. The third speed threshold is less than the second speed threshold. The first prompt message can be a functional sound effect (e.g., a UI sound effect) used to prompt the first virtual game player and / or the second virtual game player about the decoding speed of the first virtual game player.
[0101] Optionally, during the process of improving the first original execution speed, different first prompt messages can be set, and it can be set whether the first prompt message can be heard by all second virtual game characters around the first virtual game character, as well as other virtual game characters in the same game faction as the first virtual game character. It can be set to be inaudible by default.
[0102] For example, the first prompt message 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; and when the third speed threshold is 8 meters per second, the third sound effect can be played. During the acceleration of the first original execution speed based on the first target acceleration, when the accelerated first original execution speed reaches 7 meters per second, the first sound effect can be played; when the accelerated first original execution speed reaches 9 meters per second, the second sound effect can be played; and when the accelerated first original execution speed reaches 9 meters per second, the third sound effect can be played.
[0103] In this embodiment, in addition to setting different first prompt messages corresponding to different speed thresholds, prompt messages corresponding to the increase value of the first original execution speed can also be set.
[0104] For example, it can be pre-set that sound effect A is played when the decoding speed increases by 0.1%; sound effect B is played when the decoding speed increases by 10.0%; and sound effect C is played when the decoding speed increases by 20.0%. During the acceleration of the first original execution speed based on the first target acceleration, sound effect A is played when the first original execution speed increases by 0.1%; sound effect B is played when the first original execution speed increases by 10.0%; and sound effect C is played when the first original execution speed increases by 20.0%. When the acceleration of the first original execution speed stops, sound effect D is played.
[0105] In this embodiment, during the process of improving the initial execution speed, different improvement levels can provide different initial prompts, thereby enriching the game experience.
[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 includes: 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, executing the second target game skill of the first virtual game character.
[0107] In this embodiment, the condition for executing the second target game skill is that, in the second original behavioral 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 a second distance threshold, and the first virtual game character itself not being in a moving state, the second target game skill of the first virtual game character will be executed. The moving state can be running, walking, etc., but this is only an example and no specific restrictions are placed on 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 the second distance threshold, the first virtual game character can enter the heartbeat state on its own, and a heartbeat prompt will appear on the screen to determine whether the first virtual game character is in a running state. If the first virtual game character 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 notification may appear in the game scene to indicate that an enemy is approaching the first virtual game character.
[0110] In this embodiment, the second target game skill is triggered when the first virtual game character senses a heartbeat during the decoding process, and the first virtual game character is not in a moving state. The range at which the first virtual game character senses the heartbeat varies. This range can be determined based on the first virtual game character's game level (i.e., the second distance threshold). For example, at game level 7, the heartbeat sensing distance is 30; at game level 6, it is 26; at game level 5, it is 24; at game level 4, it is 23; at game level 3, it is 22; at game level 2, it is 21; and at game level 1, it is 20.
[0111] As an optional embodiment, the second target game skill of the first virtual game character is canceled in response to at least one of the following conditions: the duration of the first virtual game character being in a moving state meets a duration threshold; the first virtual game character stops executing the target game event; or the first virtual game character does not detect the distance between the first virtual game character and the second virtual game character.
[0112] In this embodiment, the second target game skill can be canceled when the duration of the first virtual game character's movement meets a duration threshold; or when the first virtual game character stops executing the target game event; or when the first virtual game character does not detect the distance between itself and the second virtual game character, and is not in a heartbeat state, the second target game skill can be canceled. The duration threshold can be set according to actual conditions, and may be 1 second, 2 seconds, etc. This is only an example and no specific limitation is made on the size of the duration threshold.
[0113] For example, if the first virtual game character runs for more than one second, the second target game skill can be canceled. Or, if the first virtual game character stops decoding, the second target game skill can be canceled. Alternatively, if the second virtual game character moves away from the first virtual game character, making it impossible for the first virtual game character to detect the distance between the two characters, the second target game skill can be canceled.
