Virtual character control method and device, equipment, medium and product
By introducing virtual pet option controls in virtual scenes, users can select and ride virtual pets, and control movement by consuming attribute values, the problem of single virtual character riding methods in the existing technology is solved, and the user interaction effect and strategy are improved.
Patent Information
- Application Number
- CN202510391113.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-19
- Publication Date
- 2025-05-13
AI Technical Summary
In the prior art, the way users control virtual characters to ride mounts is relatively single, affecting the interaction effect between users and virtual scenes.
Provides a control method for virtual characters, allowing users to select and ride virtual pets by displaying the option controls of the master virtual character and its virtual pets in the virtual scene, and controls the movement of virtual characters in the virtual scene by consuming the attribute values of the virtual character.
It expands the way users control virtual characters to ride virtual pets, and improves the interaction effect and strategy between users and virtual scenes.
Smart Images

Figure CN119971500A_ABST
Abstract
Description
[0001] This application is a divisional application of the invention patent application with the application date of August 19, 2024, application number 202411142152.5, and invention name “Virtual Character Control Method, Device, Equipment, Medium and Product”. Technical Field
[0002] The embodiments of the present application relate to the field of virtual scenes, and in particular to a method, device, equipment, medium and product for controlling a virtual character. Background Art
[0003] In a virtual scene of a game, a gameplay of allowing a virtual character to ride a mount is usually provided, thereby improving the efficiency of the user in controlling the movement of the virtual character in the virtual scene.
[0004] In related technologies, when a user controls a virtual character in a virtual scene, he or she can control the virtual character to summon and ride a mount by triggering a ride control or a ride prop; thereafter, the user can control the virtual character to move the mount in the virtual scene by moving controls or buttons.
[0005] However, in the above solution, the user's control method for the virtual character riding the mount is relatively simple, which affects the interaction effect between the user and the virtual scene. Summary of the Invention
[0006] This application provides a method, device, equipment, medium, and product for controlling a virtual character. The technical solution is as follows:
[0007] According to one aspect of the present application, a method for controlling a virtual character is provided, the method comprising:
[0008] Displaying a master virtual character in a virtual scene and an option control for one or more virtual pets owned by the master virtual character;
[0009] In response to a ride operation selected on a first option control, controlling the master virtual character to ride a first virtual pet; the first option control is one of the option controls of the one or more virtual pets; the first virtual pet is the virtual pet corresponding to the first option control;
[0010] In response to the movement control operation, the master virtual character is controlled to ride the first virtual pet and move in the virtual scene in a manner of consuming a designated attribute value of the master virtual character.
[0011] According to another aspect of the present application, a device for controlling a virtual character is provided, the device comprising:
[0012] A display module, configured to display a master virtual character in a virtual scene, and an option control for one or more virtual pets owned by the master virtual character;
[0013] a riding control module, configured to control the master virtual character to ride a first virtual pet in response to a riding operation selected on a first option control; the first option control being one of the option controls for the one or more virtual pets; and the first virtual pet being the virtual pet corresponding to the first option control;
[0014] The movement control module is used to control the master virtual character to ride the first virtual pet and move in the virtual scene in response to a movement control operation by consuming a specified attribute value of the master virtual character.
[0015] In a possible implementation, the movement control module is used to:
[0016] In a case where the movement control operation is a basic movement operation, controlling the first virtual pet to move in the virtual scene in a basic movement state;
[0017] When the first virtual pet moves in the virtual scene in the basic movement state, a first value is deducted from the designated attribute value of the master virtual character per unit time.
[0018] In a possible implementation, the first value is determined by first information, where the first information includes one or more of the following information:
[0019] The identifier of the first virtual pet, the level of the first virtual pet, the type of the basic movement state of the first virtual pet, the movement speed of the first virtual pet, the current terrain gain of the first virtual pet, the current terrain loss of the first virtual pet, the current remaining specified attribute value of the main virtual character, and the weather conditions.
[0020] In a possible implementation, when the first information includes the currently remaining designated attribute value of the controlling virtual character, the first value is positively correlated with the currently remaining designated attribute value of the controlling virtual character.
[0021] In a possible implementation, the apparatus further includes:
[0022] The value adjustment module is configured to reduce the first value by a second percentage in response to a percentage between the currently remaining designated attribute value of the master virtual character and the upper limit of the designated attribute value of the master virtual character decreasing below a first percentage.
[0023] In a possible implementation, the movement control module is used to:
[0024] In a case where the movement control operation is a movement skill release operation, controlling the first virtual pet to release a displacement skill corresponding to the movement skill release operation;
[0025] A third value is deducted from the designated attribute value of the master virtual character; the third value is a value corresponding to the displacement skill.
[0026] In a possible implementation, the movement control module is used to:
[0027] Deduct the third value from the designated attribute value of the master virtual character at one time; or
[0028] During the duration of the displacement skill, the third value is deducted from the designated attribute value of the master virtual character in a manner of deducting a certain value per unit time; the third value is positively correlated with the duration of the displacement skill; or,
[0029] During the duration of the movement skill release operation, the designated attribute value of the master virtual character is deducted by the third value by deducting a certain value per unit time; the third value is positively correlated with the duration of the movement skill release operation.
[0030] In a possible implementation, the displacement skill corresponds to a maximum deduction value;
[0031] When the third value is deducted from the designated attribute value of the master virtual character at one time, and the remaining designated attribute value of the master virtual character before the deduction is not less than the maximum deduction value, the third value is the maximum deduction value;
[0032] When the designated attribute value of the master virtual character is deducted by the third value at one time, and the remaining designated attribute value of the master virtual character before the deduction is less than the maximum deduction value, the third value is the remaining designated attribute value of the master virtual character.
[0033] In a possible implementation, the apparatus further includes:
[0034] The element display module is used to display an attribute indication element, where the attribute indication element is used to indicate the remaining specified attribute value of the master virtual character.
[0035] In a possible implementation, the attribute indication element includes a progress bar element, and the progress bar element is used to indicate a proportional relationship between the remaining specified attribute value of the master virtual character and the upper limit of the specified attribute value of the master virtual character.
[0036] In a possible implementation, the apparatus further includes:
[0037] The attribute value recovery module is used to recover the designated attribute value of the master virtual character to a second value per unit time when the master virtual character rides the first virtual pet and stops moving, or when the master virtual character does not ride the virtual pet and does not consume the designated attribute value.
[0038] In a possible implementation, the second value includes:
[0039] Specify a numeric value; or,
[0040] A specified percentage of the upper limit of the specified attribute value of the master virtual character; or
[0041] The specified value is added to the specified percentage of the upper limit of the specified attribute value of the master virtual character.
[0042] In a possible implementation, the movement control module is used to:
[0043] Obtaining movement configuration information of the first virtual pet;
[0044] Based on the movement configuration information, in response to a movement control operation, controlling the master virtual character to ride the first virtual pet and move in the virtual scene in a manner of consuming a specified attribute value of the master virtual character;
[0045] The mobility configuration information includes one or more of the following information:
[0046] Maximum moving speed; acceleration; deceleration; angular velocity; relationship of slope to one or more of the maximum moving speed, the acceleration and the angular velocity.
[0047] In a possible implementation, the apparatus further includes:
[0048] a configuration modification module configured to modify the movement configuration information according to environmental information before the movement control module controls the master virtual character to ride the first virtual pet and move in the virtual scene in a manner that consumes a specified attribute value of the master virtual character in response to a movement control operation based on the movement configuration information, wherein the environmental information includes one or more of the following information:
[0049] Terrain type, weather conditions.
[0050] In a possible implementation, the apparatus further includes:
[0051] The weather modification module is configured to modify the weather conditions around the first virtual pet to the weather conditions corresponding to the first virtual pet when the first virtual pet is a first designated pet or a pet of a first designated type.
[0052] In some possible implementations, the weather state corresponding to the first virtual pet is used to eliminate or suppress the detrimental effect of the weather state before modification on the controlling virtual character.
[0053] In a possible implementation, the weather status includes one or more of the following: meteorological type, ambient temperature.
[0054] In a possible implementation, the apparatus further includes:
[0055] The terrain modification module is used to modify the terrain around the first virtual pet to a terrain corresponding to the first virtual pet when the first virtual pet is a second designated pet or a pet of a second designated type.
[0056] In one possible implementation, the riding control module is used to:
[0057] In response to a selection operation on the first option control, displaying the first option control as being selected;
[0058] In response to a trigger operation on the displayed riding control, the master virtual character is controlled to ride the first virtual pet.
[0059] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual character control method as described above.
[0060] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual character control method as described above.
[0061] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium. A processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes them to implement the control method of the virtual character as described above.
