Virtual character interaction control method, device and equipment and readable storage medium

By introducing a revenge state mechanism in the game, virtual characters enter a revenge state when they meet specific conditions and change the attack method, solving the problem of lack of diversity in the interactive control of virtual characters in the existing technology, and improving the stimulation and strategic nature of the game.

CN120053982APending Publication Date: 2025-05-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510460024.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

Existing game technology is difficult to achieve diversified interactive control of virtual characters in a three-dimensional virtual environment, especially in complex fighting game scenarios, and lacks means to stimulate players' desire to fight and increase game strategy.

Method used

By introducing a revenge state mechanism in the game, it allows virtual characters to enter a revenge state when they meet certain conditions. When attacking enemy virtual characters in this state, the character attributes change, providing different attack methods.

Benefits of technology

It stimulates players' desire to control virtual characters, increases the stimulation and strategic nature of the game, and gives virtual characters the opportunity to turn around the situation under disadvantages, improving players' gaming experience and interaction rate.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual character interaction control method, device and equipment and a readable storage medium, and belongs to the technical field of games. The method comprises the following steps: displaying animations of at least two groups of game teams participating in combat games in a three-dimensional virtual environment; under the condition that the first virtual character meets the ball resuming condition, the first virtual character is controlled to enter a ball resuming state; in response to a control operation for the first virtual character, controlling the first virtual character in the re-benefit state to attack the enemy virtual character, the character attribute of the first virtual character in the re-benefit state attacking the enemy virtual character being different from the character attribute of the first virtual character in the non-re-benefit state attacking the enemy virtual character; wherein the enemy virtual role comprises at least one virtual role in different game teams from the first virtual role, and the role attribute comprises at least one of attack force, skill cooling duration, a physical recovery value or an energy recovery value. According to the method, the control modes of the virtual character are diversified.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of game technologies, and particularly to a method, device, equipment, and readable storage medium for interactive control of virtual characters. Background Art

[0002] With the continuous development of computer technologies, game technologies have also developed rapidly, and the gameplay of games has become more and more diverse. For example, in a 3D (3 Dimensions) fighting action game, a player can control the virtual character controlled by him / her to fight against the virtual characters controlled by other players. Summary of the Invention

[0003] The embodiments of the present application provide a method, device, equipment, and readable storage medium for interactive control of virtual characters. The technical solutions are as follows:

[0004] On the one hand, the embodiments of the present application provide a method for interactive control of virtual characters, which is applied to a first terminal device. The method includes:

[0005] Displaying animations of at least two game teams participating in a fighting match in a three-dimensional virtual environment, each game team including at least two virtual characters participating in the fighting match, and the virtual characters in the same game team being controlled by different control objects. Among the virtual characters participating in the fighting match of the at least two game teams, there is a first virtual character controlled by a first control object using the first terminal device;

[0006] When the first virtual character meets the revenge condition, controlling the first virtual character to enter a revenge state;

[0007] In response to a control operation on the first virtual character, controlling the first virtual character in the revenge state to attack an enemy virtual character. The character attributes of the first virtual character in the revenge state when attacking the enemy virtual character are different from the character attributes of the first virtual character when attacking the enemy virtual character in a non-revenge state;

[0008] Wherein, the enemy virtual character includes at least one virtual character in a different game team from the first virtual character, and the character attributes include at least one of attack power, skill cooling duration, physical strength recovery value, or energy recovery value.

[0009] On the other hand, the embodiments of the present application provide an interactive control device for virtual characters. The device is applied to a first terminal device. The device includes:

[0010] A display module, configured to display animations of at least two groups of game teams participating in a fighting game in a three-dimensional virtual environment. Each group of game teams includes at least two virtual characters participating in the fighting game. The virtual characters in the same group of game teams are controlled by different control objects. Among the virtual characters of the at least two groups of game teams participating in the fighting game, there is a first virtual character controlled by a first control object using the first terminal device;

[0011] A control module, configured to control the first virtual character to enter a revenge state when the first virtual character meets the revenge condition;

[0012] The control module is further configured to, in response to a control operation on the first virtual character, control the first virtual character in the revenge state to attack an enemy virtual character. The character attributes of the first virtual character in the revenge state when attacking the enemy virtual character are different from the character attributes of the first virtual character when not in the revenge state when attacking the enemy virtual character;

[0013] Wherein, the enemy virtual character includes at least one virtual character in a different game team from the first virtual character, and the character attributes include at least one of attack power, skill cooldown duration, physical strength recovery value, or energy recovery value.

[0014] In a possible implementation manner, the revenge condition includes at least one of a first condition or a second condition; wherein, the first condition is that the number of enemy virtual characters attacking the first virtual character within any one first reference duration is greater than a quantity threshold; the second condition is that the number of virtual characters in the game team where the first virtual character is located and in a surviving state is less than the number of enemy virtual characters in a surviving state, and the first virtual character is in a surviving state.

[0015] In a possible implementation manner, the control module is configured to, when the first virtual character meets the first condition, control the first virtual character to enter the revenge state, and the revenge state of the first virtual character lasts for a second reference duration; when the first virtual character meets the second condition, control the first virtual character to enter the revenge state, and the revenge state of the first virtual character lasts until the end of the fighting game.

[0016] In a possible implementation, when the character attribute includes attack power, the attack power of the first virtual character in the revenge state when attacking the enemy virtual character is greater than the attack power of the first virtual character when attacking the enemy virtual character in the non-revenge state; when the character attribute includes skill cooldown duration, the skill cooldown duration of the first virtual character in the revenge state when attacking the enemy virtual character is less than the skill cooldown duration of the first virtual character when attacking the enemy virtual character in the non-revenge state; when the character attribute includes physical strength recovery value, the physical strength recovery value of the first virtual character in the revenge state when attacking the enemy virtual character is greater than the physical strength recovery value of the first virtual character when attacking the enemy virtual character in the non-revenge state; when the character attribute includes energy recovery value, the energy recovery value of the first virtual character in the revenge state when attacking the enemy virtual character is greater than the energy recovery value of the first virtual character when attacking the enemy virtual character in the non-revenge state.

[0017] In a possible implementation, the control module is further configured to control the first virtual character to exit the revenge state when the second virtual character changes from the surviving state to the non-surviving state, where the second virtual character is a virtual character other than the first virtual character among the virtual characters included in the at least two groups of game teams.

[0018] In a possible implementation, the display module is further configured to display the health bar corresponding to the first virtual character, where the health bar corresponding to the first virtual character is used to indicate the remaining health value and the total health value of the first virtual character;

[0019] The display module is further configured to display the health bar corresponding to the first virtual character in a first form, where the first form is used to indicate that the first virtual character is in the revenge state.

[0020] In a possible implementation, when the first virtual character releases a first skill on a first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display animations corresponding to the first virtual character and the first enemy virtual character based on the first skill, where the first skill is any skill possessed by the first virtual character.

[0021] In a possible implementation, when the first enemy virtual character defends against the regular skill of the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display first information, where the first information is used to indicate that the first enemy virtual character has defended against the regular skill of the first virtual character.

[0022] In a possible implementation, when the first enemy virtual character defends against the normal skill of the first virtual character and the first enemy virtual character counterattacks the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display second information, and the second information is used to indicate that the first enemy virtual character has counterattacked the first virtual character.

[0023] In a possible implementation, when the first enemy virtual character defends against the normal skill of the first virtual character and the first enemy virtual character counterattacks the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character display a first special effect of the first enemy virtual character counterattacking the first virtual character.

[0024] In a possible implementation, when the first virtual character defends against the attack of the first enemy virtual character and the first virtual character makes a normal attack on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display third information, and the third information is used to indicate that the first virtual character defends and counterattacks the first enemy virtual character.

[0025] In a possible implementation, when the first enemy virtual character is in a defensive state and the first virtual character makes a throw attack on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display fourth information, and the fourth information is used to indicate that the first virtual character makes a throw attack on the first enemy virtual character.

[0026] In a possible implementation, the display module is further configured to display a first prompt message when any virtual character in the game team where the first virtual character is located releases a special skill. The color of the first prompt message is a first color, and the first prompt message is used to indicate that the virtual character in the game team where the first virtual character is located has released the special skill; when an enemy virtual character releases the special skill, display a second prompt message. The color of the second prompt message is a second color, and the second prompt message is used to indicate that the enemy virtual character has released the special skill.

[0027] In a possible implementation, the control module is further configured to determine the attack range of the first virtual character when the first virtual character releases a normal attack; control the first virtual character to perform a normal attack when there is no virtual character in a defensive state within the attack range of the first virtual character; control the first virtual character to perform a throw attack on a third virtual character when there is a third virtual character in a defensive state, forcibly locked by the first virtual character, and belonging to a different game team from the first virtual character within the attack range of the first virtual character; control the first virtual character to perform a throw attack on the fourth virtual character when there is no such third virtual character within the attack range of the first virtual character, there is a fourth virtual character in a defensive state, at a distance less than a distance threshold from the first virtual character, and belonging to a different game team from the first virtual character.

[0028] In a possible implementation, the control module is further configured to, in response to a trigger operation for a second skill of the first virtual character, determine the attack range of the second skill, where the second skill is any one of a normal attack, a conventional skill, and a special skill; control the first virtual character to release the second skill towards a fifth virtual character when there is a fifth virtual character within the attack range of the second skill, the fifth virtual character belongs to a different game team from the first virtual character, and the distance between the fifth virtual character and the first virtual character is less than a distance threshold.

[0029] In a possible implementation, the control module is further configured to, in response to a trigger operation for a second skill of the first virtual character and when there is a sixth virtual character forcibly locked by the first virtual character in a first area, control the first virtual character to release the second skill towards the sixth virtual character, where the second skill is any one of a normal attack, a conventional skill, and a special skill; in response to a trigger operation for the second skill of the first virtual character, when there is no such sixth virtual character in the first area and there is a seventh virtual character belonging to a different game team from the first virtual character in the first area, control the first virtual character to release the second skill towards the seventh virtual character;

[0030] In response to a trigger operation for the second skill of the first virtual character, when there is no such sixth virtual character and seventh virtual character in the first area and there is an eighth virtual character belonging to a different game team from the first virtual character in a second area, where the second area is larger than the first area, control the first virtual character to release the second skill towards the eighth virtual character.

[0031] In a possible implementation, the display modes of virtual characters belonging to different game teams are different, and the display modes of virtual characters belonging to the same game team are the same.

[0032] In a possible implementation, the display module is further configured to display a screen indicator when the enemy virtual character locks the first virtual character and releases a special skill on the first virtual character, where the screen indicator is used to indicate that the first virtual character has been locked and the first virtual character will be attacked.

[0033] In a possible implementation, the first terminal device plays the reference skill released by the first virtual character at a volume greater than the volume of playing the reference skill released by the first enemy virtual character, where the first enemy virtual character is the enemy virtual character locked by the first virtual character, and the reference skill is a skill other than the special skill of the virtual character among the role skills possessed by the virtual character; the first terminal device plays the reference skill released by the first enemy virtual character at a volume greater than the volume of playing the reference skill released by the second enemy virtual character, where the second enemy virtual character is the enemy virtual character not locked by the first virtual character; the first terminal device plays the reference skill released by the second enemy virtual character at a volume greater than the volume of playing the reference skill released by the teammate virtual character of the first virtual character; the first terminal device plays the special skills released by each virtual character at the same volume.