[0114] In this embodiment, during the decoding process, when the heart rate of the first virtual game character increases due to the presence of a second virtual game character, the first virtual game character will feel excited and gradually increase its decoding speed. The decoding speed increases less within the inner circle of the decoding point and more significantly outside the decoding point. After the target time following the initial acceleration, the maximum decoding speed is reached, and the decoding speed is then controlled to stop increasing. When the first virtual game character wants to cancel the second target game skill, it can do so in various ways. For example, the first virtual game character can continuously run for 1.5 seconds to disable the second target game skill.
[0115] As an optional embodiment, in response to canceling the second target game skill of the first virtual game character, at least one of the following is performed: accelerating the movement speed of the first virtual game character performing the movement behavior based on the duration of the first target execution speed; playing a second prompt message.
[0116] In this embodiment, after 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 canceled on the first virtual game character, the movement speed of the first virtual game character can be accelerated; or when the second target game skill is canceled, a second prompt message can be played. The second prompt message can be a pre-set sound effect.
[0117] Optionally, when the second target game skill fails, the first virtual game character changes from the decoding phase to the pursuit phase. In this case, the movement speed of the first virtual game character performing movement actions can be accelerated. The longer the acceleration time, the stronger the acceleration effect.
[0118] For example, if the first virtual game character reaches level three in the virtual game while performing the second objective game skill, then when the second objective game skill is deactivated, the first virtual game character can escape at an accelerated speed. This accelerated speed can be set to last for 1 second, and the duration of the decoding acceleration will be reset to 0. The movement speed increase can be a specific acceleration value (configurable by the game designers) multiplied by the duration of the decoding acceleration feature.
[0119] In this embodiment, when the first virtual game character (which can be an infiltrator character) does not execute the target game event, the first target game skill (clothing change skill) can be executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. This makes it difficult for the second virtual game character to catch up with the first virtual game character, allowing the first virtual game character to complete the game event. This achieves the goal of the infiltrator character efficiently and safely completing the task while being pursued, enriching the ways to control virtual game characters and thus achieving the technical effect of enriching the control of virtual game characters. It also solves the technical problem that the methods for controlling virtual game characters are relatively limited.
[0120] The technical solutions of this disclosure will be further illustrated below with reference to preferred embodiments. Specifically, a method for activating a game skill will be used for further explanation.
[0121] Currently, in competitive games, game skills that control the virtual game character to launch preset moves are usually generated based on the status parameters of the virtual game character in a specified part. However, this control method is relatively simple, focusing only on how to improve the character's combat performance. It is difficult to ensure that the infiltrator character can efficiently and safely complete the mission while being pursued, and there is a technical problem that the way to control the virtual game character is relatively simple.
[0122] To address the aforementioned issues, this embodiment of the present disclosure, during the decoding process, for the second target game skill, senses the heartbeat of the first virtual game character and adjusts the first original execution speed based on 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 is disabled while running. That is, during the activation of 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 deactivated, and different sound effects can be played in different situations. For the first target game skill, the first virtual game character can release the first target game skill, and the interaction between the first virtual game character and a third virtual game character (e.g., a staff member) in the game can be achieved through the button of the first target game skill, so that the first virtual game character can simulate a staff member. This embodiment of the present disclosure, through the triggering and control of the above two types of target game skills, achieves a richer technical effect in controlling virtual game characters and solves the technical problem of the relatively simple method of controlling virtual game characters.
[0123] The embodiments of this disclosure will be further described below.
[0124] In this embodiment, a first virtual game character is disguised using a first target game skill. By swapping clothes between the first virtual game character and a third virtual game character (e.g., a staff member), bait is created to induce a second virtual game character to fail in identifying the first virtual game character. Furthermore, the second target game skill is only used for decryption; when a second virtual game character is present in the vicinity of the first virtual game character, the decryption speed of the first virtual game character can be gradually increased. By adding the control logic and rules of the aforementioned target game skill, a richer technical effect of controlling virtual game characters is achieved, solving the technical problem of a relatively singular method of controlling virtual game characters.