[0062] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0063] In a virtual scene, option controls for various virtual pets owned by the user's current master virtual character can be displayed. After the user controls the master virtual character to ride the corresponding virtual pet through the operation of one of the option controls, when the master virtual character rides the virtual pet to move in the virtual scene, it is necessary to consume the specified attribute value of the master virtual character (such as physical strength), thereby combining the attributes of the virtual character controlled by the user with the behavior of the virtual character riding the virtual pet to move, expanding the factors that affect the virtual character's riding of the virtual pet, and further expanding the control method when the user controls the virtual character to ride the virtual pet, improving the strategy of the user's control of the virtual character to ride the virtual pet, and improving the interactive effect when the user controls the virtual character to ride the virtual pet. BRIEF DESCRIPTION OF THE DRAWINGS
[0064] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0065] Figure 2 is a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application;
[0066] Figure 3 is a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application;
[0067] Figure 4 This is a virtual scene interface diagram involved in the embodiment of the present application;
[0068] Figure 5 This is a state diagram of an enter-ride button involved in an embodiment of the present application;
[0069] Figure 6 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0070] Figure 7 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0071] Figure 8 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0072] Figure 9 is a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application;
[0073] Figure 10 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0074] Figure 11 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0075] Figure 12 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0076] Figure 13 is a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application;
[0077] Figure 14 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0078] Figure 15 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0079] Figure 16 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0080] Figure 17 is a schematic diagram of a progress bar element involved in an embodiment of the present application;
[0081] Figure 18 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0082] Figure 19 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0083] Figure 20 This is a configuration flow relationship diagram involved in an embodiment of the present application;
[0084] Figure 21 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0085] Figure 22 This is another virtual scene interface diagram involved in the embodiment of the present application;
[0086] Figure 23 This is a structural block diagram of a virtual character control device provided by an exemplary embodiment of the present application;
[0087] Figure 24 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0088] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0089] First, the nouns involved in the embodiments of this application are introduced:
[0090] 1) Virtual scene: A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictitious three-dimensional environment scene, or a purely fictitious three-dimensional environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The following embodiment is illustrated by taking the virtual scene as a three-dimensional virtual scene, but is not limited to this. Optionally, the virtual scene can also be used for virtual scene battles / competitions between at least two virtual characters. Optionally, the virtual scene can also be used for battles between at least two virtual characters using virtual props within the target area.
[0091] Virtual scenes are typically generated by applications running on a terminal or other computer device and displayed based on the terminal's hardware (e.g., a screen). The terminal can be a mobile device such as a smartphone, tablet, or e-book reader; or it can be a personal computer such as a laptop or a stationary computer.
[0092] 2) Virtual Objects: Virtual objects are movable objects within a virtual scene. These movable objects can be at least one of a virtual person, a virtual character, a virtual pet, a virtual animal, or a virtual vehicle. Optionally, when the virtual scene is a three-dimensional scene, the virtual objects are three-dimensional models created using animation skeletal technology. Each virtual object has its own shape, volume, and orientation within the three-dimensional virtual scene, and occupies a portion of the space within the three-dimensional virtual scene.
[0093] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0094] A first terminal 110 has a client 111 installed and running that supports a virtual scene. This client 111 may be a role-playing game (RPG) program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be an RPG client. The first terminal 110 is used by a first user 112.
[0095] Second terminal 130 has a client 131 installed and running that supports virtual scenes. This client 131 can be an RPG program. When second terminal 130 runs client 131, the user interface of client 131 is displayed on the screen of second terminal 130. This client can be an RPG client. Second terminal 130 is used by second user 132.
[0096] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms. The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be of the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments illustrate the example of a smartphone as the terminal.
[0097] Those skilled in the art will appreciate that the number of the above-mentioned terminals may be more or less. For example, the above-mentioned terminal may be only one, or the above-mentioned terminals may be 6, 8, or more. The embodiments of the present application do not limit the number of terminals and device types.
[0098] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, there are one or more terminals 140 corresponding to developers. A development and editing platform for a client supporting a virtual scene is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0099] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0100] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting 3D virtual scenes (e.g., RPG clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0101] In an illustrative example, server 120 includes a processor 122, a user account database 123, a scene service module 124, and a user-facing input / output interface (I / O interface) 125. Processor 122 is used to load instructions stored in server 120 and process data in user account database 123 and scene service module 124; user account database 123 is used to store user account data used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power index, and the service area where the user account is located; scene service module 124 is used to provide background services for virtual scenes; and user-facing I / O interface 125 is used to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless network or a wired network.
[0102] Please refer to Figure 2 , which shows a flowchart of a method for controlling a virtual character provided by an exemplary embodiment of the present application, the method is executed by a computer device, and the method is applied to Figure 1 Taking the first terminal 120 or the RPG application installed on the first terminal 120 or the second terminal 130 or the RPG application installed on the second terminal 130 as an example, the method may include the following steps.
[0103] Step 210: Display the main virtual character in the virtual scene and the option controls of one or more virtual pets owned by the main virtual character.
[0104] The above-mentioned master virtual character is the virtual character currently controlled by the user.
[0105] In an embodiment of the present application, the controlling virtual character in the virtual scene may have one or more virtual pets, and the controlling virtual character may summon the virtual pets to move around in the virtual scene, such as participating in battles, collecting resources, processing and building, etc. In an embodiment of the present application, the controlling virtual character may also summon the virtual pets and ride them.
[0106] In an embodiment of the present application, a computer device can display a scene interface of a virtual scene, in which the main virtual character currently controlled by the user is displayed, and the upper layer of the scene interface displays option controls corresponding to one or more virtual pets (such as a control displaying the avatar of a virtual pet).
[0107] Among them, the option controls corresponding to the above one or more virtual pets can be displayed in the form of a list. For example, the option controls corresponding to the above one or more virtual pets can be displayed in the form of a vertical list on the left or right side of the scene interface, or the option controls corresponding to the above one or more virtual pets can be displayed in the form of a horizontal list on the upper or lower side of the scene interface.
[0108] Step 220: In response to the riding operation selected for the first option control, control the master virtual character to ride the first virtual pet; the first option control is one of the option controls of one or more virtual pets; the first virtual pet is the virtual pet corresponding to the first option control.
[0109] The above-mentioned selection and riding operation of the first option control refers to the operation of selecting the corresponding first virtual pet through the first option control and triggering the main control virtual character to summon and ride the currently selected virtual pet.
[0110] The above-mentioned riding selection operation may include multiple steps. For example, the above-mentioned riding selection operation may include the operation of selecting the corresponding first virtual pet through the first option control, and the operation of triggering the main control virtual character to summon and ride the currently selected virtual pet.
[0111] Alternatively, the aforementioned riding selection operation may include a single-step operation, that is, the user performs a single-step operation on the first option control, which may trigger the master virtual character to summon and ride the first virtual pet.
[0112] The aforementioned ride selection operation may be a touch operation performed by the user on the screen of the computer device, or the aforementioned ride selection operation may be an operation performed by the user on a physical button (such as a button on a keyboard or a mouse).
[0113] Step 230: In response to the movement control operation, the master virtual character is controlled to ride the first virtual pet and move in the virtual scene in a manner of consuming the designated attribute value of the master virtual character.
[0114] Among them, the main virtual character can have one or more attribute values, such as health value, magic value, physical strength value, energy value, etc. The above-mentioned specified attribute value can be a specified attribute value among the one or more attribute values of the main virtual character. For example, the above-mentioned specified attribute value can be physical strength value or energy value, etc.
[0115] In an embodiment of the present application, when the master virtual character rides the first virtual pet to move in the virtual scene, the computer device can deduct the specified attribute value of the master virtual character, thereby associating or binding the behavior of the master virtual character riding the first virtual pet with the specified attribute value of the master virtual character. Accordingly, when the user controls the master virtual character to ride the first virtual pet to move in the virtual scene, it is also necessary to consider the strategy of controlling the master virtual character to ride the first virtual pet in the virtual scene in combination with the specified attribute value of the master virtual character. For example, the user needs to consider when to control the master virtual character to ride the first virtual pet to move and when to control the master virtual character to stop riding the first virtual pet in combination with the specified attribute value of the master virtual character.
[0116] To sum up, the control method of the virtual character provided by the embodiment of the present application can display the option controls of the various virtual pets owned by the user's current master virtual character in the virtual scene. After the user controls the master virtual character to ride the corresponding virtual pet through the operation of one of the option controls, when the master virtual character rides the virtual pet to move in the virtual scene, it is necessary to consume the specified attribute value of the master virtual character (such as physical strength), thereby combining the attributes of the virtual character controlled by the user with the behavior of the virtual character riding the virtual pet to move, expanding the factors that affect the virtual character riding the virtual pet, and then expanding the control method when the user controls the virtual character to ride the virtual pet, improving the strategy of the user controlling the virtual character to ride the virtual pet, and improving the interactive effect when the user controls the virtual character to ride the virtual pet.
[0117] based on Figure 2 For the method shown in the embodiment, please refer to Figure 3 , which shows a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application, the above step 230 can be implemented as the following steps 230a and 230b.
[0118] Step 230a: In response to a selection operation on the first option control, display the first option control as being selected.
[0119] The computer device may display a scene interface of the virtual scene via a touch screen (such as a screen of a mobile phone or tablet computer), and the selection operation on the first option control may be a touch-click operation on the first option control.
[0120] In an embodiment of the present application, a computer device can receive a user's selection operation on an option control of a virtual pet, so that the user can select a virtual pet corresponding to a certain option control. Accordingly, when the user performs a selection operation on a first option control, the computer device displays the first option control as being selected, so that the user can clearly understand the currently selected virtual pet.
[0121] The displaying of the first option control as a selected state may include one or more of the following:
[0122] 1) Highlighting the first option control; for example, when the first option control is selected, its brightness may be higher than that of other unselected option controls; specifically, the brightness may be the brightness of the option control icon, the brightness of the background of the option control icon, etc.
[0123] 2) Enlarging and displaying the first option control; that is, when the first option control is in a selected state, its size may be larger than the sizes of other unselected option controls.