[0034] In a possible implementation, the smaller the distance between the target virtual character and the first virtual character, the greater the volume at which the first terminal device plays the reference skill released by the target virtual character, where the target virtual character is a virtual character other than the first virtual character, and the reference skill is a skill other than the special skill of the virtual character among the role skills possessed by the virtual character; the first terminal device plays the special skills released by each virtual character at the same volume.

[0035] In a possible implementation, the control module is further configured to control the first virtual character to enter an invincible state when the first virtual character meets the invincible condition, and the first virtual character in the invincible state will not reduce the health value of the first virtual character when being attacked.

[0036] In a possible implementation, the invincible condition includes at least one of the following:

[0037] The first virtual character releases the special skill of the first virtual character on the enemy virtual character and hits the enemy virtual character;

[0038] The first virtual character knocks the enemy virtual character into the air;

[0039] The first virtual character is hit by the special skill of the enemy virtual character;

[0040] The first virtual character is knocked into the air by the enemy virtual character, and the first virtual character is in the air or on the ground;

[0041] The first virtual character successfully defends against the attack of the enemy virtual character;

[0042] The first virtual character counterattacks the attack of the enemy virtual character;

[0043] The first virtual character successfully defends against the enemy virtual character and performs a normal skill on the enemy virtual character;

[0044] The enemy virtual character successfully defends against the first virtual character, and the first virtual character performs a normal attack on the enemy virtual character;

[0045] The first virtual character successfully defends against the enemy virtual character, and the enemy virtual character performs a throw attack on the first virtual character.

[0046] In a possible implementation, the display module is further configured to display the first virtual character in a second form, and the second form is used to indicate that the first virtual character is in an invincible state.

[0047] On the other hand, an embodiment of the present application provides an interactive control system for virtual characters. The interactive control system for virtual characters includes at least four terminal devices, and any one of the at least four terminal devices is configured to execute any one of the above-mentioned interactive control methods for virtual characters.

[0048] On the other hand, an embodiment of the present application provides a terminal device. The terminal device includes a processor and a memory, and at least one program code is stored in the memory. The at least one program code is loaded and executed by the processor so that the terminal device implements any one of the above-mentioned interactive control methods for virtual characters.

[0049] On the other hand, a computer-readable storage medium is further provided. At least one program code is stored in the computer-readable storage medium. The at least one program code is loaded and executed by a processor so that a computer implements any one of the above-mentioned interactive control methods for virtual characters.

[0050] On the other hand, a computer program or a computer program product is further provided. At least one computer instruction is stored in the computer program or the computer program product. The at least one computer instruction is loaded and executed by a processor so that a computer implements any one of the above-mentioned interactive control methods for virtual characters.

[0051] The technical solution provided by the embodiment of the present application has at least the following beneficial effects:

[0052] The technical solution provided by the embodiment of the present application displays animations of at least two groups of game teams participating in fighting matches in a three-dimensional virtual environment. Each group of game teams includes at least two virtual characters. When the first virtual character meets the revenge condition, the first virtual character is controlled to enter the revenge state. At this time, the character attributes of the first virtual character when attacking the enemy virtual character in the revenge state are different from those of the first virtual character when attacking the enemy virtual character in the non-revenge state. This method can stimulate the fighting desire of the first control object controlling the first virtual character, increase the excitement and strategy of the game, enable the first virtual character to have a chance to reverse the battle through the revenge state when in a disadvantaged position, diversify the control methods of the virtual character, and thus improve the game experience of the first control object, and further improve the interaction rate and user retention rate of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0053] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0054] Figure 1 It is a schematic diagram of a computer system provided by the embodiment of the present application;

[0055] Figure 2 It is a schematic diagram of circular restraint provided by the embodiment of the present application;

[0056] Figure 3 It is an interface diagram of a game interface provided by the embodiment of the present application;

[0057] Figure 4 It is an interface diagram of a game interface provided by the embodiment of the present application;

[0058] Figure 5 It is an interface diagram of a game interface provided by the embodiment of the present application;

[0059] Figure 6 It is a flowchart of an interactive control method for a virtual character provided by the embodiment of the present application;

[0060] Figure 7 It is a schematic diagram of a game interface provided by the embodiment of the present application;

[0061] Figure 8 It is a schematic diagram of a health bar corresponding to a first virtual character provided by the embodiment of the present application;

[0062] Figure 9 It is a schematic diagram of a first piece of information provided by an embodiment of the present application;

[0063] Figure 10 It is a schematic diagram of a second piece of information provided by an embodiment of the present application;

[0064] Figure 11 It is a schematic diagram of a third piece of information provided by an embodiment of the present application;

[0065] Figure 12 It is a schematic diagram of a fourth piece of information provided by an embodiment of the present application;

[0066] Figure 13 It is a schematic diagram of a first piece of prompt information provided by an embodiment of the present application;

[0067] Figure 14 It is a schematic diagram of a second piece of prompt information provided by an embodiment of the present application;

[0068] Figure 15 It is a schematic diagram of multiple pieces of prompt information provided by an embodiment of the present application;

[0069] Figure 16 It is a schematic diagram of a screen indicator provided by an embodiment of the present application;

[0070] Figure 17 It is a schematic structural diagram of an interactive control device for a virtual character provided by an embodiment of the present application;

[0071] Figure 18 It is a schematic structural diagram of a terminal device provided by an embodiment of the present application;

[0072] Figure 19 It is a schematic structural diagram of a server provided by an embodiment of the present application. Detailed implementation manners

[0073] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0074] It should be noted that the terms "first", "second", etc. in the present application are used to distinguish similar objects and do not necessarily have to be used to describe a specific order or sequence. It should be understood that such terms can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order different from those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0075] First, define the abbreviations and key terms involved in the embodiments of the present application.

[0076] Virtual environment: refers to the environment provided (or displayed) when an application runs on a terminal device. This virtual environment is an environment created for virtual avatars to carry out activities. The virtual environment can be a two-dimensional virtual environment, a 2.5D virtual environment, or a three-dimensional virtual environment, etc. The virtual environment can be a simulation environment of the real world, a semi-simulation environment of the real world, or a purely fictional environment. Exemplarily, the virtual environment involved in the embodiments of the present application is a three-dimensional virtual environment.

[0077] Virtual character: refers to an active object in the virtual environment. This active object can be a virtual person, a virtual animal, an anime character, etc. The user can control the virtual character by means of peripheral components or by clicking on the touch display screen. Each virtual character has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment. Exemplarily, when the virtual environment is a three-dimensional virtual environment, the virtual character is a three-dimensional solid model created based on animation skeleton technology.

[0078] Figure 1 The block diagram of the computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a first terminal device 101, a second terminal device 102, a third terminal device 103, a fourth terminal device 104, and a server 105.

[0079] The first terminal device 101 installs and runs a client that supports a three-dimensional virtual environment. The client that supports a three-dimensional virtual environment can be any one of a three-dimensional map program, a shooting game, a level-breaking game, a battle game, a virtual reality (VR) application program, and an augmented reality (AR) program. The first terminal device 101 is the terminal device used by the first control object. The first control object uses the first terminal device 101 to control the virtual character one located in the three-dimensional virtual environment to carry out activities, and these activities include: adjusting the body posture, walking, running, jumping, cycling, driving, aiming, picking up, using throwing items, attacking other virtual characters, etc. Exemplarily, the virtual character one is a virtual person, such as a simulated human object or an anime character object. Exemplarily, the first control object controls the virtual character one to carry out activities through the user interface (UI) controls on the three-dimensional virtual environment screen.

[0080] The first terminal device 101 is connected to the server 105 through a wireless network or a wired network.

[0081] The server 105 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 105 includes a processor and a memory. The memory includes a receiving module, a control module, and a sending module. The receiving module is configured to receive requests sent by the client; the control module is configured to control the rendering of the display frame, and the display frame includes at least a three-dimensional virtual environment and virtual characters in the three-dimensional virtual environment; the sending module is configured to send responses to the client, such as sending the display frame to the client. The server 105 is used to provide background services for clients that support three-dimensional virtual environments. Optionally, the server 105 undertakes the main computing work, and the first to fourth terminal devices 101 to 104 undertake the secondary computing work; or, the server 105 undertakes the secondary computing work, and the first to fourth terminal devices 101 to 104 undertake the main computing work; or, a distributed computing architecture is adopted among the server 105, the first terminal device 101, the second terminal device 102, the third terminal device 103, and the fourth terminal device 104 for collaborative computing.

[0082] The second terminal device 102 installs and runs a client that supports a three-dimensional virtual environment. The second terminal device 102 is the terminal device used by the second control object, and the second control object uses the second terminal device 102 to control the virtual character two located in the three-dimensional virtual environment to move. The third terminal device 103 installs and runs a client that supports a three-dimensional virtual environment. The third terminal device 103 is the terminal device used by the third control object, and the third control object uses the third terminal device 103 to control the virtual character three located in the three-dimensional virtual environment to move. The fourth terminal device 104 installs and runs a client that supports a three-dimensional virtual environment. The fourth terminal device 104 is the terminal device used by the fourth control object, and the fourth control object uses the fourth terminal device 104 to control the virtual character four located in the three-dimensional virtual environment to move.

[0083] Optionally, the virtual character one, the virtual character two, the virtual character three, and the virtual character four are in the same three-dimensional virtual environment. Optionally, the virtual character one and the virtual character three belong to the same game team, the same organization, the same camp, have a friendship relationship, or have temporary communication permissions. The virtual character two and the virtual character three belong to the same game team, the same organization, the same camp, have a friendship relationship, or have temporary communication permissions. Optionally, the virtual character one and the virtual character two belong to different camps, different game teams, different organizations, or have a hostile relationship.

[0084] Optionally, the application programs installed on the first to fourth terminal devices 101-104 are the same, or the application programs installed on the four terminal devices are of the same type on different operating system platforms. The first terminal device 101 can generally refer to one of multiple terminal devices, the second terminal device 102 can generally refer to one of multiple terminal devices, the third terminal device 103 can generally refer to one of multiple terminal devices, and the fourth terminal device 104 can generally refer to one of multiple terminals. This application only uses the first to fourth terminal devices 101-104 as an example for illustration. The device types of the first to fourth terminal devices 101-104 are the same or different, and the device types include at least one of smart phones, tablet computers, e-book readers, laptop computers, and desktop computers. This application uses a smart phone as an example for illustration of the terminal device.

[0085] Those skilled in the art can be aware that the number of the above-mentioned terminal devices can be more or less. For example, the above-mentioned terminal device can be only one, or the above-mentioned terminal devices can be dozens or hundreds, or a larger number. The embodiments of this application do not limit the number and device type of the terminal devices.

[0086] Those skilled in the art should understand that the above-mentioned terminal devices and servers are only for illustration. Other existing or future possible terminal devices or servers, if applicable to this application, should also be included in the protection scope of this application and are hereby incorporated by reference.