[0125] In this embodiment, the second target game skill can be used to improve the decryption ability of the first virtual game character. The icon rule of the second target game skill can be set to the number of display layers. During the decryption process of the first virtual game character, when there is a second virtual game character around the first virtual game character, causing the heart rate to accelerate, the character will feel excited and execute the second target game skill. In response to the execution of the second target game skill, the decryption speed of the first virtual game character can be gradually increased.
[0126] Optionally, the decoding speed increases less within the inner circle of the decoding point. It increases more significantly outside the decoding point, reaching its maximum decoding speed 10 seconds after the initial acceleration and then ceasing to increase.
[0127] Optionally, if the first virtual game character runs continuously for 1.5 seconds, the second target's game skill will be disabled. It should be noted that the above figures are for illustrative purposes only, and the time can be selected according to the actual situation; no specific restrictions are imposed here.
[0128] Optionally, the triggering timing of the second target game skill is when the first virtual game character senses a heartbeat during the decoding process, and the first virtual game character is not moving. The range at which the first virtual game character senses the heartbeat varies and can be determined based on the first virtual game character's game level (i.e., the second distance threshold). For example, at game level 7, the heartbeat sensing distance is 30; at game level 6, it's 26; at game level 5, it's 24; at game level 4, it's 23; at game level 3, it's 22; at game level 2, it's 21; and at game level 1, it's 20. The movement speed of the second virtual game character can be set to 6 meters per second.
[0129] Optionally, Figure 3This is a schematic diagram illustrating the movement of a third virtual game character toward a decoding point according to one embodiment of this disclosure, as shown below. Figure 3 As shown, when the first virtual game character, for example, is decoding at the center of the inner circle, the second virtual game character begins to move with the center of the inner circle as its endpoint. The first virtual game character senses a heartbeat and triggers the second target game skill. Figure 4 This 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 decoding point, while the first virtual game character moves away from the second virtual game character, shifting from the inner circle to the outer circle to decode, while simultaneously moving away from the direction the second virtual game character might approach. Figure 5 This 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 combat 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. Only after the second virtual game character has traveled the travel distance can it have a chance to search for the second virtual game character.
[0130] For example, when the first virtual game character senses a heartbeat during decoding, its decoding speed will gradually increase, for instance, by 1% per second, up to a maximum of 10%. This feature is disabled when the first virtual game character is running.
[0131] In this embodiment, when the first virtual game character is in the second original behavioral state, Figure 6 This 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 a heartbeat state on its own, and a heartbeat prompt will appear on the screen to determine whether the first virtual game character is in a running state. If the first virtual game character 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 decryption state, in a heartbeat state, and not in a running state, the activation of the second target game skill can be controlled.
[0133] Optionally, during the activation of the second objective game skill, the decoding speed can be gradually increased, and the decoding speed can be determined using the following formula:
[0134] The decoding speed of the first virtual game character = base decoding speed (adjusted by competition rank) * inner / outer circle coefficient * addition / subtraction coefficient * multiplication / division coefficient
[0135] Among them, the base decoding speed can be the first original execution speed after being 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 preset; the addition and subtraction coefficients and multiplication and division coefficients can be used to adjust the decoding speed, and can be preset values.
[0136] Alternatively, the numerical increase in the decoding speed of the first virtual character can be determined using the following formula:
[0137] The first virtual game character's increased decoding speed = (X * elapsed time + Y * elapsed time^2) * Z
[0138] Among them, X, Y, and Z can be configured by technical personnel after game development to control the decoding curve.
[0139] For example, during the acceleration of the first original execution speed based on the first target acceleration, the decoding speed can be increased at a variable rate of 3% per second, that is, the first target acceleration of the decoding speed is 3%, and the first target acceleration will increase by 3% per second.
[0140] Figure 7 This is a schematic diagram of a decoding 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 base decoding speed changing over time after the skill is activated. The longer the decoding speed is accelerated in the outer circle, the stronger the acceleration of the decoding progress in the outer circle feels, eventually reaching the same speed as the inner circle.