[0124] 3) Adding a border to the first option control; for example, when the first option control is in a selected state, a circular border is added to the first option control to highlight the first option control.
[0125] 4) Switching the display mode of the first option control from a two-dimensional mode to a three-dimensional mode; for example, when the icon of each option control is not selected, it is displayed as a two-dimensional avatar of the corresponding virtual pet. When the first option control is selected, the icon of the first option control is switched from a two-dimensional avatar of the virtual pet to a three-dimensional avatar of the virtual pet.
[0126] 5) Switching the display mode of the first option control from a static mode to a dynamic mode; for example, when the icon of each option control is not selected, it is displayed as a static avatar of the corresponding virtual pet. When the first option control is selected, the icon of the first option control is switched from the static avatar of the virtual pet to a dynamic avatar of the virtual pet (for example, nodding or turning the head, etc.).
[0127] Step 230b: In response to a trigger operation on the displayed riding control, control the master virtual character to ride the first virtual pet.
[0128] In an embodiment of the present application, the computer device may further display a ride control in the scene interface of the virtual scene. Optionally, the ride control may be displayed when an option control for any virtual pet is selected. When the computer device receives a user trigger operation (such as a touch click or long press) on the ride control, it may control the master virtual character to ride the first virtual pet.
[0129] In the solution shown in the embodiment of the present application, the display status of the option control can prompt the user which virtual pet's option control is currently selected. At the same time, a riding control is displayed outside the virtual pet's option control. The user can use the riding control to trigger the virtual character to ride the selected virtual pet. This solution can reduce the probability of erroneous operation when the user triggers the virtual character to ride the virtual pet, and improve the interaction efficiency of the user's process of triggering the virtual character to ride the virtual pet.
[0130] In addition to the above Figure 3 In addition to the scheme shown, the user can also perform the select ride operation in other ways. For example, the select ride operation can also be a long press operation on the first option control, or the select ride operation can be an operation of dragging the first option control to the virtual character, etc.
[0131] For example, taking the above virtual scene as a virtual world (ie, a game world scene) displayed in a mobile terminal, and the virtual pet as a virtual elf in the virtual world, please refer to Figure 4 , which shows a virtual scene interface diagram involved in the embodiment of the present application. Figure 4 As shown, the scene interface of the virtual scene includes a sprite selection area. The player's six battle sprites are displayed in a list area 401 on the left, with the sprite's level displayed below the avatar. The user clicks any of the avatars and then clicks the ride button 402 to enter the riding state. The selected sprite's avatar will have a special border (indicating that it is selected).
[0132] like Figure 4 As shown, the scene interface of the virtual scene also includes an enter-ride button (i.e. the aforementioned ride control), which can display the basic movement status of the selected sprite for the surface type. For example, when a sprite with the ability to swim is selected in water, a water surface ride icon will be displayed, indicating that the sprite can enter the ride in water, so that players can clearly understand the surface and system that the sprite is suitable for. Please refer to Figure 5 , which shows a state diagram of an enter-ride button involved in an embodiment of the present application. Figure 5 As shown, the first line is the click state (the display state when clicked), the second line is the default state (the display state when available by default), and the third line is the prohibited state (indicating that the currently selected riding elf is in an unrideable terrain, so it cannot be ridden).
[0133] Optionally, the scene interface of the virtual scene also includes an active skill button: after entering the riding, the riding skills possessed by the elf will be displayed here. Pressing it can activate the riding skills. Different elves have different active riding skills.
[0134] Optionally, the scene interface of the virtual scene further includes a cancel ride button: click the button to cancel the ride.
[0135] Please refer to Figure 6 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 6 As shown, the lower right corner of the scene interface of the virtual scene displays an active skill button 601 and a cancel ride button 602. When the active skill button 601 is triggered, the computer device can control the virtual pet to release the active skill, and when the cancel ride button 602 is triggered, the computer device can control the virtual character to cancel riding the virtual pet.
[0136] Please refer to Figure 7 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 7 As shown, if the selected virtual elf has the same basic movement type as the current riding elf (can be summoned and moved on this surface), the player can select other virtual elves in the list on the left to switch riding. (For example, Figure 7 In the process of the virtual character riding the virtual sprite, the player can select the option control 701 of another virtual sprite and click the ride button 702 to control the virtual character to switch the riding option control 701 to the virtual sprite corresponding to the virtual sprite.
[0137] Please refer to Figure 8 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 8 As shown, if the selected sprite has a different basic movement type from the currently ridden sprite, the enter ride button 801 will be displayed as disabled.
[0138] The icons of the above-mentioned different controls may be pre-configured and called by the computer device when displayed. The configuration of the above-mentioned icons may be as shown in Table 1.
[0139] Table 1
[0140]
[0141] Based on the methods shown in the above embodiments, please refer to Figure 9 , which shows a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application, wherein the above step 230 can be implemented as the following steps 230c and 230d.
[0142] Step 230c: When the movement control operation is a basic movement operation, control the first virtual pet to move in the virtual scene in a basic movement state.
[0143] The basic movement operation may be a movement operation performed through a direction control / button, such as a touch operation on a virtual joystick, or a pressing operation on a keyboard button.
[0144] The above basic movement state can be the movement state when no displacement skills are released or no movement special effects are obtained, such as forward, backward, turning, etc.
[0145] Taking the virtual pet as an example, the virtual elf in the game scene can be ridden in a specific terrain in the virtual world, and can move and use skills in the terrain; accordingly, different terrains can correspond to different basic movement states.
[0146] As shown in Table 2, basic movement and active and passive skills can be configured by enumerating corresponding parameters. Each enumeration corresponds to a specific parameter (for example, parameter 1 of the Ground enumeration is maximum speed, and parameter 1 of the Fly enumeration is maximum acceleration). Each parameter is configured in the form of key:value, that is, the parameter name (such as English name): parameter value, which is convenient for developers to read and configure.
[0147] Table 2
[0148]
[0149]
[0150] A) Ground
[0151] Among them, the virtual elves that can be ridden on the ground can be divided into three types according to their functionality:
[0152] Transportation type: Virtual elves have slightly stronger basic mobility capabilities, rich active and passive skills, and can be used in most riding scenarios;
[0153] Acrobatic: The settings and appearance of the virtual sprite itself lead to a rather odd riding performance, with poor basic mobility. However, it has a rich set of active and passive skills, which can be applied to certain specific riding scenarios.
[0154] Travel type: The basic mobility of the virtual elves is slightly stronger, and the active skills can greatly improve the mobility, mostly used for movement on flat terrain.
[0155] For example, the movement configuration parameters of a rideable virtual sprite on the ground may be as shown in Table 3.
[0156] Table 3
[0157]
[0158] B) Wall
[0159] Rideable climbing virtual elves can be divided into multiple types (for example, three types) or multiple levels according to the level of the elves. The higher the level of the virtual elves, the stronger the wall moving ability.
[0160] For example, the movement configuration parameters of a wall-ridable virtual sprite can be shown in Table 4.
[0161] Table 4
[0162]
[0163] C) Sky
[0164] Among them, the virtual elves that can be ridden in the air can be divided into three types according to the riding posture:
[0165] Suspended gripping type: has slightly stronger Z-axis movement ability, but slightly weaker horizontal movement ability, mostly used for large-scale pure vertical displacement, similar to a hot air balloon. For example, please refer to Figure 10 , which shows another virtual scene interface diagram involved in an embodiment of the present application.
[0166] Suspension Grab Bag Type: Moderate vertical ability and horizontal movement ability. For example, please refer to Figure 11 , which shows another virtual scene interface diagram involved in an embodiment of the present application.
[0167] Normal riding type: amphibious, with slightly weaker vertical movement ability, more focused on horizontal movement in a small range, similar to the gliding experience. For example, please refer to Figure 12 , which shows another virtual scene interface diagram involved in an embodiment of the present application.
[0168] For example, the movement configuration parameters of a rideable virtual sprite in the air may be as shown in Table 5.
[0169] Table 5
[0170]
[0171] D) Water surface
[0172] The virtual sprites that can be ridden in water can be categorized as follows based on their settings and appearance:
[0173] Realistic: More like the feeling of a person swimming, with a moderate speed;
[0174] Fish: have strong mobility in water, good feel and strong ability;
[0175] Amphibians: ducks, seals and other amphibians, which have slightly better mobility in water;
[0176] Multi-habitat movement: Virtual elves can have multiple basic movement types mentioned above at the same time.
[0177] For example, the movement configuration parameters of a rideable virtual sprite in water may be as shown in Table 6.
[0178] Table 6
[0179]
[0180] Optionally, virtual elves can improve their abilities after evolution (sense of growth outside the game); for example, when riding a low-level virtual elf, the riding ability and skill effects will be significantly improved each time it evolves and levels up. This makes riding an outside gameplay, which, in conjunction with the in-game combat cycle, the development of virtual elves' levels, and other gameplay, brings a rich sense of growth outside the game.
[0181] Step 230d: When the first virtual pet moves in the virtual scene in the basic movement state, a first value is deducted from the designated attribute value of the master virtual character per unit time.
[0182] In an embodiment of the present application, when a user controls a master virtual character to ride a first virtual pet and moves in a virtual scene in a basic movement state, the computer device can continuously deduct a specified attribute value of the master virtual character.