[0087] The embodiments of this application provide a three-dimensional fighting action game that supports modes such as PVP (Player VS Player) and PVE (Player versus Environment). In a game session, each player controls a virtual character of their own choice to enter a virtual scene. In the virtual scene, the virtual characters controlled by different players fight against each other. The combat actions that the virtual characters can perform include normal attacks, regular skills, and defenses, and there is a cyclic restraint relationship among normal attacks, regular skills, and defenses. This cyclic restraint relationship among these three combat actions can be called a triangular game.

[0088] Taking the first virtual character and the second virtual character as an example, the triangle game is explained below. In the case where the second virtual character is releasing conventional skills, if the first virtual character is controlled to defend, the behavior of the second virtual character releasing conventional skills can be defended, that is, defense can restrain conventional skills. Optionally, defense can greatly reduce the damage caused by conventional skills, such as reducing 90% of conventional skill damage. In the case where the second virtual character is performing a normal attack, if the first virtual character is controlled to release conventional skills to the second virtual character, the behavior of the second virtual character's normal attack is interrupted, that is, conventional skills can restrain normal attacks. In the case where the second virtual character is defending, if the first virtual character is controlled to perform a normal attack on the second virtual character, the normal attack is converted into a throw attack, and then the throw attack can interrupt the defensive behavior of the second virtual character, that is, normal attacks can restrain defense. The triangle game of the embodiment of the present application is a cyclic restraint relationship in which defense restrains conventional skills, conventional skills restrain ordinary attacks, and ordinary attacks restrain defense. Therefore, players can respond according to the opponent's combat behavior and flexibly formulate and change game strategies, which increases the challenge of operation, promotes interaction between virtual characters, and enhances the player's gaming experience.

[0089] On the basis of the above-mentioned triangle game, the skills in the game game include regular skills and special skills. Regular skills are subject to the constraints of the circular restraint relationship in the above-mentioned triangle game. Regular skills are restrained by defense. Regular skills can be defended by defense, thereby greatly reducing the damage of regular skills. Special skills are not subject to the constraints of the circular restraint relationship in the above-mentioned triangle game. Special skills are not restrained by defense, and special skills cannot be interrupted by defense. Optionally, the color of the skill special effect when releasing regular skills is different from the color of the skill special effect when releasing special skills. For example, when releasing regular skills, the first skill special effect is displayed, and the first skill special effect is blue, and the regular skill can be called a "blue light skill". When releasing special skills, the second skill special effect is displayed, and the second skill special effect is red, and the special skill can be called a "red light skill". Different skills display different special effects, which allows players to judge the type of skills used by the enemy through the visual performance of the enemy's skills during the battle, thereby increasing the strategy and fun in the battle game and improving the user experience.

[0090] In one embodiment, if Figure 2As shown, when the first virtual character attacks the defense 202 of the second virtual character with a normal attack 201, the normal attack 201 of the first virtual character is converted into a throw attack. It can be understood that the throw attack can be automatically released after the normal attack 201 successfully hits the defense 202. According to the constraints of the triangular game theory, the throw attack automatically released after the normal attack 201 attacks the defense 202 can interrupt the defense of the second virtual character, and then cause damage to the second virtual character through the throw. That is, when the defense 202 of the second virtual character is attacked by the normal attack 201 of the first virtual character, the first virtual character releases the throw attack converted from the normal attack 201 on the second virtual character. Even if the second virtual character defends, the first virtual character still releases the throw attack.

[0091] In one embodiment, as Figure 2 shown, when the first virtual character defends against the release of the regular skill 203 of the second virtual character through the defense 202, a defense counterattack period, or "counterattack window", is provided for the first virtual character. The defense counterattack periods corresponding to different regular skills can be configured differently. For example, if the regular skill is a single-segment action, a certain period during the action can be configured as the defense counterattack period; if the regular skill is a multi-segment action, the defense counterattack period can be configured after each segment of the action. During the defense counterattack period, controlling the first virtual character to perform a normal attack on the second virtual character will convert this normal attack into a counterattack. Optionally, this counterattack is regarded as a regular skill. Then, according to the above-mentioned circular restraint relationship of the triangular game theory, the counterattack can be defended by the second virtual character. That is, when the regular skill 203 released by the second virtual character is successfully defended by the defense 202 of the first virtual character, during the defense counterattack period after the regular skill 203 released by the second virtual character is defended, if the first virtual character is controlled to perform a normal attack on the second virtual character, this normal attack is converted into a counterattack. Since this counterattack is regarded as a regular skill, when the first virtual character performs a counterattack, if the second virtual character defends, according to the above-mentioned circular restraint relationship of the triangular game theory, the second virtual character can defend the counterattack of the first virtual character. Similarly, a defense counterattack period is provided for the second virtual character, and the second virtual character can perform a counterattack against the counterattack. Thus, players can make corresponding responses based on the observation and prediction of the enemy's actions, improving the strategy and user experience in the process of the action game.

[0092] The above illustrates an example in which the first virtual character performs a normal attack 201 during the defense counterattack period, thereby converting the normal attack 201 into a counterattack. Optionally, if the first virtual character fails to accurately perform a normal attack during the defense counterattack period, but performs a normal attack outside the defense counterattack period, this normal attack will resolve the opponent's attack and push the opponent away. In one embodiment, the virtual character in the game game also has a first attribute value. Optionally, the first attribute value is an energy value. Optionally, the first attribute value is restored when hitting any virtual character or being hit by any virtual character. In an embodiment of the present application, releasing conventional skills does not require consuming the first attribute value, and releasing special skills requires consuming the first attribute value.

[0093] In one embodiment, the virtual character in the game also has a second attribute value. Optionally, the second attribute value is a physical strength value. Optionally, the second attribute value can be automatically restored at preset time intervals, or restored using a specific virtual item, or restored by releasing a specific skill. In an embodiment of the present application, the combat behavior of the virtual character also includes a fast movement operation, a hit-and-leave operation, and a behavior termination operation. The virtual character can perform the above-mentioned fast movement operation, the hit-and-leave operation, or the behavior termination operation by consuming a certain second attribute value. Among them, the fast movement operation can be called a "step", which means moving a preset distance in any direction by consuming a certain second attribute value, which can be used to escape the opponent's ordinary attack or skill, and the moving speed of the fast movement behavior is greater than the moving speed of the ordinary movement operation. Among them, the hit-and-leave operation can be called a "breakaway flash", which means releasing the hit state by consuming a certain second attribute value. The hit state refers to the state of being continuously attacked, and the opponent's continuous attack can be escaped by releasing the hit state. Among them, the behavior termination operation can be called "forced cancellation", which means terminating the current behavior by consuming a certain second attribute value, for example, terminating a normal attack or terminating the release of a skill, etc. By terminating the current behavior, you can change the combat moves and flexibly respond to the ever-changing situation in the game.

[0094] The first attribute value and the second attribute value of the virtual character mentioned above are key resources in the game round. The first attribute value is used to release special skills, and the second attribute value is used for quick movement operations, hit escape operations, or behavior termination operations. There is also a certain game relationship between the first attribute value and the second attribute value. Exemplarily, the first virtual character consumes the first attribute value to release a special skill. If the second virtual character is within the effective range of the skill when the effective moment of the skill is reached after the special skill is released, then the second virtual character is hit by the skill. Then, within the time period after the special skill is released but before the effective moment is reached, the second virtual character consumes the second attribute value to perform a quick movement, and thus has a chance to escape from the effective range of the skill, thereby avoiding the special skill. Therefore, although the special skill is not restricted by the cyclic restraint relationship in the triangular game and is at the top of the strength chain, the hit rate of the special skill is associated with the second attribute value of the opponent. If the second attribute value of the opponent is sufficient to perform a quick movement operation, then it is more likely that the special skill will not hit the opponent. If the second attribute value of the opponent is not sufficient to perform a quick movement operation, then the opponent cannot quickly escape from the effective range of the skill, and it is less likely that the special skill will not hit the opponent. It can be understood that to a certain extent, the special skill is restricted by the second attribute value, and thus, on the basis of the cyclic restraint relationship in the aforementioned triangular game, a higher-level game relationship is derived, that is, the game relationship between resource levels.

[0095] In one embodiment, when the first virtual character hits any virtual character, increase the first attribute value of the first virtual character by a first quantity. Among them, the first virtual character hitting any virtual character includes hitting the virtual character by any one of the attack methods such as normal attack, throw attack, counterattack, conventional skill, or special skill. Optionally, the first quantity increased after hitting the virtual character by different attack methods may be equal or unequal.

[0096] In another embodiment, when the first virtual character is hit by any virtual character, increase the first attribute value of the first virtual character by a second quantity. Among them, the first virtual character being hit includes being hit by any one of the attack methods such as normal attack, throw attack, counterattack, conventional skill, or special skill. Optionally, the second quantity increased after being hit by different attack methods may be equal or unequal. Optionally, when the first virtual character is hit by the second virtual character, transfer the first attribute value of the second quantity of the second virtual character to the first virtual character.

[0097] Exemplarily, each first virtual character has at most a target quantity of the first attribute value. The first virtual character needs to consume the target quantity of the first attribute value to release a special skill, that is, the first virtual character needs to consume all of its first attribute value to release a special skill.

[0098] Exemplarily, in response to the start of a game session, the first attribute value possessed by the first virtual character is equal to the initial quantity. For example, the initial quantity is equal to one-fourth of the target quantity, or the initial quantity is 0. Optionally, the game session includes multiple rounds. At the start of the first round, the first attribute value possessed by the first virtual character is equal to the initial quantity. For each round after the first round, the first attribute value from the previous round is inherited.

[0099] In one embodiment, when the second attribute value has not reached the maximum quantity, every preset duration, the second attribute value is increased by a third quantity. Optionally, when the second attribute value of the virtual character is less than a fourth quantity, a prompt special effect is displayed on the virtual character. For example, the second attribute value is the physical strength value, the maximum quantity is 5, the third quantity and the fourth quantity are 1. That is, the virtual character can have a maximum of 5 grids of physical strength. Every preset duration, 1 grid of physical strength is restored. When the physical strength value of the virtual character is less than 1 grid, a prompt special effect, such as a flashing red special effect, is displayed on the virtual character. Among them, the preset duration can be 2 seconds.

[0100] Exemplarily, performing a quick movement operation consumes 1 grid of physical strength, performing a behavior termination operation consumes 2 grids of physical strength, and performing a hit-and-break free operation consumes 3 grids of physical strength. Exemplarily, the hit-and-break free operation has a cooling duration, while the quick movement operation and the behavior termination operation do not have a cooling duration.

[0101] Exemplarily, when the quick movement operation performed by the virtual character achieves a perfect dodge effect, the second attribute value of the virtual character is increased by a fifth quantity. Among them, the perfect dodge effect means that within a preset duration before being about to be hit by an attack, the attack is successfully dodged by performing a quick movement operation. For example, within 0.5 seconds before being about to be hit by an attack, if the attack is successfully dodged by performing a quick movement operation, then the physical strength value of the virtual character is increased by 1 grid.