[0141] In this embodiment, there is a numerical upper limit to the decoding speed of the first virtual game character. The upper limit is affected by whether the character is in the inner or outer decoding circle; by the character's in-game growth game level; and by the upper limit of the game level. The numerical upper limit of each game level can be configured individually. For example, the numerical upper limit of the character across all game levels can be modified for a certain in-game growth level of the character.
[0142] Optionally, the increase in decoding speed cannot exceed the upper limit. If the decoding speed exceeds the upper limit, the value needs to be adjusted back to the upper limit.
[0143] For example, within the first or second target area, the accelerated execution speed of the first or second target cannot exceed a first speed threshold or a second speed threshold. The first or second speed threshold is affected by the position of the first virtual game character and / or the game level the first virtual game character reaches within the game. For instance, the first speed threshold for decoding the outer ring differs from the second speed threshold for decoding the inner ring; the higher the game level, the larger the second speed threshold, etc. This is merely an example and does not impose specific restrictions on the influencing factors.
[0144] For another example, the second original execution speed is accelerated based on the second target acceleration. The resulting 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 first virtual game character's decoding acceleration can be recorded.
[0146] Optionally, during the activation of the second target game skill, the second target game skill shall be deactivated if any of the following conditions are 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, when the first virtual game character is not in a heartbeat state, and when the duration of the first virtual game character's continuous running meets the duration threshold.
[0147] Optionally, when the second target game skill is disabled, if the first virtual game character reaches level 3 in the game, they will gain an increased movement speed effect, which lasts for 1 second. The amount of movement speed increase can be calculated using the following formula:
[0148] The increase in movement speed = a specific acceleration value * the duration of the acceleration from Trait 1 (deciphered).
[0149] Among them, specific acceleration values can be selected from pre-set configurable items, depending on the actual situation.
[0150] Optionally, after disabling the second objective game skill, the duration of the decoding acceleration will be reset to 0.
[0151] In this embodiment, different sound effects can be played according to the value of the increase in decoding speed during the decoding speed increase process.
[0152] For example, it is pre-set that sound effect A can be played when the decoding speed increases by 0.1%; sound effect B can be played when the decoding speed increases by 10.0%; and sound effect C can be played when the decoding speed increases by 20.0%. During the acceleration of the first original execution speed based on the first target acceleration, sound effect A can be played when the first original execution speed increases by 0.1%; sound effect B can be played when the first original execution speed increases by 10.0%; and sound effect C can be played when the first original execution speed increases by 20.0%. When the acceleration of the first original execution speed stops, sound effect D can be played.
[0153] In this embodiment, the first target game skill, also known as the clothing-changing skill feature, is used to enhance the first virtual game character's ability to interfere with the second virtual game character. The icon of the first target game skill can be set to a cooldown countdown. This feature can be used to hypnotize staff members, causing one staff member to exchange clothes with the first virtual game character. After the clothing exchange, the staff member can be controlled to play a randomly selected, system-recommended infiltration action that matches the current attire, thus deceiving the second virtual game character.
[0154] Optionally, the cooldown time of the first target game skill can be set, for example, it can be 20 seconds or 60 seconds, etc. This is just an example and no specific limit is made on the cooldown time.
[0155] In this embodiment, since the first virtual game character will continuously increase its game level in the virtual game, different effects can be set for the first virtual game character at different game levels in order to improve the success rate and benefits of the disguise and decryption gameplay.
[0156] For example, for a beginner-level first virtual game character, to achieve the highest decoding speed, the character reaches maximum speed 15 seconds after the initial acceleration when decoding the outer edge of the point. For an intermediate-level first virtual game character, the first target skill can also change the face of a third virtual game character, making it identical to the first character's face. For an advanced-level first virtual game character, when the second target skill fails, the first character gains an acceleration effect for a target time, such as 1 second. The longer the acceleration time, the stronger the acceleration effect, thus enriching the ways to control the virtual game character.