[0183] For example, when the user controls the main virtual character to ride the first virtual pet and move in the virtual scene in a basic movement state, the computer device can deduct a certain amount of physical strength from the main virtual character every second until the physical strength of the main virtual character reaches 0, or until the main virtual character stops moving while riding the first virtual pet, or until the main virtual character cancels riding the first virtual pet.
[0184] In the solution shown in the embodiment of the present application, when the main virtual character rides the first virtual pet and moves in a basic movement state, the specified attribute value of the main virtual character is continuously deducted, so that when the user controls the virtual character to ride the virtual pet, the user needs to consider the impact of the specified attribute value of the main virtual character on the riding behavior, thereby improving the strategy of the user's control of the virtual character to ride the virtual pet.
[0185] Based on the above Figure 9 In some possible implementations of the embodiment shown, the first value is determined by first information, and the first information includes one or more of the following information:
[0186] 1) The identifier of the first virtual pet; wherein, the identifier of the first virtual pet may be the ID or name of the first virtual pet, etc.; in the embodiment of the present application, a basic value for continuously deducting a specified attribute value from the basic movement state may be set separately for each virtual pet.
[0187] 2) The level of the first virtual pet; in the embodiment of the present application, for the same virtual pet, at different levels, the value of the continuously deducted specified attribute value when in the basic movement state may be different; for example, the higher the level of the first virtual pet, the lower the value of the continuously deducted specified attribute value when in the basic movement state.
[0188] 3) The type of the basic movement state of the first virtual pet; in the embodiment of the present application, the value of the continuous deduction of the specified attribute value may also be different under different basic movement state types. For example, when the virtual pet is in the basic movement state of flying / swimming, the value of the continuous deduction of the specified attribute value is higher. Conversely, when the virtual pet is in the basic movement state on the ground, the value of the continuous deduction of the specified attribute value is lower.
[0189] 4) Movement speed of the first virtual pet; in the embodiment of the present application, when the virtual pet is in the basic movement state, the value of the continuous deduction of the specified attribute value may also be different at different movement speeds. For example, when the virtual pet is in the basic movement state, the faster the movement speed, the higher the value of the continuous deduction of the specified attribute value.
[0190] 5) The current terrain gain of the first virtual pet; in the embodiment of the present application, different virtual pets may be suitable for different terrains, and when a virtual pet is in a terrain suitable for it, it may have a terrain gain; for example, a virtual pet is suitable for glacial terrain, and when the main virtual character rides the virtual pet and moves in the glacial terrain in a basic movement state, the value of the specified attribute value deducted per unit time is lower.
[0191] 6) The current terrain penalty of the first virtual pet. A virtual pet may have a terrain penalty when it is in terrain that is not suitable for it. For example, if a virtual pet is not suitable for glacial terrain, when the main controlling virtual character rides the virtual pet in the glacial terrain in the basic movement state, the value of the specified attribute value deducted per unit time is higher.
[0192] 7) The currently remaining specified attribute value of the controlling virtual character; in an embodiment of the present application, the numerical value of the currently remaining specified attribute value of the controlling virtual character, or the ratio (that is, percentage) between the currently remaining specified attribute value of the controlling virtual character and the upper limit of the specified attribute value of the controlling virtual character, may also affect the numerical value of the specified attribute value deducted per unit time when the controlling virtual character rides the virtual pet in the basic movement state.
[0193] 8) Weather conditions; In the embodiment of the present application, different weather conditions may have different effects on the consumption of designated attribute values when the virtual character rides the virtual pet in the basic movement state; for example, in rainy or snowy weather or in a headwind environment, the designated attribute values of the virtual character riding the virtual pet in the basic movement state are consumed faster (the value of the designated attribute values deducted per unit time is higher); for another example, in clear weather or in a tailwind environment, the designated attribute values of the virtual character riding the virtual pet in the basic movement state are consumed slower (the value of the designated attribute values deducted per unit time is lower).
[0194] In the scheme shown in the embodiment of the present application, multiple influencing factors of the consumption speed of the specified attribute value when the virtual character rides the virtual pet in the basic movement state can be set, so that when the user controls the virtual character to ride the virtual pet, he can strategically select the virtual pet to be ridden, thereby improving the strategy of the user's control of the virtual character to ride the virtual pet.
[0195] Based on the above embodiment, in some possible implementations, when the first information includes the currently remaining designated attribute value of the controlling virtual character, the first value is positively correlated with the currently remaining designated attribute value of the controlling virtual character.
[0196] Optionally, the numerical value / percentage of the currently remaining designated attribute value of the controlling virtual character is linearly positively correlated with the designated attribute value consumption speed when the controlling virtual character rides the virtual pet in the basic movement state.
[0197] Alternatively, the numerical value / percentage of the currently remaining designated attribute value of the above-mentioned master virtual character is nonlinearly positively correlated with the speed at which the designated attribute value is consumed when the master virtual character rides the virtual pet in the basic movement state; that is, when the numerical value / percentage of the currently remaining designated attribute value of the above-mentioned master virtual character is within different preset ranges, the designated attribute value of the master virtual character has different consumption speeds when the master virtual character rides the virtual pet in the basic movement state; correspondingly, when the numerical value / percentage of the currently remaining designated attribute value of the above-mentioned master virtual character is within the same preset range, the designated attribute value of the master virtual character has the same consumption speed when the master virtual character rides the virtual pet in the basic movement state.
[0198] In the scheme shown in the embodiment of the present application, the higher the currently remaining designated attribute value of the main virtual character, the faster the designated attribute value is consumed when the main virtual character rides the virtual pet in the basic movement state. Conversely, the lower the currently remaining designated attribute value of the main virtual character, the slower the designated attribute value is consumed when the main virtual character rides the virtual pet in the basic movement state, so that the user can choose a reasonable time to consume or restore physical strength, thereby improving the strategy and fun of the user controlling the virtual character to ride the virtual pet.
[0199] Based on the above embodiments, in some possible implementations, the virtual character control method provided in the present application also includes: in response to the percentage between the currently remaining specified attribute value of the master virtual character and the upper limit of the specified attribute value of the master virtual character decreasing below the first percentage, reducing the first value by a second percentage.
[0200] In an embodiment of the present application, when the currently remaining designated attribute value of the master virtual character is greater than the first percentage (for example, 50%) of the upper limit of the designated attribute value of the master virtual character, the designated attribute value consumption speed of the master virtual character when riding the virtual pet in the basic movement state is faster. When the currently remaining designated attribute value of the master virtual character is reduced to below 50% of the upper limit of the designated attribute value of the master virtual character, the designated attribute value consumption speed of the master virtual character when riding the virtual pet in the basic movement state is reduced.
[0201] Through the above scheme, two levels of designated attribute value consumption speed are set for the percentage between the current remaining designated attribute value of the controlling virtual character and the upper limit of the designated attribute value of the controlling virtual character, which makes it convenient for users to choose a reasonable time to consume or restore physical strength, thereby improving the strategy and fun of users controlling virtual characters to ride virtual pets.
[0202] Based on the methods shown in the above embodiments, please refer to Figure 13 , which shows a flow chart of a method for controlling a virtual character provided by an exemplary embodiment of the present application, the above step 230 can be implemented as the following steps 230e and 230f.
[0203] Step 230e: When the movement control operation is a movement skill release operation, control the first virtual pet to release the displacement skill corresponding to the movement skill release operation.
[0204] Step 230f: deduct a third value from the designated attribute value of the master virtual character; the third value is a value corresponding to the displacement skill.
[0205] Among them, different displacement skills can be set with different third values, or different methods / logics for calculating the third values.
[0206] In the embodiment of the present application, when the main virtual character is riding on the virtual pet, the virtual pet can actively release displacement skills.
[0207] For example, virtual pets suitable for different surfaces / terrains may have different displacement skills; different virtual pets suitable for the same surface / terrain may have the same or different displacement skills.
[0208] Taking the example of a virtual pet being a virtual sprite in a game scene, a rideable virtual sprite in the virtual world can possess active skills (including the aforementioned movement skills) while in the ride state. In other words, the aforementioned movement skills are movement-related skills that the mounted virtual sprite can use once the controlling virtual character enters the ride state.
[0209] For example, under the following different surfaces, the virtual elves can have different displacement skills:
[0210] ① Ground
[0211] Sprint: After activation, enter the sprint state, the speed increases, and the sprint state will continue after the duration ends;
[0212] Jump / Double Jump: Move upward when activated, and the direction can be controlled during the jump. Some elves can release skills again to activate a double jump during the jump;
[0213] Charge sprint: long press to charge, release to release. The longer the charging time, the greater the displacement speed and distance.
[0214] For example, please refer to Figure 14 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 14 As shown, the lower right corner of the scene interface contains a control 1401 for the land active skill (sprint).
[0215] ②Wall
[0216] Climb Jump: When activated, the player moves in the current direction without exiting the climbing state.
[0217] ③Sky
[0218] Ascension: Increases vertical altitude when activated (focuses on vertical flight), and optionally increases flight speed.
[0219] ④ Water surface
[0220] Fast Swimming: Activate to increase swimming speed.
[0221] For example, please refer to Figure 15 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 15 As shown, the lower right corner of the scene interface contains a control 1501 for the active skill in water (swimming sprint).
[0222] Optionally, for virtual sprites with multiple mobility, the correspondence between different basic mobility states and active skills can be achieved through a one-to-one configuration of an array in sequence. For example, please refer to Table 7.