[0102] Based on the above various implementation manners, such as Figure 2As shown, in the three-dimensional fighting action game provided by the embodiment of the present application, in the triangle game, the ordinary attack 201 restrains the defense 202. After hitting the defense 202 through the ordinary attack 201, the ordinary attack 201 is converted into a throw attack, and the throw attack can interrupt the defense 202. Defense 202 restrains the conventional skill 203. After successfully defending the conventional skill 203 through defense 202, the defense counterattack is triggered and the counterattack attack is released. Conventional skills 203 restrain ordinary attacks 201. Special skills 205 are not constrained by the circular restraint relationship in the triangle game. Special skills 205 can restrain ordinary attacks 201, defense 202 and conventional skills 203 in the triangle game. However, the special skill 205 is restrained by the second attribute value. By consuming the second attribute value to perform the fast movement operation 204, the effective range of the special skill 205 can be escaped. In the battle of the triangle game, the virtual character consumes the second attribute value to improve the success rate of a single game. When the second attribute value is scarce, it faces the risk of being suppressed by the special skill 205. Players can adopt different behavioral strategies according to the situation of the game. For example, players can continuously reduce the opponent's health through high-frequency triangular games. Players can also consume the second attribute value to gain game advantages in continuous offense and defense conversions. Players can also continuously suppress the opponent's second attribute value to improve the hit rate of special skills.

[0103] Figure 3 The following is an interface diagram of a game interface provided by an exemplary embodiment of the present application. In the game interface, game behaviors such as normal attack, defense, skill release, fast movement, hit escape, and behavior termination can be performed.

[0104] like Figure 3 As shown, the game interface provides a normal attack button 20, a defense button 21, a first skill release button 22, a second skill release button 23, a third skill release button 24, a quick move button 25, a control button 26, a fourth skill release button 27 and a mode switch button 28.

[0105] The normal attack button 20 is used to perform normal attacks, the defense button 21 is used to perform defense, and the fast movement button 25 is used to perform fast movement. The mode switching button 28 is used to switch the locking mode, which includes a smart locking mode and a forced locking mode, and the locking mode can also include a free locking mode.

[0106] The first skill release button 22, the second skill release button 23, the third skill release button 24 and the fourth skill release button 27, these four skill release buttons are used to release different skills respectively. Among them, the first skill release button 22 and the second skill release button 23 are used to release conventional skills, and the third skill release button 24 is used to release special skills. Exemplarily, the skills released by the first skill release button 22, the second skill release button 23 and the third skill release button 24 are the inherent skills of the virtual character itself. The fourth skill release button 27 is used to release the skills configured before the game starts (that is, the skills outside the body), and the player can freely configure which skills to carry to participate in the game before the game starts. The skills configured before the game starts are in a cooling state within the first cooling time after the game starts, and the skills are also in a cooling state within the second cooling time after the skill is used. The skills in the cooling state cannot be used. The first cooling time and the second cooling time are set based on experience, or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the first cooling time and the second cooling time are 10 seconds. The skills configured before the game starts can be used a target number of times in the game. The target number is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the target number is 1 time. The fourth skill release button 27 is used to release skills that can be regular skills or special skills. The control button 26 is used to perform a hit-disengagement operation or a behavior termination operation. When the virtual character is in a hit state, in response to a click operation on the control button 26, the virtual character is controlled to disengage from the hit. When the virtual character is in an attacking state, in response to a click operation on the control button 26, the virtual character is controlled to terminate the current attack behavior.

[0107] The game interface also displays the first attribute value, the second attribute value and the third attribute value. For example, the first attribute value is the energy value, the second attribute value is the physical value, and the third attribute value is the life value. Figure 3 As shown, the game interface displays the energy value 29 of the own virtual character and the energy value 30 of the enemy virtual character. The energy value 29 of the own virtual character is displayed on the frame of the avatar of the own virtual character, and the energy value 30 of the enemy virtual character is displayed on the frame of the avatar of the enemy virtual character. The energy values ​​29 and 30 are displayed in the form of energy bars. The game interface displays the life value 31 of the own virtual character and the life value 32 of the enemy virtual character. The life values ​​31 and 32 are displayed in the form of life bars. The game interface displays the physical strength value 33 of the own virtual character and the physical strength value 34 of the enemy virtual character. The physical strength values ​​33 and 34 are displayed in the form of squares.

[0108] exist Figure 3In the example, the physical strength value 33 of the virtual character of the party is displayed at the lower right corner of the life bar of the virtual character of the party. Figure 4 As shown, the physical strength value 33 of the virtual character of the own party can also be displayed in the lower middle of the game interface. The display position of the physical strength value 33 of the virtual character of the own party can be customized by executing user operations.

[0109] like Figure 3 As shown in the figure, in normal battle, the game interface displays the above nine function buttons. In the practice field, in addition to displaying the above nine function buttons, the game interface also displays Figure 5 As shown, a configuration button 35 and a reset button 36 are also displayed. The configuration button 35 is used to configure resource data in the practice field, such as the virtual character used for practice, whether to turn on the unlimited firepower function, etc. The reset button 36 is used to reset the resource data configured in the practice field to the initial value.

[0110] For example, the above-mentioned defense can also be called blocking, or the virtual character can completely or partially eliminate the attack of the enemy virtual character through defense operation, and the defense operation can be called defense or blocking. Throwing attack can be called throwing skill, regular skills can be called "blue light skills", special skills can be called "red light skills", or special skills can also be called "unique skills". For example, the first attribute value consumed to release the unique skill can be called "Qi".

[0111] Exemplarily, the fast movement operation can be called "stepping". The hit escape operation refers to escaping from the attacked state, or the virtual character can release the attacked state through the hit escape operation. The hit escape operation is also called the interactive behavior of controlling the virtual character to escape from the attacked state, and the hit escape operation can also be called "escape flash". The above-mentioned behavior termination operation means that the virtual character can terminate the current behavior through the behavior termination operation. The behavior termination operation is also the interactive behavior of controlling the virtual character to terminate the attack state, and the behavior termination operation can also be called "forced cancellation".

[0112] The present application embodiment provides a method for interactive control of a virtual character, which can be applied to the above Figure 1 The implementation environment shown is Figure 6 The flowchart of a method for interactive control of a virtual character provided in the embodiment of the present application is taken as an example. Figure 1 For example, the first terminal device 101 in FIG. Figure 6 As shown, the method comprises the following steps:

[0113] In step 601, an animation of at least two groups of game teams participating in a fighting game in a three-dimensional virtual environment is displayed. Each group of game teams includes at least two virtual characters participating in the fighting game. The virtual characters in the same group of game teams are controlled by different control objects. Among the virtual characters of at least two groups of game teams participating in the fighting game, there is a first virtual character controlled by a first control object using a first terminal device.

[0114] In some embodiments, a game interface for the activities of virtual characters is displayed. The game interface displays an animation of at least two groups of game teams participating in a fighting game in a three-dimensional virtual environment. The game interface displays at least two virtual characters participating in the fighting game included in at least two groups of game teams. Exemplarily, the game interface displays a first virtual character and a third virtual character participating in the fighting game included in a first game team, and a second virtual character and a fourth virtual character participating in the fighting game included in a second game team.

[0115] Among them, the virtual characters in the same group of game teams are controlled by different control objects. Exemplarily, the first virtual character is controlled by a first control object, the second virtual character is controlled by a second control object, the third virtual character is controlled by a third control object, and the fourth virtual character is controlled by a fourth control object.

[0116] As Figure 7 FIG. is a schematic diagram of a game interface provided by an embodiment of the present application, in which two groups of game teams are shown participating in a fighting game in a three-dimensional virtual environment. Each group of game teams includes two virtual characters participating in the fighting game. The virtual characters participating in the fighting game in the first game team are a first virtual character 701 and a third virtual character 703, and the virtual characters participating in the fighting game in the second game team are a second virtual character 702 and a fourth virtual character 704.

[0117] In a possible implementation manner, the display methods of virtual characters belonging to different game teams are different, and the display methods of virtual characters belonging to the same game team are the same. Since the second virtual character and the fourth virtual character belong to a different game team from the game team to which the first virtual character belongs, and the third virtual character belongs to the same game team as the first virtual character, the display methods of the first virtual character and the second virtual character are different, and the display methods of the first virtual character and the third virtual character are the same. Optionally, the display methods of the second virtual character and the fourth virtual character are a first display method, and the display methods of the first virtual character and the third virtual character are a second display method. The first display method and the second display method are different. Exemplarily, the first display method is that the character outline is displayed in a first color, the second display method is that the character outline is displayed in a second color, and the first color and the second color are different. Exemplarily, the first color is gray and the second color is black. As Figure 7The character outlines of the first virtual character 701 and the third virtual character 703 in

[0118] In this implementation, by displaying virtual characters of the same game team in the same display manner and virtual characters of different game teams in different display manners, the virtual enemy characters and teammate virtual characters can be distinguished, enabling the first control object to immediately identify the virtual enemy characters and teammate virtual characters at a glance, making it more convenient for the first control object to distinguish between enemies and friends.

[0119] In a possible implementation, the game interface also displays a normal attack button 20, a defense button 21, a first skill release button 22, a second skill release button 23, a third skill release button 24, a quick movement button 25, a control button 26, a fourth skill release button 27, and a mode switch button 28. Among them, the normal attack button 20 is used to perform a normal attack, the defense button 21 is used to perform a defense, and the quick movement button 25 is used to perform a quick movement. The mode switch button 28 is used to switch the locking mode, and the locking mode includes an intelligent locking mode and a forced locking mode. The first skill release button 22, the second skill release button 23, the third skill release button 24, and the fourth skill release button 27 are respectively used to release different skills. Among them, the first skill release button 22 and the second skill release button 23 are used to release regular skills, and the third skill release button 24 is used to release special skills. Exemplarily, the skills released by the first skill release button 22, the second skill release button 23, and the third skill release button 24 are the inherent skills of the virtual character itself. The fourth skill release button 27 is used to release the skills configured before the start of the game, and players can freely configure which skills to carry to participate in the game before the start of the game. The skill released by the fourth skill release button 27 can be a regular skill or a special skill. The control button 26 is used to perform a hit escape operation or a behavior termination operation. When the virtual character is in a hit state, in response to a click operation on the control button 26, control the virtual character to escape from the hit. When the virtual character is in an attack state, in response to a click operation on the control button 26, control the virtual character to terminate the current attack behavior.

[0120] The game interface also displays the health bars of each virtual character participating in the fighting match. The health bar of any virtual character is used to indicate the remaining health value and the total health value of any virtual character. As Figure 7 705 in is the health bar of the first virtual character, 706 is the health bar of the second virtual character, 707 is the health bar of the third virtual character, and 708 is the health bar of the fourth virtual character.

[0121] The game interface also displays the energy bars of each virtual character participating in the fighting match. The energy bar of any virtual character is used to indicate the energy accumulated by any virtual character, and the energy accumulated by any virtual character is used to release the special skill of any virtual character. For example, Figure 7 in 709 is the energy bar of the first virtual character, 710 is the energy bar of the second virtual character, 711 is the energy bar of the third virtual character, and 712 is the energy bar of the fourth virtual character.

[0122] The game interface also displays the stamina bars of each virtual character participating in the fighting match. The stamina bar of any virtual character is used to indicate the remaining stamina of any virtual character. For example, Figure 7 in 713 is the stamina bar of the first virtual character, 714 is the stamina bar of the second virtual character, 715 is the stamina bar of the third virtual character, and 716 is the stamina bar of the fourth virtual character.