[0157] In this embodiment, when the first virtual game character is within an interactive distance of the staff member, a first target game skill button (i.e., the first target game skill button) may appear at the location of the advanced interaction button. The text at the bottom of this skill button reads "Hypnosis is possible," prompting the user to hypnotize the selected staff member. The staff member can be any member in the game except for key characters and sponsors.
[0158] Figure 8 This 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, such as 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 this skill is on cooldown, the skill button is not displayed. If the advanced interaction button has other skills, the corresponding skill will be 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 clearing the hidden talent path, the skill button can be displayed first when the first target game skill is not on cooldown; the bribery skill for clearing the hidden talent path will only be displayed when the first target game skill is on cooldown.
[0160] In this embodiment, a first target game skill of the first virtual game character is executed based on a first original behavioral state. When the first target game skill is executed, a hypnotic skill can be used on the third virtual game character to initiate the spellcasting process. During the spellcasting process, if the third virtual game character performs a pathfinding operation, it is controlled to temporarily stop the pathfinding operation to avoid alerting other staff members during the clothing change. Simultaneously, a skill is released to the third virtual game character, for example, by secretly spraying gas onto the third virtual game character. The third virtual game character then performs a hit animation, such as smelling the gas, gradually showing discomfort, and eventually falling into chaotic and frantic actions. The original clothing parameters of the first virtual game character are adjusted to the target clothing parameters of the controlled third virtual game character. The above process lasts for about 1 second, and the spellcasting ends, resulting in a first virtual game character dressed in the original clothing of the third virtual game character. Meanwhile, the third virtual game character can randomly select an interactive action from the recommended actions in the corresponding outfit. When the third virtual game character is dressed up, the selected blending action is automatically executed to make the third virtual game character behave more like the first virtual game character wearing the current outfit, so as to paralyze the enemy.
[0161] Optionally, the game level of the first virtual game character can be determined. If the level requirement is met, the face of the third virtual game character can be changed to that of the first virtual game character. This face change can be achieved by modifying the head model.
[0162] Optionally, the spellcasting process can be stopped when the first virtual game character is attacked or controlled by the defender.
[0163] In this embodiment, during the decryption phase, the decryption speed is continuously increased by using the second target game skill while faking decryption. Around the decryption point, the actions, clothing, and movement of the third virtual game character are altered using the first target game skill, combined with faking decryption, to induce the second virtual game character's identity detection to fail. Simultaneously, around the decryption point, after deceiving the second virtual game character, the third virtual game character acts as bait to deceive the second virtual game character. During the decryption-to-pursuit phase, if the first virtual game character's game level increases by 3 levels, the escape is accelerated, thus enriching the technical effects of controlling virtual game characters and solving the technical problem of the relatively singular methods of controlling virtual game characters.
[0164] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the related technology, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this disclosure.
[0165] This embodiment also provides an information processing device for virtual game characters, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "unit" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0166] Figure 9 This is a structural block diagram of an information processing device for virtual game characters according to an embodiment of the present disclosure, such as... Figure 9 As shown, the information processing device 900 for the virtual game character provides a graphical user interface through a terminal device. The content displayed in 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. The first virtual game character and the second virtual game character belong to different game factions. 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 the 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 the 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, so as to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters are used to represent the original clothing of the first virtual game character, the third virtual game character is a non-combat opponent of the second virtual game character in the virtual game scene, and the target clothing parameters are used to represent the original clothing of the third virtual game character.
[0169] The update unit 906 is used to control the first virtual game character to perform a clothing change based on the target clothing parameters, so that the first virtual game character has the original clothing of the third virtual game character.
[0170] In this embodiment, a detection unit detects the first original behavioral state of the first virtual game character, where the first original behavioral state indicates that the first virtual game character has not executed the target game event in the virtual game scene. An adjustment unit executes the first target game skill of the first virtual game character based on the first original behavioral state to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters represent the original clothing of the first virtual game character, and the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene. The target clothing parameters represent the original clothing of the third virtual game character. An update unit controls the first virtual game character to perform a clothing change based on the target clothing parameters, so that the first virtual game character has the original clothing of the third virtual game character. This achieves a richer technical effect in controlling virtual game characters and solves the technical problem that the method of controlling virtual game characters is relatively simple.