[0223] Table 7
[0224] name Basic movement status Passive Skills Active Skills Water xx 10006;30101 4004 70001;80003
[0225] As shown in Table 7, a virtual amphibious sprite has a land movement state and a swimming movement state. The active skill 70001 corresponds to the basic movement state 10006 (such as the land movement state), and the active skill 80003 corresponds to the basic movement state 30101 (such as the swimming movement state).
[0226] Optionally, the rideable virtual sprites in the virtual world can also have other active skills besides displacement skills when riding, such as:
[0227] Telescope: Activate to bring distant objects closer. When this telescope's active skill is triggered, the computer device can modify the current field of view (FOV), thereby bringing distant objects closer or further away, thereby zooming in or out.
[0228] Perception: Activate to highlight special objects / elements / virtual objects / collectible props in the scene.
[0229] For example, please refer to Figure 16 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 16 As shown, when the player activates the perception skill of the virtual pet, the outline of the collectible prop 1601 is highlighted in the scene interface. The corresponding relationship between the active skills and parameters of the virtual sprite can be shown in Table 8.
[0230] Table 8
[0231]
[0232]
[0233] In an embodiment of the present application, when the user performs a movement skill release operation (for example, a touch / mouse click operation on a skill control, or a press operation on a keyboard key corresponding to a displacement skill, etc.), the computer device can control the virtual pet (i.e., the first virtual pet mentioned above) currently ridden by the main virtual character to release the corresponding displacement skill. At the same time, the specified attribute value corresponding to the displacement skill needs to be consumed. The above scheme enables the user to control the virtual pet to perform special displacement behaviors through the displacement skill when controlling the virtual character to ride the virtual pet. At the same time, it is necessary to consider the influence of the specified attribute value of the main virtual character on the displacement skill, thereby improving the strategy of the user in controlling the virtual character to ride the virtual pet.
[0234] Based on the above embodiment, in some possible implementations, deducting a third value from the designated attribute value of the master virtual character includes:
[0235] 1) The third value is deducted from the designated attribute value of the master virtual character at one time.
[0236] In an embodiment of the present application, when the user controls the first virtual pet ridden by the main virtual character to release a displacement skill through a movement skill release operation, the third value corresponding to the displacement skill can be deducted at one time. The logic of this solution is simple and the complexity is low, which avoids the logic of deducting the specified attribute value from occupying too many processing resources, thereby ensuring the operating efficiency and smoothness of the virtual scene.
[0237] Taking the virtual pet as an example of a virtual elf in the game scene, the resources consumed by riding can be associated with physical strength management.
[0238] For example, basic movement and skill use while mounted consume the avatar's stamina, while stopping movement and canceling the mount restores stamina. The avatar's maximum stamina increases with player level. This allows players to enjoy managing their stamina and experience positive feedback from stamina growth, adding to the fun and depth of movement-related controls, expanding the possibilities for level structure and design.
[0239] Optionally, the configuration of the active skills and physical strength consumption of the virtual elf can be as shown in Table 9.
[0240] Table 9
[0241]
[0242]
[0243] 2) During the duration of the displacement skill, a third value is deducted from the designated attribute value of the master virtual character by deducting a certain value per unit time; the third value is positively correlated with the duration of the displacement skill.
[0244] In an embodiment of the present application, for a displacement skill with a certain duration, a third value can be deducted according to the duration of the displacement skill. Specifically, during the duration of the displacement skill, a certain value will be deducted from the designated attribute value of the main virtual character every unit time (for example, 1s). The total value of the designated attribute value deducted during the duration of the displacement skill is the above-mentioned third value.
[0245] For example, the above-mentioned displacement skills include ground acceleration skills. Assume that the acceleration skill is a skill that is continuously released while the user presses the control of the sprint skill. That is to say, when the user presses the control of the sprint skill, the first virtual pet enters the acceleration state and the speed increases. At this time, the computer device deducts a certain value from the designated attribute value of the main virtual character per second. Optionally, the value is greater than the first value deducted per unit time by the first virtual pet in the basic movement state; when the user releases the control of the sprint skill, the first virtual pet exits the acceleration state.
[0246] Through the above scheme, the numerical value of the designated attribute value deducted when releasing the displacement skill is associated with the duration of the displacement skill. The user needs to consider the impact of the designated attribute value of the main virtual character on the duration of the displacement skill, which improves the strategy of the user controlling the virtual character to ride the virtual pet to release the displacement skill.
[0247] In one possible implementation, during the duration of the displacement skill, when the third value is deducted from the designated attribute value of the controlling virtual character by a certain value per unit time, the fourth value deducted per unit time is positively correlated with the currently remaining designated attribute value of the controlling virtual character.
[0248] In one possible implementation, the virtual character control method provided in the present application further includes: in response to the percentage between the currently remaining specified attribute value of the master virtual character and the upper limit of the specified attribute value of the master virtual character decreasing below a third percentage, reducing the fourth value by a fourth percentage.
[0249] In combination with the above scheme, when the percentage between the currently remaining designated attribute value of the master virtual character and the upper limit of the designated attribute value of the master virtual character is reduced to below the fifth percentage (for example, 50%), the designated attribute value consumption of the displacement skill released continuously will be reduced. In this regard, the user can choose the appropriate time and method of skill release. For example, when the displacement skill is continuously released when the currently remaining designated attribute value of the master virtual character is less than 50%, the user can choose a longer skill duration to obtain a longer skill effect with a smaller designated attribute value consumption. Conversely, when the displacement skill is continuously released when the currently remaining designated attribute value of the master virtual character is not less than 50%, the user can choose a shorter skill duration to save the designated attribute value.
[0250] The relationship between the fourth value and the currently remaining value of the designated attribute of the controlling virtual character is similar to the relationship between the first value and the currently remaining value of the designated attribute of the controlling virtual character, and will not be further described here. The third percentage and the first percentage may be the same or different, and the fourth percentage and the second percentage may be the same or different.
[0251] Taking the virtual pet as a virtual elf in the game scene as an example, when riding the virtual elf, the form of physical energy consumption of the virtual character may include: physical energy is consumed every second during the continuous release of skills.
[0252] For example, for skills that are continuously effective, when the current physical strength reaches the continuous attenuation threshold, the rate of physical strength consumption will decrease, allowing players to find reasonable times to recover and consume physical strength and achieve the purpose of physical strength management.
[0253] Stamina continuous decay threshold: the percentage of the player's initial maximum stamina; for example, stamina consumption decay threshold = 50%, stamina consumption decay amplitude = 30%; when the player's stamina is below 50% of the initial maximum stamina (for example 800), the stamina consumption of continuously released displacement skills is reduced by 30%.
[0254] 3) During the duration of the movement skill release operation, a third value is deducted from the designated attribute value of the controlling virtual character by deducting a certain value per unit time; the third value is positively correlated with the duration of the movement skill release operation.
[0255] In an embodiment of the present application, for displacement skills that require charging and release, the third value can be deducted according to the charging time of the displacement skill. Specifically, during the charging time of the displacement skill, the designated attribute value of the main virtual character will be deducted by a certain value every unit time (for example, 1s). The total value of the designated attribute value deducted during the charging time of the displacement skill is the above-mentioned third value.
[0256] For example, the above-mentioned displacement skills include the power of the charged sprint skill on the ground. The user presses and holds the power to charge, and releases the skill after releasing it. During the time the user presses and holds the power to charge, the computer device deducts a certain value from the designated attribute value of the main virtual character per second. Optionally, the value is greater than the first value deducted per unit time by the first virtual pet in the basic movement state; when the user releases the control of the charged sprint skill, the first virtual pet accelerates the sprint, and the longer the charging time, the greater the displacement speed and distance of the accelerated sprint.
[0257] Through the above scheme, the numerical value of the designated attribute value deducted when releasing the displacement skill is associated with the charging time of the displacement skill. The user needs to consider the impact of the designated attribute value of the main virtual character on the charging time of the displacement skill, which improves the strategy of the user controlling the virtual character to ride the virtual pet to release the displacement skill.
[0258] In one possible implementation, during the charging time of the displacement skill, when the designated attribute value of the controlling virtual character is deducted by a third value by deducting a certain value per unit time, the fifth value deducted per unit time is positively correlated with the currently remaining designated attribute value of the controlling virtual character.
[0259] In one possible implementation, the virtual character control method provided in the present application further includes: in response to the percentage between the currently remaining specified attribute value of the master virtual character and the upper limit of the specified attribute value of the master virtual character decreasing to below the fifth percentage, reducing the fifth value by a sixth percentage.
[0260] In combination with the above scheme, when the percentage between the currently remaining designated attribute value of the master virtual character and the upper limit of the designated attribute value of the master virtual character is reduced to below the fifth percentage (for example, 50%), the designated attribute value consumption of the displacement skill released by charging will be reduced. In this regard, the user can choose the appropriate time and method of skill release. For example, when releasing the charged displacement skill when the currently remaining designated attribute value of the master virtual character is less than 50%, the user can choose a longer charging time to obtain a higher skill effect through a smaller consumption of the designated attribute value. Conversely, when releasing the charged displacement skill when the currently remaining designated attribute value of the master virtual character is not less than 50%, the user can choose a shorter charging time to save the designated attribute value.
[0261] The relationship between the fifth value and the currently remaining value of the designated attribute of the controlling virtual character is similar to the relationship between the first value and the currently remaining value of the designated attribute of the controlling virtual character, and will not be further described here. The fifth percentage and the first percentage may be the same or different, and the sixth percentage and the second percentage may be the same or different.