[0123] The game interface also displays the character names and character avatars of each virtual character participating in the fighting match. For example, Figure 7 in "Character 1" is the character name of the first virtual character, "Character 2" is the character name of the second virtual character, "Character 3" is the character name of the third virtual character, and "Character 4" is the character name of the fourth virtual character. 717 is the character avatar of the first virtual character, 718 is the character avatar of the second virtual character, 719 is the character avatar of the third virtual character, and 720 is the character avatar of the fourth virtual character.

[0124] The game interface also displays the object names of the control objects of each virtual character participating in the fighting match. For example, Figure 7 in "Player 1" is the object name of the control object (the first control object) of the first virtual character, "Player 2" is the object name of the control object (the second control object) of the second virtual character, "Player 3" is the object name of the control object (the third control object) of the third virtual character, and "Player 4" is the object name of the control object (the fourth control object) of the fourth virtual character.

[0125] The game interface also displays the character avatars of other virtual characters carried by the control objects of each virtual character participating in the fighting match. For example, Figure 7 in 721 and 722 are the character avatars of the other two virtual characters carried by the control object (the first control object) of the first virtual character. For the character avatars of other virtual characters carried by the control objects of other virtual characters, see Figure 7 as shown, and will not be elaborated here.

[0126] In a possible implementation, the game interface also displays the countdown of the fighting match, and the countdown of the fighting match is used to indicate the end time of the fighting match. For example, Figure 7The "90" in it is the countdown of the fighting match, that is, the fighting match will end in 90 seconds.

[0127] In step 602, when the first virtual character meets the revenge condition, control the first virtual character to enter the revenge state.

[0128] In a possible implementation, the revenge condition includes at least one of a first condition or a second condition. Among them, the first condition is that the number of enemy virtual characters attacking the first virtual character within any one first reference duration is greater than the quantity threshold; the second condition is that the number of virtual characters in the game team where the first virtual character is located and in the surviving state is less than the number of enemy virtual characters in the surviving state, and the first virtual character is in the surviving state.

[0129] Among them, the first reference duration is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the first reference duration is 5 seconds. The quantity threshold is set based on experience or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the quantity threshold is 1.

[0130] In this implementation, the revenge conditions provided by the embodiments of the present application include three situations, namely, the revenge condition is the first condition, the revenge condition is the second condition, and the revenge condition is the first condition and the second condition. Only when the first virtual character meets the revenge condition, control the first virtual character to enter the revenge state, making the way for the first virtual character to enter the revenge state diversified, thereby making the gameplay of the game relatively high, and thus being able to improve the game experience and increase the user retention rate of the game. Moreover, only when the first virtual character meets the revenge condition, control the first virtual character to enter the revenge state, which can avoid the problem that the first virtual character frequently enters the revenge state and makes the game experience of other virtual characters poor.

[0131] In a possible implementation, each time the first virtual character is attacked by an enemy virtual character, it has a label, and the duration for which the first virtual character has the label is the first reference duration. The number of enemy virtual characters attacking the first virtual character within any one first reference duration is the number of labels that the first virtual character has at the same time.

[0132] Exemplarily, if the first virtual character has two labels at the same time, then the first virtual character meets the revenge condition. For another example, if the number of virtual characters in the game team where the first virtual character is located and in the surviving state is 1, the number of enemy virtual characters in the surviving state is 2, and the first virtual character is in the surviving state, then the first virtual character meets the revenge condition.

[0133] In a possible implementation, when the first virtual character has a tag, the tag may or may not be displayed in the game interface. The embodiments of the present application do not limit this. Optionally, when the tag is displayed in the game interface, the tag is displayed near the character avatar of the first virtual character, or near the first virtual character, or near the character name of the first virtual character. The embodiments of the present application do not limit the display position of the tag owned by the first virtual character. The form of the tag may be a flower, a leaf, or any form. The embodiments of the present application do not limit the form of the tag either.

[0134] In a possible implementation, when the first virtual character meets the first condition, control the first virtual character to enter the revenge state, and the revenge state of the first virtual character lasts for a second reference duration; when the first virtual character meets the second condition, control the first virtual character to enter the revenge state, and the revenge state of the first virtual character lasts until the end of the fighting match.

[0135] Among them, the second reference duration is set based on experience or flexibly adjusted according to the implementation environment. The embodiments of the present application do not limit this. Exemplarily, the second reference duration is 7 seconds.

[0136] In this implementation, when the first virtual character enters the revenge state by meeting different revenge conditions, the duration of the revenge state is different. Through this setting method, the player can decide through what revenge conditions to enter the revenge state, so as to make the player's gameplay more interesting.

[0137] Exemplarily, when the number of enemy virtual characters attacking the first virtual character within any first reference duration is greater than the number threshold, control the first virtual character to enter the revenge state, and the revenge state of the first virtual character lasts for 7 seconds. When the number of virtual characters in the game team where the first virtual character is located that are in the surviving state is less than the number of enemy virtual characters in the surviving state and the first virtual character is in the surviving state, control the first virtual character to enter the revenge state, and the revenge state of the first virtual character lasts until the end of the fighting match.

[0138] In a possible implementation, after the first virtual character meets the revenge condition and is controlled to enter the revenge state, when the second virtual character changes from the surviving state to the non-surviving state, control the first virtual character to exit the revenge state. The second virtual character is a virtual character other than the first virtual character included in at least two game teams. Optionally, when the second virtual character changes from the surviving state to the non-surviving state and the first virtual character is still in the revenge state, control the first virtual character to exit the revenge state.

[0139] In this implementation, by restricting the duration of the revenge state, it is avoided that the first virtual character gains more advantages by staying in the revenge state for a long time, which affects the fairness of the game. At the same time, it also promotes the better control of the first virtual character by the first controlled object of the first virtual character during the revenge state for combat.

[0140] In a possible implementation, when the second virtual character changes from the surviving state to the non-surviving state, the tags caused by the second virtual character to the enemy virtual character will also disappear.

[0141] In a possible implementation, a health bar corresponding to the first virtual character is also displayed. The health bar corresponding to the first virtual character is used to indicate the remaining health value and the total health value of the first virtual character. After the first virtual character meets the revenge condition and is controlled to enter the revenge state, the health bar corresponding to the first virtual character is displayed in a first form, and the first form is used to indicate that the first virtual character is in the revenge state. Among them, the first form is any form, and the first form is different from the display form of the health bar of the first virtual character when the first virtual character is in the non-revenge state. The embodiments of the present application do not limit the first form. Exemplarily, the first form is gray, that is, the health bar corresponding to the first virtual character is displayed in gray.

[0142] Such as Figure 8 is a schematic diagram of a health bar corresponding to a first virtual character provided by an embodiment of the present application. Figure 8 In (1) in, it is the health bar corresponding to the first virtual character in the non-revenge state, Figure 8 In (2) in, it is the health bar corresponding to the first virtual character in the revenge state.

[0143] In this implementation, by adjusting the display form of the health bar of the first virtual character, the first controlled object can intuitively feel the state change of the first virtual character, and then timely adjust the combat strategy to better conduct combat, so as to increase the survival probability of the first virtual character, and at the same time add a unique visual element to the game.

[0144] In step 203, in response to a control operation for the first virtual character, control the first virtual character in the revenge state to attack the enemy virtual character. The character attributes of the first virtual character in the revenge state attacking the enemy virtual character are different from the character attributes of the first virtual character attacking the enemy virtual character when the first virtual character is in the non-revenge state.

[0145] Among them, the enemy virtual character includes at least one virtual character in a different game team from the first virtual character, and the character attributes include at least one of attack power, skill cooldown duration, physical strength recovery value, or energy recovery value.

[0146] In a possible implementation, the character attributes of the first virtual character in the revenge state when attacking an enemy virtual character in the non-revenge state are different from those of the first virtual character in the non-revenge state when attacking an enemy virtual character in the non-revenge state. Optionally, the character attributes of the first virtual character in the revenge state when attacking an enemy virtual character in the revenge state are the same as those of the first virtual character in the non-revenge state when attacking an enemy virtual character in the revenge state.

[0147] In this implementation, when the first virtual character in the revenge state attacks an enemy virtual character in the non-revenge state, the character attributes of the first virtual character in the revenge state have bonuses, which can help the first virtual character in the revenge state attack the enemy virtual character better. When the first virtual character in the revenge state attacks an enemy virtual character in the revenge state, since both sides are in the revenge state, there are no bonuses for the character attributes of both sides, so that a more fair battle can be carried out between the first virtual character in the revenge state and the enemy virtual character in the revenge state.

[0148] In a possible implementation, when the character attributes include attack power, the attack power of the first virtual character in the revenge state when attacking an enemy virtual character is greater than the attack power of the first virtual character in the non-revenge state when attacking an enemy virtual character. Exemplarily, the attack power of the first virtual character in the revenge state when attacking an enemy virtual character is 1.4 times the attack power of the first virtual character in the non-revenge state when attacking an enemy virtual character. In this implementation, by adding bonuses to the attack power of the first virtual character in the revenge state, the attack power of the first virtual character in the revenge state is increased, so that the combat efficiency and character ability of the first virtual character in the revenge state are higher, and thus the sense of achievement of the first controlled object is improved.

[0149] In a possible implementation, when the character attributes include the skill cooldown duration, the skill cooldown duration of the first virtual character in the revenge state for attacking the enemy virtual character is less than the skill cooldown duration of the first virtual character in the non-revenge state for attacking the enemy virtual character. Exemplarily, the skill cooldown duration of the first virtual character in the revenge state for attacking the enemy virtual character is reduced by 2 seconds compared to the skill cooldown duration of the first virtual character in the non-revenge state for attacking the enemy virtual character. For example, the skill cooldown duration of the first virtual character in the revenge state for attacking the enemy virtual character is 10 seconds, and the skill cooldown duration of the first virtual character in the non-revenge state for attacking the enemy virtual character is 12 seconds. In this implementation, by adding a bonus to the skill cooldown duration of the first virtual character in the revenge state, the skill cooldown duration of the first virtual character in the revenge state is reduced, the skill release frequency of the first virtual character in the revenge state is increased, and thus the combat endurance of the first virtual character in the revenge state is increased, and the overall strength of the first virtual character in the revenge state is enhanced.

[0150] In a possible implementation, when the character attributes include the health recovery value, the health recovery value of the first virtual character in the revenge state for attacking the enemy virtual character is greater than the health recovery value of the first virtual character in the non-revenge state for attacking the enemy virtual character. Exemplarily, the health recovery value of the first virtual character in the revenge state for attacking the enemy virtual character is twice the health recovery value of the first virtual character in the non-revenge state for attacking the enemy virtual character. In this implementation, by adding a bonus to the health recovery value of the first virtual character in the revenge state, the health recovery value of the first virtual character in the revenge state is increased, so that the first virtual character can frequently cast skills, make attacks, and perform various actions, thereby maintaining a good state in the fighting game, and improving the endurance and survival probability.

[0151] In a possible implementation, when the character attributes include the energy recovery value, the energy recovery value of the first virtual character in the revenge state for attacking the enemy virtual character is greater than the energy recovery value of the first virtual character in the non-revenge state for attacking the enemy virtual character. Exemplarily, the energy recovery value of the first virtual character in the revenge state for attacking the enemy virtual character is 1.4 times the energy recovery value of the first virtual character in the non-revenge state for attacking the enemy virtual character. In this implementation, by adding a bonus to the energy recovery value of the first virtual character in the revenge state, the energy recovery value of the first virtual character in the revenge state is increased, so that the first virtual character can frequently release the special skills of the first virtual character, thereby playing a more powerful role in the fighting game, and improving the endurance and survival probability of the first virtual character.