[0171] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above-mentioned units are located in the same processor; or, the above-mentioned units are located in different processors in any combination.
[0172] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.
[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, Detect the 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 the target game event in the virtual game scene;
[0175] S2, based on the first original behavior state, execute the first target game skill of the first virtual game character to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters are used to represent the original clothing of the first virtual game character, the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene, and the target clothing parameters are used to represent the original clothing of the third virtual game character.
[0176] S3, based on the target clothing parameters, controls the first virtual game character to perform a clothing change so that the first virtual game character has the original clothing of the third virtual game character.
[0177] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0178] Embodiments of this disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any 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 can be configured to perform the following steps via a computer program:
[0181] S1, Detect the 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 the target game event in the virtual game scene;
[0182] S2, based on the first original behavior state, execute the first target game skill of the first virtual game character to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters are used to represent the original clothing of the first virtual game character, the third virtual game character is a non-combatant of the second virtual game character in the virtual game scene, and the target clothing parameters are used to represent the original clothing of the third virtual game character.
[0183] S3, based on the target clothing parameters, controls the first virtual game character to perform a clothing change so that the first virtual game character has the original clothing of the third virtual game character.
[0184] Optionally, specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementations, and will not be repeated here.
[0185] Figure 10 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 10 As shown, the electronic device 1000 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments disclosed herein.
[0186] like Figure 10 As shown, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components (including memory 1020 and processor 1010), and a display 1040.
[0187] The memory 1020 stores program code that can be executed by the processor 1010, causing the processor 1010 to perform the steps described in the method section of the embodiments of this disclosure according to various exemplary implementations of this disclosure.
[0188] The memory 1020 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0189] In some instances, memory 1020 may also include programs / utilities 10204 having a set (at least one) of program modules 10205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1020 may further include memory remotely located relative to processor 1010, which can be connected to electronic device 1000 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0190] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1010, or a local bus using any of the various bus structures.
[0191] The display 1040 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1000.
[0192] Optionally, the electronic device 1000 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, 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., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1050. Furthermore, the electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1060. Figure 10 As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although... Figure 10 As not shown, other hardware and / or software modules may be used in conjunction with 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 aforementioned electronic device 1000 may also 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] Those skilled in the art will understand that Figure 10 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 1000 may also include components that are more... Figure 10 The more or fewer components shown, or having the same Figure 1Different configurations are shown. The memory 1020 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the virtual game character information processing method in this embodiment of the present disclosure. The processor 1010 executes various functional applications and data processing by running the computer program stored in the memory 1020, thereby implementing the aforementioned virtual game character information processing method.
[0195] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0196] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0197] In the several embodiments provided in this disclosure, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some interfaces; indirect couplings or communication connections between units or modules may be electrical or other forms.
[0198] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0199] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0200] If the integrated unit is implemented as 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 this disclosure, in essence, or the part that contributes to related technologies, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0201] The above are merely preferred embodiments of this disclosure. It should be noted that those skilled in the art can make various improvements and modifications without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.
Claims
1. A method for processing information about virtual game characters, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI displays a virtual game scene and a first virtual game character and a second virtual game character located within the virtual game scene. The first virtual game character and the second virtual game character belong to different game factions. The method includes: Detect the 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 the target game event in the virtual game scene; Based on the first original behavior state, the first target game skill of the first virtual game character is executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character. The original clothing parameters are used to represent the original clothing of the first virtual game character, and the third virtual game character is a non-combat opponent of the second virtual game character in the virtual game scene. The target clothing parameters are used to represent the original clothing of the third virtual game character. Based on the target clothing parameters, the first virtual game character is controlled to perform a clothing change, so that the first virtual game character has the original clothing of the third virtual game character; The method further includes: detecting a second original behavioral state of the first virtual game character, wherein the second original behavioral state is used to represent the process of the first virtual game character executing the target game event in the virtual game scene; in the second original behavioral 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 a first target execution speed, wherein the first original execution speed is used to represent the speed at which the first virtual game character begins to execute the target game event.