[0262] Among them, the above-mentioned first percentage, second percentage, third percentage, fourth percentage, fifth percentage and sixth percentage can be set by the developer or operation and maintenance personnel of the virtual scene.
[0263] Based on the above embodiment, in some possible implementations, displacement skills correspond to a maximum deduction value;
[0264] When the third value is deducted from the designated attribute value of the master virtual character at one time, and the remaining designated attribute value of the master virtual character before the deduction is not less than the maximum deduction value, the third value is the maximum deduction value;
[0265] When the third value is deducted from the designated attribute value of the master virtual character at one time, and the remaining designated attribute value of the master virtual character before the deduction is less than the maximum deduction value, the third value is the remaining designated attribute value of the master virtual character.
[0266] In the embodiment of the present application, taking the virtual pet as a virtual elf in the game scene as an example, for a single-release skill, when the current designated attribute value of the virtual character (such as physical strength) is insufficient, the player can still release a displacement skill, and the physical strength will be returned to 0 after the release. This solution provides players with a certain amount of operating space, reduces the frustration caused by having insufficient physical strength to release skills, and provides a gaming space for obtaining additional physical strength.
[0267] Based on the above embodiments, in some possible implementations, the virtual character control method provided by the present application further includes: displaying an attribute indication element, where the attribute indication element is used to indicate the remaining specified attribute values of the master virtual character.
[0268] In the embodiment of the present application, while the controlling virtual character is riding the first virtual pet, the computer device may further display the remaining specified attribute value of the controlling virtual character through an attribute indication element.
[0269] For example, when the master virtual character is riding the first virtual pet, if the designated attribute value of the master virtual character is not full, the computer device may display the attribute indication element.
[0270] Optionally, when the controlling virtual character is not riding a virtual pet, the computer device may also display the remaining specified attribute value of the controlling virtual character through an attribute indicator element. For example, when the controlling virtual character is not riding a virtual pet, if the specified attribute value of the controlling virtual character is not full, the computer device may also display the above-mentioned attribute indicator element.
[0271] In the solution shown in the embodiment of the present application, the computer device can display relevant information of the remaining specified attribute values of the master virtual character in the scene interface of the virtual scene, so that the user can more reasonably control the master virtual character to ride the first virtual pet to move, thereby improving the interactive efficiency and strategy of the user's control of the virtual character to ride the virtual pet.
[0272] The display position of the attribute indication element can be set by the developer; for example, the attribute indication element can be fixedly displayed in the upper middle position or the lower middle position in the scene screen.
[0273] Alternatively, the display position of the attribute indication element may also be determined by the position and posture of the master virtual object in the scene image. For example, the attribute indication element may be displayed based on the head of the master virtual object.
[0274] Based on the above embodiment, in some possible implementations, the attribute indication element includes a progress bar element, which is used to indicate the proportional relationship between the remaining specified attribute value of the master virtual character and the upper limit of the specified attribute value of the master virtual character.
[0275] In an embodiment of the present application, the computer device can display the percentage of the remaining specified attribute value of the master virtual character in the form of a progress bar, so that the user can more intuitively understand the current remaining specified attribute value and ensure the display effect of the remaining specified attribute value of the master virtual character.
[0276] For example, please refer to Figure 17 , which shows a schematic diagram of the progress bar element involved in the embodiment of the present application, such as Figure 17 As shown, the progress bar element is a circular progress bar, wherein the progress bar portion 1701 is the remaining specified attribute value of the master virtual character.
[0277] Based on the above embodiments, in some possible implementations, the virtual character control method provided in the present application also includes: when the main virtual character rides the first virtual pet and stops moving, or when the main virtual character does not ride the virtual pet and does not consume the specified attribute value, restoring the specified attribute value of the main virtual character to a second value per unit time.
[0278] In an embodiment of the present application, a mechanism for restoring specified attribute values is also provided. Specifically, when the main virtual character rides the first virtual pet and stops moving, or when the main virtual character does not ride the virtual pet and does not consume the specified attribute value, the specified attribute value of the main virtual character can be automatically restored. Specifically, a certain specified attribute value is restored per unit time, so that the user can selectively control the main virtual character to perform actions such as riding the virtual pet to move / stop moving / cancel riding the virtual pet, thereby improving the user's strategic control of the virtual character to ride the virtual pet.
[0279] Based on the above embodiment, in some possible implementations, the second value includes:
[0280] Specify a numeric value; or,
[0281] A specified percentage of the upper limit of the specified attribute value of the master virtual character; or,
[0282] The specified value plus the specified percentage of the upper limit of the specified attribute value of the master virtual character.
[0283] Let's take the virtual pet as a virtual elf in a game scene and specify the attribute value as stamina as an example. The form of restoring the stamina of the virtual character can be as follows:
[0284] 1) Basic recovery: restores a fixed value per second;
[0285] 2) The percentage of maximum physical strength restored per second.
[0286] Among them, the above two forms of physical strength recovery can be used alone or in combination.
[0287] For example, the player's maximum stamina value will increase as the game progresses. If the stamina value only increases by a fixed value, the time it takes to restore the stamina will increase with the increase in the maximum stamina value. In this regard, the solution shown in the embodiment of the present application introduces a solution that combines the above two forms of stamina value recovery. That is, the virtual character restores a fixed value + a fixed percentage of stamina value per second, so that the time it takes for the virtual character's stamina value to be restored will not be significantly extended as the maximum stamina value increases.
[0288] Alternatively, the state in which the controlling avatar is standing on land, or riding a virtual pet, without any other actions, can be called a standby state. In this state, the controlling avatar can recover additional numerical values or percentages of specified attribute values. For example, when a player is in standby or riding standby, their stamina will recover at an increased rate. Players can use this mechanism to determine appropriate stamina management strategies.
[0289] Based on the above-mentioned embodiments of the present application, in some possible implementations, the virtual character control method provided by the present application also includes: when the first virtual pet is a first designated pet or a pet of the first designated type, modifying the weather conditions around the first virtual pet to the weather conditions corresponding to the first virtual pet.
[0290] Based on the above embodiment, in some possible implementations, the weather state corresponding to the first virtual pet is used to eliminate or suppress the detrimental effect of the weather state before modification on the controlling virtual character.
[0291] Based on the above embodiment, in some possible implementations, the weather status includes one or more of the following: weather type, ambient temperature.
[0292] In an embodiment of the present application, certain designated virtual pets or designated types of virtual pets may have characteristics that affect surrounding weather conditions. When a user controls a master virtual character to ride a first virtual pet, the user may select a suitable virtual pet to ride, thereby improving the strategic control of the user's virtual character in riding the virtual pet.
[0293] For example, when the main virtual character is in a relatively bad environment, the user can control the virtual character to ride a specified virtual pet or a specified type of virtual pet to improve the current environment.
[0294] For example, when the main virtual character is in a cold and extremely cold environment, the cold and extremely cold environment will have a negative impact on the main virtual character, such as reducing the movement speed, continuously consuming / accelerating the consumption of physical strength, continuously consuming life points, etc. At this time, the user can control the main virtual character to ride a designated virtual pet or a designated type of virtual pet (such as a fire-type virtual pet). The designated virtual pet or the designated type of virtual pet can change the surrounding weather type to a clear weather type, and raise the surrounding temperature to a suitable temperature, thereby reducing or offsetting the negative impact of the cold and extremely cold environment on the main virtual character.
[0295] For another example, when the main virtual character is in a hot environment, the hot environment will have a negative impact on the main virtual character, such as reducing the movement speed, continuously consuming / accelerating the consumption of physical strength, continuously consuming life points, etc. At this time, the user can control the main virtual character to ride a designated virtual pet or a designated type of virtual pet (such as a water-based virtual pet). The designated virtual pet or the designated type of virtual pet can modify the surrounding weather type to a light rain weather type, and lower the surrounding temperature to a suitable temperature, thereby reducing or offsetting the negative impact of the hot environment on the main virtual character.
[0296] That is to say, when the player controls the main virtual character to ride the first pet character, the player can choose a suitable first pet character to ride. For example, by riding the first virtual pet, the ambient temperature can be increased to avoid the reduction of health points caused by cold weather. For another example, by riding the first virtual pet, the ambient temperature can be lowered to avoid the reduction of health points caused by hot weather. This improves the strategy of the player controlling the main virtual character to ride the pet character.
[0297] Based on the above embodiment, in some possible implementations, the above method further includes: when the first virtual pet is a second designated pet or a pet of a second designated type, modifying the terrain around the first virtual pet to a terrain corresponding to the first virtual pet.
[0298] In an embodiment of the present application, certain designated virtual pets or designated types of virtual pets may have a characteristic of affecting the surrounding terrain. When a user controls a main virtual character to ride a first virtual pet, the user may select a suitable virtual pet to ride, thereby improving the strategic control of the user's control of the virtual character to ride the virtual pet.
[0299] For example, when the main virtual character is in a relatively bad terrain, the user can control the virtual character to ride a specified virtual pet or a specified type of virtual pet to improve the current terrain.
[0300] For example, when the main virtual character is in glacial terrain, the glacial terrain will have a negative impact on the main virtual character, such as reducing movement speed, continuous consumption / accelerated consumption of physical strength, continuous consumption of health points, etc. At this time, the user can control the main virtual character to ride a designated virtual pet or a designated type of virtual pet (such as a fire virtual pet). The designated virtual pet or the designated type of virtual pet can modify the surrounding terrain to lava terrain / plain terrain, thereby reducing or offsetting the negative impact of the glacial terrain on the main virtual character.