[0152] In a possible implementation, when the first virtual character releases the first skill on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display animations corresponding to the first skill for the first virtual character and the first enemy virtual character, and the first skill is any skill that the first virtual character possesses. Optionally, the first skill is the normal attack of the first virtual character, or the first skill is a regular skill of the first virtual character.

[0153] Exemplarily, the second virtual character and the first virtual character belong to different game teams. When the first virtual character releases the first skill on the second virtual character, the first terminal device and the second terminal device used by the control object of the second virtual character respectively display animations corresponding to the first skill for the first virtual character and the second virtual character.

[0154] In this implementation, when the first virtual character and the first enemy virtual character interact, only the first terminal device and the second terminal device used by the control object of the first enemy virtual character display animations corresponding to the first skill for the first virtual character and the first enemy virtual character, and the terminal devices used by the control objects of other virtual characters do not display animations corresponding to the first skill for the first virtual character and the first enemy virtual character, making the display of the animations corresponding to the first skill more targeted.

[0155] Similarly, when the first enemy virtual character releases the third skill on the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display animations corresponding to the third skill for the first virtual character and the first enemy virtual character, and the third skill is any skill that the first enemy virtual character possesses.

[0156] In a possible implementation, when the first enemy virtual character defends against the regular skill of the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the first information, and the first information is used to indicate that the first enemy virtual character has defended against the regular skill of the first virtual character. The regular skill of the first virtual character refers to the skill among the inherent skills of the first virtual character that can be defended against. For example, the regular skill of the first virtual character is the blue light skill of the first virtual character.

[0157] Wherein, the content of the first information can be any content as long as the first information can indicate that the first enemy virtual character has defended against the regular skill of the first virtual character, and the embodiments of the present application do not limit this. Exemplarily, the first information is "received".

[0158] Such as Figure 9 It is a schematic diagram of a kind of first information provided by the embodiments of the present application. The first information 901 is shown therein.

[0159] In this implementation, when the first enemy virtual character defends against the normal skill of the first virtual character, the first information is only displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, making the display of the first information more targeted.

[0160] Similarly, when the first virtual character defends against the normal skill of the first enemy virtual character, the first information is respectively displayed on the first terminal device and the second terminal device, and the first information is used to indicate that the first virtual character has defended against the normal skill of the first enemy virtual character.

[0161] In a possible implementation, when the first enemy virtual character defends against the normal skill of the first virtual character and the first enemy virtual character counterattacks the first virtual character, the first information is respectively displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, and the first information is used to indicate that the first enemy virtual character has counterattacked the first virtual character.

[0162] Among them, the content of the second information can be any content as long as the second information can indicate that the first enemy virtual character has counterattacked the first virtual character, and the embodiments of the present application do not limit this. Exemplarily, the second information is "block".

[0163] Such as Figure 10 is a schematic diagram of a second information provided by an embodiment of the present application. The second information 1001 is displayed therein.

[0164] In this implementation, when the first enemy virtual character counterattacks the first virtual character, the second information is only displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, making the display of the second information more targeted.

[0165] Similarly, when the first virtual character defends against the normal skill of the first enemy virtual character and the first virtual character counterattacks the first enemy virtual character, the first information is respectively displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, and the first information is used to indicate that the first virtual character has counterattacked the first enemy virtual character.

[0166] In a possible implementation, when the first enemy virtual character defends against the normal skill of the first virtual character and the first enemy virtual character counterattacks the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the first special effect of the first enemy virtual character counterattacking the first virtual character. Among them, the first special effect is any kind of special effect, and the embodiments of the present application do not limit this. Exemplarily, the first special effect is a red light special effect.

[0167] In this implementation, when the first enemy virtual character counterattacks the first virtual character, the first special effect is only displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, making the display of the first special effect more targeted.

[0168] Similarly, when the first virtual character defends against the normal skill of the first enemy virtual character and the first virtual character counterattacks the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the first special effect of the first virtual character counterattacking the first enemy virtual character.

[0169] In a possible implementation, when the first virtual character defends against the attack of the first enemy virtual character and the first virtual character makes a normal attack on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the third information, and the third information is used to indicate that the first virtual character defends and counterattacks the first enemy virtual character.

[0170] Wherein, the content of the third information can be any content, as long as the third information can indicate that the first virtual character defends and counterattacks the first enemy virtual character, and the embodiments of the present application do not limit this. Exemplarily, the third information is "Jie".

[0171] Such as Figure 11 is a schematic diagram of a kind of third information provided by the embodiments of the present application. The third information 1101 is shown therein.

[0172] In this implementation, when the first virtual character defends against the first enemy virtual character and makes a normal attack on the first enemy virtual character, the third information is only displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, making the display of the third information more targeted.

[0173] Similarly, when the first enemy virtual character defends against the attack of the first virtual character and the first enemy virtual character makes a normal attack on the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the third information, and the third information is used to indicate that the first enemy virtual character defends and counterattacks the first virtual character.

[0174] In a possible implementation, when the first enemy virtual character is in a defensive state and the first virtual character makes a throw attack on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the fourth information, and the fourth information is used to indicate that the first virtual character makes a throw attack on the first enemy virtual character.

[0175] Among them, the content of the fourth information can be any content, as long as the fourth information can indicate that the first enemy virtual character is in a defensive state and the first virtual character performs a throw attack on the first enemy virtual character. The embodiments of the present application do not limit this. Exemplarily, the fourth information is "seize".

[0176] Such as Figure 12 FIG. is a schematic diagram of a fourth information provided by an embodiment of the present application. The fourth information 1201 is shown therein.

[0177] In this implementation manner, when the first enemy virtual character is in a defensive state and the first virtual character performs a throw attack on the first enemy virtual character, the fourth information is only displayed on the first terminal device and the second terminal device used by the control object of the first enemy virtual character, making the display of the fourth information more targeted.

[0178] Similarly, when the first virtual character is in a defensive state and the first enemy virtual character performs a throw attack on the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the fourth information, and the fourth information is used to indicate that the first enemy virtual character performs a throw attack on the first virtual character.

[0179] In a possible implementation manner, when any virtual character in the game team where the first virtual character is located releases a special skill, a first prompt message is displayed. The color of the first prompt message is the first color, and the first prompt message is used to indicate that the virtual character in the game team where the first virtual character is located has released a special skill; when an enemy virtual character releases a special skill, a second prompt message is displayed. The color of the second prompt message is the second color, and the second prompt message is used to indicate that the enemy virtual character has released a special skill.

[0180] Among them, the special skills of each virtual character can be the same or different. The embodiments of the present application do not limit this. The special skill of a virtual character is an inherent skill of the virtual character, and the special skill of the virtual character cannot be defended. The special skill of a virtual character is different from the regular skill of the virtual character and the normal attack of the virtual character. The display duration of the first prompt message and the second prompt message is the first duration, and the first duration is set based on experience or flexibly adjusted according to the implementation environment. The embodiments of the present application do not limit this. Exemplarily, the first duration is 2.5 seconds.

[0181] Optionally, the first color is any color, the second color is any color, and the first color and the second color are different. Exemplarily, the first color is black and the second color is gray.

[0182] In this implementation, when a virtual character releases its special skill, a prompt message indicating that the virtual character has released its special skill is displayed, so that the first control object can know which virtual character has released its special skill based on the prompt message. Moreover, by displaying in different colors, the first control object can more intuitively know whether it is a teammate virtual character or an enemy virtual character that has released the special skill, which is more convenient for the first control object to distinguish.

[0183] Such as Figure 13 is a schematic diagram of a first prompt message provided by an embodiment of the present application. In Figure 13 a first prompt message 1301 is displayed, and the color of the first prompt message 1301 is black, which means that a teammate virtual character has released the reference skill.

[0184] Such as Figure 14 is a schematic diagram of a second prompt message provided by an embodiment of the present application. In Figure 14 a second prompt message 1401 is displayed, and the color of the second prompt message 1401 is gray, which means that an enemy virtual character has released the reference skill.

[0185] In a possible implementation, when multiple virtual characters have all released their special skills, the prompt messages corresponding to each virtual character are displayed in sequence. The prompt message corresponding to any virtual character is used to indicate that any virtual character has released its special skill. The multiple prompt messages are arranged in the order from earliest to latest according to the time when the corresponding virtual characters release their special skills. Or, the multiple prompt messages are arranged in the order from latest to earliest according to the time when the corresponding virtual characters release their special skills. The color of any prompt message is determined based on the game team where the virtual character corresponding to any prompt message is located and the game team where the first virtual character is located. If the game team where the virtual character corresponding to any prompt message is located is the same as the game team where the first virtual character is located, any prompt message is displayed in the first color. If the game team where the virtual character corresponding to any prompt message is located is different from the game team where the first virtual character is located, any prompt message is displayed in the second color. The display duration of each prompt message is the first duration.

[0186] Such as Figure 15 is a schematic diagram of multiple prompt messages provided by an embodiment of the present application. In Figure 15 three prompt messages are displayed, namely the first prompt message 1501, the second prompt message 1502, and the third prompt message 1503.

[0187] In a possible implementation, when the teammate virtual character of the first virtual character changes from a surviving state to a non-surviving state, a third prompt message is displayed. The color of the third prompt message is the first color, and the third prompt message is used to indicate that the teammate virtual character of the first virtual character is in a non-surviving state. When the enemy virtual character of the first virtual character changes from a surviving state to a non-surviving state, a fourth prompt message is displayed. The color of the fourth prompt message is the second color, and the fourth prompt message is used to indicate that the enemy virtual character of the first virtual character is in a non-surviving state.

[0188] Optionally, the display duration of the third prompt message and the fourth prompt message is the first duration.

[0189] In a possible implementation, a mode switching control is displayed in the game interface. In response to a trigger operation on the mode switching control, the locking mode is switched to the forced locking mode. In response to a trigger operation on the mode switching control again, the locking mode is switched to the intelligent locking mode. Alternatively, the first terminal device is connected to a touch keyboard. In response to a trigger operation on the first button on the touch keyboard, the first enemy virtual character is forcibly locked. In response to a trigger operation on the first button again, the forced locking is released and switched back to the intelligent locking. In response to a trigger operation on the second button on the touch keyboard, the second enemy virtual character is forcibly locked. In response to a trigger operation on the second button again, the forced locking is released and switched back to the intelligent locking. Among them, the first button may be the Z button, the second button may be the X button, and the first button and the second button may also be other buttons. The embodiments of the present application do not limit this.

[0190] Whether it is the forced locking mode or the intelligent locking mode, the defense or counterattack of the first virtual character hits the enemy virtual character that attacks the first virtual character. In the intelligent locking mode, the locking target will be switched after the counterattack, and the camera will change during the counterattack process. In the forced locking mode, the locking target will not be switched after the counterattack, and the camera is stable during the counterattack process.