2. The method according to claim 1, characterized in that, The method further includes at least one of the following: Adjust the target clothing parameters of the third virtual game character to the original clothing parameters; In response to the first virtual game character's game level meeting the game level threshold, the facial parameters of the third virtual game character are adjusted according to the facial parameters of the first virtual game character. Control the third virtual game character to perform a target action associated with the original clothing parameters; Control the third virtual game character to stop performing pathfinding operations.
3. The method according to claim 1, characterized in that, Executing the first target game skill of the first virtual game character based on the first original behavioral state includes: In response to the first original behavior state being that, during the period when the first virtual game character is not executing the target game event, the first virtual game character is located in the virtual game scene at a distance less than a first distance threshold from the third virtual game character, and executes the first target game skill of the first virtual game character.
4. The method according to claim 1, characterized in that, Based on the first original behavioral state, the first target game skill of the first virtual game character is executed to adjust the original clothing parameters of the first virtual game character to the target clothing parameters of the third virtual game character, including: Based on the first original behavioral state, the first target game skill of the first virtual game character is executed to control the third virtual game character to stop performing pathfinding operations, and / or to control the third virtual game character to perform a hit action, and the original clothing parameters of the first virtual game character are adjusted to the target clothing parameters of the controlled third virtual game character.
5. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual game character receiving a control operation, the first target game skill is canceled on the first virtual game character.
6. The method according to any one of claims 1 to 5, characterized in that, The second virtual game character moves toward the target location where the first virtual game character was when performing the target game event.
7. The method according to claim 6, characterized in that, Adjusting the original execution speed of the first virtual game character to the target execution speed includes: In response to the first virtual game character being in the first target area, the first original execution speed is accelerated to the first target execution speed based on the first target acceleration, wherein the first target area includes the target position, and the first target acceleration increases in units of time.
8. The method according to claim 7, characterized in that, The method further includes: In response to the first virtual game character switching 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 the second target acceleration, wherein the second target area is the outer 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.
9. The method according to claim 8, characterized in that, Accelerating the 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 a 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 region 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 the first target acceleration includes: The first original execution speed is accelerated 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 region and / or the game level of the first virtual game character.
11. The method according to claim 10, characterized in that, The method further includes: During 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 message 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, the second target game skill of the first virtual game character is executed, 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 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 on the first virtual game character in response to at least one of the following conditions: The duration during which the first virtual game character is in a moving state meets the duration threshold; The first virtual game character stops executing the target game event; The first virtual game character did 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 on the first virtual game character, performing at least one of the following: Based on the duration of the first target execution speed, the movement speed of the first virtual game character performing movement behavior is accelerated; Play the second prompt message.
15. An information processing device for virtual game characters, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI displays a virtual game scene and a first virtual game character and a second virtual game character located within the virtual game scene. The first virtual game character and the second virtual game character belong to different game factions. The device includes: The detection unit is used to detect the 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 the target game event in the virtual game scene; An adjustment unit is 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 clothing parameters of the first virtual game character to the target clothing parameters of a third virtual game character, wherein the original clothing parameters are used to represent the original clothing of the first virtual game character, the third virtual game character is a non-combat opponent of the second virtual game character in the virtual game scene, and the target clothing parameters are used to represent the original clothing of the third virtual game character; An update unit is configured to control the first virtual game character to perform a clothing change based on the target clothing parameters, so that the first virtual game character has the original clothing of the third virtual game character; The device is further configured to: detect a second original behavioral state of the first virtual game character, wherein the second original behavioral state represents the process by which the first virtual game character executes the target game event in the virtual game scene; and, in the second original behavioral 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, execute 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 a first target execution speed, wherein the first original execution speed represents the speed at which the first virtual game character begins to execute the target game event.
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 perform 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, The memory stores a computer program, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 14.
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