[0301] For another example, when the main virtual character is in a lava terrain environment, the lava terrain will have a negative impact on the main virtual character, such as reducing the movement speed, continuously consuming / accelerating the consumption of physical strength, continuously consuming health points, etc. At this time, the user can control the main virtual character to ride a designated virtual pet or a designated type of virtual pet (such as an ice-type virtual pet). The designated virtual pet or the designated type of virtual pet can modify the surrounding lava terrain into glacial terrain or plain terrain, thereby reducing or offsetting the negative impact of the lava terrain on the main virtual character.
[0302] Taking the virtual pet as a virtual sprite in the game scene as an example, the virtual sprite may also have passive skills. For example, the passive skills of the virtual sprite may include the following skills:
[0303] ① Passive Perception: When sensing a Pokémon of the restrained type, the outline of the Pokémon will be displayed on the screen.
[0304] For example, please refer to Figure 18 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 18 As shown, in the scene interface, the outline of the restraining sprite 1801 is highlighted.
[0305] ②Change the temperature: Riding an elf can increase or decrease the ambient temperature.
[0306] For example, please refer to Figure 19 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 19 As shown in the scene interface, when the player controls the virtual character to summon and ride the flame spirit, the ambient temperature rises (for example, Figure 19 The upper left corner icon 1901 is included. The heart-shaped icon 1901 is the health bar of the virtual character. The color / status of the health bar can represent the temperature around the current virtual character. Through the color / status of the health bar, the player can know whether the temperature of the virtual character is currently in the environment (high or low), which can offset or reduce the negative state of the low temperature environment on the virtual character.
[0307] ③Change weather type: Riding an elf can change the surrounding weather type, such as changing the weather type to sunny, rainy, blizzard, etc.
[0308] ④Change the terrain: When riding an elf, you can modify the surrounding terrain to the terrain corresponding to the virtual elf. For example, when riding an ice-type virtual elf, the surrounding terrain can be changed to glacier terrain; when riding a fire-type virtual elf, the surrounding terrain can be changed to lava terrain, and so on.
[0309] Based on the above embodiment, in some possible implementations, in response to a movement control operation, controlling the master virtual character to ride the first virtual pet and move in the virtual scene by consuming a specified attribute value of the master virtual character includes:
[0310] Obtaining movement configuration information of the first virtual pet;
[0311] Based on the movement configuration information, in response to the movement control operation, the master virtual character is controlled to ride the first virtual pet and move in the virtual scene in a manner of consuming the specified attribute value of the master virtual character;
[0312] The mobility configuration information includes one or more of the following information:
[0313] Maximum moving speed; acceleration; deceleration; angular velocity; the relationship of slope to one or more of maximum moving speed, acceleration and angular velocity.
[0314] In an embodiment of the present application, different movement configuration information can be set for different virtual pets to provide differentiated riding experiences for different virtual pets, so that users can choose appropriate virtual pets to ride according to their own needs, thereby improving the interactive effect of users controlling virtual characters to ride virtual pets.
[0315] Taking the virtual pet as an example, a virtual elf in a certain game scene, different virtual pets may have different riding performances and feelings.
[0316] 1) Different color / different location forms of the same Pokémon can be ridden.
[0317] This gameplay incorporates a collecting element, which aligns with players' basic understanding, increases their desire to collect, and encourages sharing within the community. Specifically, in the aforementioned game scenario, different virtual sprites can have the same appearance but different colors and materials. All of these virtual sprites with the same appearance but different colors and materials can be ridden.
[0318] 2) Multiple movement parameters bring subtle differences to the basic movement feel.
[0319] Among them, the configuration items for basic movement include:
[0320] Acceleration: The change in speed from the start of input to the maximum speed;
[0321] Deceleration: the speed change from the stop input to the speed returning to 0;
[0322] Angular velocity: turning speed, the smaller it is, the harder it is to turn, and the smaller it is, the easier it is to turn;
[0323] The relationship between slope and speed: At different slopes, the riding speed may vary.
[0324] Combining the above four parameters can create different feel, and combined with the settings and forms of the sprites, it can enhance the riding experience:
[0325] Swift type: has high acceleration and low deceleration, making it difficult to brake and turn;
[0326] Bulky type: The acceleration and deceleration are very slow, and it is slightly difficult to turn;
[0327] Maneuverability: Slightly lower speed, but easy to turn.
[0328] Taking the above game scenario as an example, please refer to Figure 20 , which shows a configuration flow relationship diagram involved in the embodiment of this application. Figure 20 As shown, during the operation of the game scene, the computer device can read the virtual elf's movement and skill configuration from the basic movement and skill configuration table 2002 (such as Table 2-Table 9 above) through the ID of the virtual elf in the elf configuration table 2001 (such as Table 1 above), and control the movement and physical strength consumption of the virtual elf according to the movement and skill configuration of the virtual elf.
[0329] Based on the above embodiment, in some possible implementations, before controlling the master virtual character to ride the first virtual pet and move in the virtual scene by consuming the specified attribute value of the master virtual character based on the movement configuration information and in response to the movement control operation, the method further includes:
[0330] The mobile configuration information is modified according to the environmental information, where the environmental information includes one or more of the following information: terrain type, weather conditions.
[0331] For example, after obtaining the aforementioned movement configuration information, the computer device may further obtain a correction coefficient corresponding to the environmental information. The correction coefficients corresponding to various environmental information for the virtual pet may be pre-configured by the developer. The computer device then multiplies the correction coefficients by one or more parameters specified in the movement configuration information (e.g., maximum movement speed, acceleration, deceleration, and designated attribute value consumption rate) to obtain the corrected movement configuration information. The computer device then uses the corrected movement configuration information to control the movement of the master virtual character riding the first virtual pet in the virtual scene.
[0332] Taking the virtual pet as an example, a virtual elf in a game scene, the passive skills of the virtual elf in the riding state may include the following skills:
[0333] ① Weather Passive: Identify the current weather, allowing players to control the virtual character riding the virtual elf to move in the corresponding weather, and obtain gain or loss effects.
[0334] For example, please refer to Figure 21 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 21 As shown, in the scene interface, when the weather passive is in effect, a prompt light wave 2101 will be displayed.
[0335] Among them, the benefits brought by the weather may include: increasing movement speed; reducing physical strength consumption.
[0336] The negative effects of weather can include: increasing movement speed; reducing physical strength consumption.
[0337] For example, when the player controls the virtual character to ride an ice-type virtual elf in cold weather, the movement speed can be increased and the rate of physical strength consumption can be reduced. Conversely, when the player controls the virtual character to ride a fire-type virtual elf in cold weather, the movement speed will be reduced and the rate of physical strength consumption will be increased.
[0338] ② Terrain Passive: Identify the current terrain, allowing players to control the virtual character to ride the virtual elf to move on the corresponding terrain, and obtain gain or loss effects.
[0339] For example, please refer to Figure 22 , which shows another virtual scene interface diagram involved in the embodiment of the present application. Figure 22 As shown, in the scene interface, when the terrain passive function takes effect, a prompt light effect 2201 will be displayed.
[0340] Among them, the benefits brought by terrain can include: increasing movement speed; reducing physical strength consumption.
[0341] The negative effects of terrain can include: reduced movement speed; increased stamina consumption.
[0342] For example, when the player controls the virtual character to ride an ice-type virtual elf in glacial terrain, the movement speed can be increased and the rate of physical strength consumption can be reduced. Conversely, when the player controls the virtual character to ride a fire-type virtual elf in glacial terrain, the movement speed will be reduced and the rate of physical strength consumption will be increased.
[0343] Optionally, the passive skills and configuration of the virtual elves can be as shown in Table 10.
[0344] Table 10
[0345]
[0346] Please refer to Figure 23 , which shows a structural block diagram of a control device for a virtual character provided by an exemplary embodiment of the present application, the control device includes:
[0347] The display module 2301 is used to display the main virtual character in the virtual scene and the option controls of one or more virtual pets owned by the main virtual character;
[0348] The riding control module 2302 is configured to control the master virtual character to ride a first virtual pet in response to a riding operation selected on a first option control; the first option control is one of the option controls for the one or more virtual pets; and the first virtual pet is the virtual pet corresponding to the first option control.
[0349] The movement control module 2303 is configured to control the master virtual character to ride the first virtual pet and move in the virtual scene in response to a movement control operation by consuming a specified attribute value of the master virtual character.
[0350] In a possible implementation, the movement control module 2303 is configured to:
[0351] In a case where the movement control operation is a basic movement operation, controlling the first virtual pet to move in the virtual scene in a basic movement state;
[0352] When the first virtual pet moves in the virtual scene in the basic movement state, a first value is deducted from the designated attribute value of the master virtual character per unit time.
[0353] In a possible implementation, the first value is determined by first information, where the first information includes one or more of the following information:
[0354] The identifier of the first virtual pet, the level of the first virtual pet, the type of the basic movement state of the first virtual pet, the movement speed of the first virtual pet, the current terrain gain of the first virtual pet, the current terrain loss of the first virtual pet, the current remaining specified attribute value of the main virtual character, and the weather conditions.
[0355] In a possible implementation, when the first information includes the currently remaining designated attribute value of the controlling virtual character, the first value is positively correlated with the currently remaining designated attribute value of the controlling virtual character.