[0191] In a possible implementation, when the first virtual character releases a normal attack, determine the attack range of the first virtual character; when there is no virtual character in a defensive state within the attack range of the first virtual character, control the first virtual character to perform a normal attack; when there is a third virtual character within the attack range of the first virtual character, in a defensive state, forcibly locked by the first virtual character, and belonging to a different game team from the first virtual character, control the first virtual character to perform a throw attack on the third virtual character. The third virtual character is a virtual character included in at least two game teams that is within the attack range of the first virtual character, in a defensive state, forcibly locked by the first virtual character, and different from the game team where the first virtual character is located. When there is no third virtual character within the attack range of the first virtual character, and there is a fourth virtual character in a defensive state, with a distance from the first virtual character less than a distance threshold, and belonging to a different game team from the first virtual character, control the first virtual character to perform a throw attack on the fourth virtual character. The fourth virtual character is a virtual character included in at least two game teams that is within the attack range of the first virtual character, in a defensive state, with a distance from the first virtual character less than the distance threshold, and different from the game team where the first virtual character is located.

[0192] Optionally, the process of determining the attack range of the first virtual character includes: taking the position where the first virtual character is located as the center of a circle and a first length as the radius to determine the attack range of the first virtual character. The first length is determined based on the first virtual character and corresponds to the first virtual character. Exemplarily, when the first virtual character is AA, the corresponding first length is 10 meters; when the first virtual character is BB, the corresponding first length is 6 meters.

[0193] The distance threshold is set based on experience or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the distance threshold is 1 meter.

[0194] Optionally, when there are multiple virtual characters within the attack range of the first virtual character, in a defensive state, with a distance from the first virtual character less than the distance threshold, and belonging to a different game team from the first virtual character, the virtual character closest to the first virtual character among the multiple is taken as the fourth virtual character.

[0195] In this implementation, when the first virtual character releases a normal attack, it is determined whether there is a virtual character in a defensive state within the attack range of the first virtual character. If there is no virtual character in a defensive state, the first virtual character executes a normal attack. If there is a third virtual character in a defensive state that has been forcibly locked by the first virtual character and is from a different game team from the game team where the first virtual character is located, the first virtual character is controlled to perform a throw attack on the third virtual character. If there is no third virtual character, and there is a fourth virtual character in a defensive state, with a distance from the first virtual character less than the distance threshold, and from a different game team from the first virtual character, the first virtual character is controlled to perform a throw attack on the fourth virtual character. This method makes the way the first virtual character performs a normal attack more flexible.

[0196] In a possible implementation, in response to a trigger operation for the second skill of the first virtual character, the attack range of the second skill is determined. The second skill is any one of a normal attack, a regular skill, and a special skill. If there is a fifth virtual character within the attack range of the second skill, the first virtual character is controlled to release the second skill towards the fifth virtual character. The fifth virtual character is from a different game team from the game team where the first virtual character is located and has a distance from the first virtual character less than the distance threshold. The fifth virtual character is a virtual character that is included in at least two groups of game teams, is from a different game team from the game team where the first virtual character is located, and has a distance from the first virtual character less than the distance threshold.

[0197] Optionally, the process of determining the attack range of the second skill includes: taking the position where the first virtual character is located as the center of a circle and taking the second length as the radius to determine the attack range of the second skill. The second length is determined based on the second skill and corresponds to the second skill.

[0198] Optionally, when there are multiple virtual characters within the attack range of the second skill that are from different game teams from the game team where the first virtual character is located and have a distance from the first virtual character less than the distance threshold, the virtual character closest to the first virtual character among the multiple virtual characters is taken as the fifth virtual character.

[0199] In this implementation, when controlling the first virtual character to release the second skill, the fifth virtual character within the attack range of the second skill that is from a different game team from the game team where the first virtual character is located and is relatively close to the first virtual character is taken as the target to be attacked, and then the second skill is released towards the fifth virtual character. This method makes the way of determining the fifth virtual character more flexible.

[0200] In a possible implementation, in response to a triggering operation for a second skill of a first virtual character, and there is a sixth virtual character in the first area that is forcibly locked by the first virtual character, control the first virtual character to release the second skill to the sixth virtual character, where the second skill is any one of a normal skill, a conventional skill, and a special skill; the sixth virtual character is a virtual character among the virtual characters included in at least two game teams that is in the first area and is forcibly locked by the first virtual character. In response to a triggering operation for the second skill of the first virtual character, there is no sixth virtual character in the first area, and there is a seventh virtual character in the first area that is different from the game team where the first virtual character is located, control the first virtual character to release the second skill to the seventh virtual character; the seventh virtual character is a virtual character among the virtual characters included in at least two game teams that is in the first area and is different from the game team where the first virtual character is located. In response to a triggering operation for the second skill of the first virtual character, there are no sixth virtual character and seventh virtual character in the first area, and there is an eighth virtual character in the second area that is different from the game team where the first virtual character is located, control the first virtual character to release the second skill to the eighth virtual character, the second area is larger than the first area, and the eighth virtual character is a virtual character among the virtual characters included in at least two game teams that is in the second area and is different from the game team where the first virtual character is located.

[0201] It should be noted that the numbers of the above virtual characters are only for making the representation of the virtual characters more specific, and do not represent the number of virtual characters participating in the fighting game. The numbers of the virtual characters are used for exemplary illustration. For example, the eighth virtual character does not mean that the number of virtual characters participating in the fighting game is 8, but only for making the representation of the virtual characters in the second area and different from the game team where the first virtual character is located more specific.

[0202] Among them, the first area is an area determined with the position where the first virtual character is located as the center and the third length as the radius, and the second area is an area determined with the position where the first virtual character is located as the center and the fourth length as the radius. The third length is less than the fourth length. Exemplarily, the third length is 13 meters and the fourth length is 99 meters.

[0203] In the case where there are multiple virtual characters in the first area that are forcibly locked by the first virtual character, the virtual character closest to the first virtual character among the multiple virtual characters in the first area that are forcibly locked by the first virtual character is used as the sixth virtual character.

[0204] In the case where there are multiple virtual characters in the first area that belong to different game teams from the first virtual character, the virtual character closest to the first virtual character among the multiple virtual characters in the first area that belong to different game teams from the first virtual character is used as the seventh virtual character.

[0205] When there are multiple virtual characters in the second area that belong to different game teams from the first virtual character, the virtual character closest to the first virtual character among the multiple virtual characters in the second area that belong to different game teams from the first virtual character is taken as the eighth virtual character.

[0206] In this implementation manner, when the first virtual character releases the second skill, the virtual character to be attacked is determined in various ways, and then the second skill is released to the virtual character to be attacked. This method diversifies the determination method of the virtual character to be attacked and makes the determination method more flexible.

[0207] In a possible implementation manner, when in the intelligent lock mode, when the first virtual character is attacked, the virtual character that attacks the first virtual character is taken as the intelligent locked virtual character. When in the forced lock mode, when the first virtual character is attacked, the forced locked virtual character will not be switched. When in the forced lock mode, if continuously followed, only the virtual character that has been forced locked will be followed, and the forced locked virtual character will not be changed during the follow-up process. This can avoid the change of the forced locked virtual character.

[0208] In a possible implementation manner, when an enemy virtual character locks the first virtual character and releases a special skill to the first virtual character, a screen indicator is displayed, and the screen indicator is used to indicate that the first virtual character has been locked and the first virtual character will be attacked.

[0209] Among them, the enemy virtual character can lock the first virtual character through the forced lock mode or the intelligent lock mode, and the embodiments of the present application do not limit the manner in which the enemy virtual character locks the first virtual character.

[0210] In this implementation manner, by displaying the screen indicator, the first control object controlling the first virtual character can know that the first virtual character has been locked and is about to be attacked, so that the first control object can adjust the combat strategy as soon as possible to avoid the attack, thereby increasing the survival probability of the first virtual character.

[0211] Such as Figure 16 is a schematic diagram of a screen indicator provided by an embodiment of the present application, in which a screen indicator 1601 is shown.

[0212] Optionally, the screen indicator includes a direction arrow. Such as Figure 16 the 1602 in the screen indicator 1601 in is a direction arrow, and the direction arrow is used to indicate the direction of the enemy virtual character locking the first virtual character relative to the first virtual character. Such as Figure 16The direction arrow 1602 therein indicates that the enemy virtual character locking the first virtual character is at the lower left of the first virtual character.

[0213] Optionally, the screen indicator is displayed in a target color, and the target color is used to indicate the strength of the special skill released by the enemy virtual character locking the first virtual character towards the first virtual character. For example, Figure 6 the screen indicator 1601 in [[ ]] is displayed in white. Exemplarily, if the screen indicator is displayed in white, it means that the special skill released by the enemy virtual character locking the first virtual character towards the first virtual character is relatively strong. If the screen indicator is displayed in black, it means that the special skill released by the enemy virtual character locking the first virtual character towards the first virtual character is relatively weak.

[0214] In a possible implementation, the volume of the first terminal device playing the reference skill released by the first virtual character is greater than the volume of playing the reference skill released by the first enemy virtual character; the volume of the first terminal device playing the reference skill released by the first enemy virtual character is greater than the volume of playing the reference skill released by the second enemy character; the volume of the first terminal device playing the reference skill released by the second enemy virtual character is greater than the volume of playing the reference skill released by the teammate virtual character of the first virtual character. The volume of the first terminal device playing the special skills released by each virtual character is the same. Wherein, the first enemy virtual character is the enemy virtual character locked by the first virtual character, and the reference skill is the skill other than the special skill among the skills possessed by the virtual character. The second enemy virtual character is the enemy virtual character not locked by the first virtual character.

[0215] Exemplarily, the virtual characters participating in the fighting game include virtual character one, virtual character two, virtual character three, and virtual character four. Among them, virtual character one and virtual character two belong to the same game team, virtual character three and virtual character four belong to the same game team, and the first terminal device is the terminal device used by the first control object controlling virtual character one, and virtual character one locks virtual character three. Then the volume of the first terminal device playing the reference skill released by virtual character one is greater than the volume of playing the reference skill released by virtual character three, the volume of the first terminal device playing the reference skill released by virtual character three is greater than the volume of playing the reference skill released by virtual character four, and the volume of the first terminal device playing the reference skill released by virtual character four is greater than the volume of playing the reference skill released by virtual character two. The volume of the first terminal device playing the special skills released by virtual character one, virtual character two, virtual character three, and virtual character four is the same.

[0216] In this implementation, by setting the volume sizes of the reference skills released by each virtual character, the first control object can distinguish which virtual character released the reference skill through the volume size, understand the combat environment, and thus improve the game experience and combat efficiency.

[0217] In a possible implementation, the smaller the distance between the target virtual character and the first virtual character, the louder the first terminal device plays the volume of the target virtual character releasing the reference skill. The target virtual character is a virtual character other than the first virtual character, and the reference skill is a skill possessed by the virtual character other than the special skill of the virtual character; the first terminal device plays the volume of each virtual character releasing the special skill the same. The first terminal device plays the volume of the first virtual character releasing the reference skill the loudest.

[0218] Optionally, when the distance between the target virtual character and the first virtual character is the first distance, the volume of the first terminal device playing the target virtual character releasing the reference skill is half of the volume of the first terminal device playing the first virtual character releasing the reference skill.