[0356] In a possible implementation, the apparatus further includes:
[0357] The value adjustment module is configured to reduce the first value by a second percentage in response to a percentage between the currently remaining designated attribute value of the master virtual character and the upper limit of the designated attribute value of the master virtual character decreasing below a first percentage.
[0358] In a possible implementation, the movement control module 2303 is configured to:
[0359] In a case where the movement control operation is a movement skill release operation, controlling the first virtual pet to release a displacement skill corresponding to the movement skill release operation;
[0360] A third value is deducted from the designated attribute value of the master virtual character; the third value is a value corresponding to the displacement skill.
[0361] In a possible implementation, the movement control module 2303 is configured to:
[0362] Deduct the third value from the designated attribute value of the master virtual character at one time; or
[0363] During the duration of the displacement skill, the third value is deducted from the designated attribute value of the master virtual character in a manner of deducting a certain value per unit time; the third value is positively correlated with the duration of the displacement skill; or,
[0364] During the duration of the movement skill release operation, the designated attribute value of the master virtual character is deducted by the third value by deducting a certain value per unit time; the third value is positively correlated with the duration of the movement skill release operation.
[0365] In a possible implementation, the displacement skill corresponds to a maximum deduction value;
[0366] When the third value is deducted from the designated attribute value of the master virtual character at one time, and the remaining designated attribute value of the master virtual character before the deduction is not less than the maximum deduction value, the third value is the maximum deduction value;
[0367] When the designated attribute value of the master virtual character is deducted by the third value at one time, and the remaining designated attribute value of the master virtual character before the deduction is less than the maximum deduction value, the third value is the remaining designated attribute value of the master virtual character.
[0368] In a possible implementation, the apparatus further includes:
[0369] The element display module is used to display an attribute indication element, where the attribute indication element is used to indicate the remaining specified attribute value of the master virtual character.
[0370] In a possible implementation, the attribute indication element includes a progress bar element, and the progress bar element is used to indicate a proportional relationship between the remaining specified attribute value of the master virtual character and the upper limit of the specified attribute value of the master virtual character.
[0371] In a possible implementation, the apparatus further includes:
[0372] The attribute value recovery module is used to recover the designated attribute value of the master virtual character to a second value per unit time when the master virtual character rides the first virtual pet and stops moving, or when the master virtual character does not ride the virtual pet and does not consume the designated attribute value.
[0373] In a possible implementation, the second value includes:
[0374] Specify a numeric value; or,
[0375] A specified percentage of the upper limit of the specified attribute value of the master virtual character; or
[0376] The specified value is added to the specified percentage of the upper limit of the specified attribute value of the master virtual character.
[0377] In a possible implementation, the movement control module 2303 is configured to:
[0378] Obtaining movement configuration information of the first virtual pet;
[0379] Based on the movement configuration information, in response to a movement control operation, controlling the master virtual character to ride the first virtual pet and move in the virtual scene in a manner of consuming a specified attribute value of the master virtual character;
[0380] The mobility configuration information includes one or more of the following information:
[0381] Maximum moving speed; acceleration; deceleration; angular velocity; relationship of slope to one or more of the maximum moving speed, the acceleration and the angular velocity.
[0382] In a possible implementation, the apparatus further includes:
[0383] The configuration modification module is configured to modify the movement configuration information according to environmental information before the movement control module 2303 controls the master virtual character to ride the first virtual pet in the virtual scene in response to a movement control operation based on the movement configuration information by consuming a specified attribute value of the master virtual character, wherein the environmental information includes one or more of the following information:
[0384] Terrain type, weather conditions.
[0385] In a possible implementation, the apparatus further includes:
[0386] The weather modification module is used to modify the weather conditions around the first virtual pet to the weather conditions corresponding to the first virtual pet when the first virtual pet is a first designated pet or a pet of a first designated type.
[0387] In some possible implementations, the weather state corresponding to the first virtual pet is used to eliminate or suppress the detrimental effect of the weather state before modification on the controlling virtual character.
[0388] In a possible implementation, the weather status includes one or more of the following: meteorological type, ambient temperature.
[0389] In a possible implementation, the apparatus further includes:
[0390] The terrain modification module is used to modify the terrain around the first virtual pet to a terrain corresponding to the first virtual pet when the first virtual pet is a second designated pet or a pet of a second designated type.
[0391] In one possible implementation, the ride control module 2302 is used to:
[0392] In response to a selection operation on the first option control, displaying the first option control as being in a selected state;
[0393] In response to a trigger operation on the displayed riding control, the master virtual character is controlled to ride the first virtual pet.
[0394] It should be noted that the device provided in the above embodiment only uses the division of the above-mentioned functional modules as an example to implement its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0395] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method; the technical effects achieved by each module performing operations are the same as the technical effects in the embodiment of the method, and will not be elaborated here.
[0396] Please refer to Figure 24 , which shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
[0397] Computer device 2400 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). Computer device 2400 may also be referred to as user equipment, portable terminal, or other similar names.
[0398] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .
[0399] The processor 2401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
[0400] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction, which is executed by the processor 2401 to implement the control method of the virtual character provided in the embodiments of the present application.
[0401] In some embodiments, the computer device 2400 may further include a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2404 , a touch screen display 2405 , a camera 2406 , an audio circuit 2407 , and a power supply 2408 .
[0402] In some embodiments, the computer device 2400 further includes one or more sensors 2409 , including but not limited to an acceleration sensor 2410 , a gyroscope sensor 2411 , a pressure sensor 2412 , an optical sensor 2413 , and a proximity sensor 2414 .
[0403] Those skilled in the art will understand that Figure 24 The structure shown in the figure does not constitute a limitation on the computer device 2400, and the computer device 2400 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0404] In an exemplary embodiment, an embodiment of the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the control method of the virtual character provided by the above method embodiment.
[0405] An embodiment of the present application provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the control method of a virtual character provided in the above method embodiment.
[0406] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, causing the processor to load and execute the computer instructions to implement the virtual character control method provided in the above method embodiment.
[0407] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0408] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0409] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0410] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for controlling a virtual character, characterized in that: The method comprises: Displaying a master virtual character in a virtual scene, wherein the master virtual character has one or more virtual pets; In response to the main control virtual character calling the virtual pet, the main control virtual character is controlled to ride the first virtual pet; the first virtual pet has a passive skill; the passive skill includes a weather changing skill; the weather changing skill is used to modify the weather state around the first virtual pet to a weather state corresponding to the first virtual pet; In response to the movement control operation, the main control virtual character is controlled to ride the first virtual pet to move in the virtual scene.
2. The method according to claim 1, characterized in that Before the step of controlling the master virtual character to ride the first virtual pet in response to the master virtual character calling the virtual pet, the method further comprises: A display list area and a ride button are displayed; the list area includes avatars of the virtual pets owned by the master virtual character; In response to the main control virtual character calling the virtual pet, controlling the main control virtual character to ride the first virtual pet includes: In response to a selection operation on the avatar of the first virtual pet in the list area and a click operation on the ride button, the master virtual character is controlled to ride the first virtual pet.
3. The method according to claim 1 or 2, characterized in that: The weather state corresponding to the first virtual pet is used to eliminate or suppress the detrimental effect of the weather state before modification on the main control virtual character.
4. The method according to claim 3, characterized in that The weather conditions include one or more of the following: meteorological type, ambient temperature.
5. The method according to claim 4, characterized in that When the main control virtual character is in a cold and extremely cold environment, and the first virtual pet is a fire-type virtual pet, the weather skill is used to modify the surrounding weather type to a clear weather type, and to increase the surrounding temperature to reduce or offset the negative impact of the cold and extremely cold environment on the main control virtual character; When the main virtual character is in a hot environment and the first virtual pet is a water-based virtual pet, the weather skill is used to modify the surrounding weather type to a light rain weather type, and to lower the surrounding temperature to reduce or offset the negative impact of the hot environment on the main virtual character.
6. The method according to claim 5, characterized in that The negative effects include reduced health points.
7. The method according to any one of claims 1 to 6, characterized in that: The method further comprises: When the weather changing skill takes effect, a prompt light wave is displayed.
8. The method according to any one of claims 1 to 7, characterized in that: The passive skills also include a terrain changing skill; the terrain changing skill is used to modify the terrain around the first virtual pet to a terrain corresponding to the first virtual pet.
9. The method according to claim 8, characterized in that The terrain changing skill is used to reduce or offset the negative impact of the terrain on the master virtual character.
10. The method according to claim 8 or 9, characterized in that: In the case where the first virtual pet is a flame-type virtual pet, the terrain changing skill is used to modify the terrain around the main control virtual character into a lava terrain; or, In the case where the first virtual pet is an ice-type virtual pet, the terrain changing skill is used to modify the terrain around the main control virtual character into a glacial terrain.
11. The method according to any one of claims 8 to 10, characterized in that: The method further comprises: When the terrain changing skill takes effect, a prompt light effect is displayed.
12. The method according to any one of claims 1 to 11, characterized in that: The method further comprises: Display the health bar of the master virtual character; The color or state of the health bar is used to indicate the temperature around the main virtual character.
13. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the control method of the virtual character according to any one of claims 1 to 12.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the control method of a virtual character as claimed in any one of claims 1 to 12.
15. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. The processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes them to implement the control method of the virtual character as described in any one of claims 1 to 12.