[0219] Exemplarily, the virtual characters participating in the fighting game include virtual character one, virtual character two, virtual character three, and virtual character four. Virtual character one is the virtual character controlled by the first control object using the first terminal device. Among them, virtual character two is 1 meter away from virtual character one, virtual character three is 3 meters away from virtual character one, and virtual character four is 5 meters away from virtual character one. Then the first terminal device plays the volume of virtual character one releasing the reference skill louder than the volume of virtual character two releasing the reference skill. The first terminal device plays the volume of virtual character two releasing the reference skill louder than the volume of virtual character three releasing the reference skill. The first terminal device plays the volume of virtual character three releasing the reference skill louder than the volume of virtual character four releasing the reference skill. The first terminal device plays the volume of virtual character one, virtual character two, virtual character three, and virtual character four releasing the special skill the same.

[0220] In this implementation, by determining the volume of the target virtual character releasing the reference skill according to the distance between the target virtual character and the first virtual character, the first control object can judge the distance between the target virtual character and the first virtual character based on the volume of the target virtual character releasing the reference skill, thereby helping the first control object to make more flexible combat strategy adjustments and enhancing the immersion and combat experience of the game.

[0221] In a possible implementation, when the first virtual character meets the invincible condition, control the first virtual character to enter the invincible state. The first virtual character in the invincible state will not reduce the health value of the first virtual character when being attacked.

[0222] In this implementation, by controlling the first virtual character to enter the invincible state, a protection mechanism is provided for the first control object controlling the first virtual character, increasing the tactical diversity of the game and the flexibility in dealing with complex battle situations. At the same time, it also enriches the gameplay of the game, making the game experience better.

[0223] Optionally, the first virtual character is controlled to enter an invincible state, and the invincible state of the first virtual character lasts for a third reference time. The third reference time is set based on experience, or is flexibly adjusted according to the implementation environment, and the embodiment of the present application does not limit this. Exemplarily, the third reference time is 3 seconds.

[0224] In this implementation, the duration of the first virtual character being in the invincible state is set to avoid the first virtual character being in the invincible state all the time, thereby improving the fairness of the game.

[0225] In a possible implementation, the invincibility condition includes at least one of the following:

[0226] The first virtual character releases a special skill of the first virtual character to the enemy virtual character, and hits the enemy virtual character;

[0227] The first avatar knocks the enemy avatar away;

[0228] The first avatar is hit by the enemy avatar's special skill;

[0229] The first virtual character is knocked away by the enemy virtual character, and the first virtual character is in a vacant state or a fallen state;

[0230] The first virtual character successfully defends against an attack by an enemy virtual character;

[0231] The first avatar counterattacks the attack of the enemy avatar;

[0232] The first virtual character successfully defends against the enemy virtual character and performs a normal attack on the enemy virtual character;

[0233] The enemy virtual character successfully defends against the first virtual character, and the first virtual character performs a normal attack on the enemy virtual character;

[0234] The first virtual character successfully defends against the enemy virtual character, and the enemy virtual character performs a throwing attack on the first virtual character.

[0235] In this implementation, by setting the first virtual character to meet the invincibility condition in multiple situations, a variety of strategy options can be provided for the first control object that controls the first virtual character, thereby increasing the richness and fun of the game play. At the same time, the first control object can enter an invincible state in different scenarios and have means to deal with crises, thereby increasing the survival probability of the first virtual character.

[0236] In a possible implementation, when the first virtual character meets the invincible condition, after controlling the first virtual character to enter the invincible state, the first virtual character is displayed in a second form, and the second form is used to indicate that the first virtual character is in the invincible state. The second form can be any form, which is not limited in the embodiments of the present application, and the second form is different from the first form. Exemplarily, displaying the first virtual character in the second form means displaying the character outline of the first virtual character as golden.

[0237] In this implementation, displaying the first virtual character that enters the invincible state in the second form can enable the first control object that controls the first virtual character and the control object that controls the enemy virtual character to intuitively recognize that the first virtual character enters the invincible state, increasing the visual prompt and making the character state clearer.

[0238] In a possible implementation, when the first virtual character releases the third skill to the first enemy virtual character and misses the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character broadcast the camera script shock screen. Wherein, the third skill is a regular skill or a normal attack.

[0239] When the first virtual character releases the third skill to the first enemy virtual character and hits the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character play the camera script shock screen and the hit shock screen.

[0240] When the first virtual character releases a special skill to the first enemy virtual character, the terminal devices used by the control objects of each virtual character participating in the fighting game broadcast the camera script shock screen and the hit shock screen.

[0241] In a possible implementation, when the first virtual character is in the surviving state, the first terminal device displays the special effects of the first virtual character according to the first picture quality, and the first terminal device displays the special effects of the enemy virtual character of the first virtual character and the surviving virtual character among the teammate virtual characters of the first virtual character according to the second picture quality. Wherein, the second picture quality is lower than the first picture quality.

[0242] When the first virtual character changes from the surviving state to the non-surviving state, the first terminal device displays the special effects of each virtual character in the surviving state in the fighting game according to the first picture quality.

[0243] In a possible implementation, when the first virtual character battles the first enemy virtual character in the PVP gameplay, if the first enemy virtual character releases a skill at the first virtual character and the first virtual character dodges the skill, the first terminal device and the second terminal device used by the control object of the first enemy virtual character display the animation of the first virtual character dodging the skill. When the first virtual character battles the first enemy virtual character in the PVE gameplay, if the first enemy virtual character releases a skill at the first virtual character and the first virtual character dodges the skill, the terminal devices used by the control objects of all virtual characters display the animation of the first virtual character dodging the skill.

[0244] In a possible implementation, when the first virtual character defends against the attack of the first enemy virtual character and counterattacks the first enemy virtual character, if the counterattack hits the first enemy virtual character, damage is dealt to the first enemy virtual character, and the health value of the first enemy virtual character decreases by the first value. Herein, the first value is set based on experience or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the first value is 1000.

[0245] Optionally, when the first virtual character defends against the attack of the first enemy virtual character and counterattacks the first enemy virtual character, damage is dealt to other enemy virtual characters within the third area, and the health values of the other enemy virtual characters decrease by the second value. Herein, the third area is an area centered on the position of the first virtual character with a radius of the fifth length. Herein, the fifth length is set based on experience or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the fifth length is 6 meters. The second value is set based on experience or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. The second value and the first value may be the same or different, and the embodiments of the present application do not limit this. Optionally, the first value is greater than the second value.

[0246] In a possible implementation, when the first virtual character defends against the attack of the first enemy virtual character and counterattacks the first enemy virtual character, damage is dealt to the teammate virtual characters within the third area, and the health values of the teammate virtual characters decrease by the third value. Herein, the third value is set based on experience or flexibly adjusted according to the implementation environment, and the embodiments of the present application do not limit this. The third value and the second value may be the same or different, and the third value and the first value may be the same or different, and the embodiments of the present application do not limit this. Optionally, the second value is greater than the third value.

[0247] In a possible implementation, when the fighting match has not ended, and the last surviving virtual character included in the first game team and the last surviving virtual character included in the second game team are both changed from the surviving state to the non-surviving state at the same time, the first game team and the second game team draw, and each virtual character included in each game team directly enters the next round for the match. In the next round of the match, each virtual character included in each game team is revived, and the health value of each virtual character is 32% of the total health value of each virtual character. Herein, the first game team is the game team where the first virtual character is located, and the second game team is the game team where the non-first virtual character is located.

[0248] When the fighting match has not ended, each virtual character included in the second game team is changed from the surviving state to the non-surviving state, and there are surviving virtual characters in the first game team, the first game team wins the fighting match. And the surviving virtual characters included in the first game team directly enter the next round of the match.

[0249] When the fighting match ends, if there are surviving virtual characters in the first game team and there are surviving virtual characters in the second game team, then determine the average health value of the first game team, determine the average health value of the second game team, and determine that the game team with the highest average health value wins. The surviving virtual characters in the game team with the highest average health value directly enter the next round of the match. In the next round of the match, the non-surviving virtual characters in the game team with the highest average health value can be revived, and the health value of the revived non-surviving virtual characters is 32% of the total health value of the non-surviving virtual characters.

[0250] Among them, the processes of determining the average health value of the first game team and determining the average health value of the second game team are similar. The embodiments of the present application only take the determination of the average health value of the first game team as an example for illustration. Optionally, determine the sum of the remaining health values of the surviving virtual characters in the first game team; use the quotient between the sum of the remaining health values of the surviving virtual characters in the first game team and the number of virtual characters included in the first game team as the average health value of the first game team.

[0251] Exemplarily, at the end of a fighting match, if there is a virtual character in the first game team that is in a surviving state, with a remaining health value of 50, and the number of virtual characters included in the first game team is 2, then the average health value of the first game team is 25. In the second game team, there are two virtual characters in a surviving state, with remaining health values of 20 and 10 respectively, and the number of virtual characters included in the second game team is 2, then the average health value of the second game team is 15. Since the average health value of the second game team is lower than that of the first game team, it is determined that the first game team wins the fighting match.

[0252] After determining the match result of the game team where the first virtual character is located, the match result of the game team where the first virtual character is located can also be displayed, so that the first control object can perceive the match result of the game team where the first virtual character is located.

[0253] In a possible implementation manner, after the first virtual character defends against the attack of the first enemy virtual character, the first terminal device can also display a counterattack bar, and the first control object can trigger the counterattack bar to control the first virtual character to counterattack the first enemy virtual character. Among them, the display of the counterattack bar has a time limit, and the display duration of the counterattack bar can be set based on experience or adjusted according to the implementation environment. The embodiments of the present application do not limit this. Exemplarily, the display duration of the counterattack bar is 5 seconds.

[0254] In the virtual character interaction control method provided by the embodiments of the present application, when an enemy virtual character is attacked, the model blocking, collision repulsion, and collision damage between the hitters are turned off, ensuring that once the attack behavior of the attacking party hits, it can stably output to the group. When our virtual character attacks, the blocking of the attacking virtual character by the teammate virtual characters is turned off, so that the only behavior will not be blocked by the teammate virtual characters.

[0255] In the virtual character interaction control method provided by the embodiments of the present application, when a virtual character is hit, the blocking when the virtual character is hit is turned off, the impact damage when the virtual character is hit is turned off, and the outward repelling strike of the attack is changed to a forward strike to ensure the stability of the strike when the skill hits as many people as possible.

[0256] The above method displays animations of at least two groups of game teams participating in a fighting match in a three-dimensional virtual environment. Each group of game teams includes at least two virtual characters. When the first virtual character meets the revenge condition, the first virtual character is controlled to enter the revenge state. At this time, the character attributes of the first virtual character attacking the enemy virtual character in the revenge state are different from those of the first virtual character attacking the enemy virtual character in the non-revenge state. This method can stimulate the fighting desire of the first control object controlling the first virtual character, increase the excitability and strategy of the game, enable the first virtual character to have a chance to reverse the battle through the revenge state when at a disadvantage, thereby improving the game experience of the first control object, diversifying the control methods of virtual characters, and thus improving the interaction rate and user retention rate of the game.

[0257] An embodiment of the present application provides an interactive control method for virtual characters. This method is applied to the first terminal device used by the first control object, the second terminal device used by the second control object, the third terminal device used by the third control object, and the fourth terminal device used by the fourth control object. The first control object is used to control virtual character one, the second control object is used to control virtual character two, the third control object is used to control virtual character three, and the fourth control object is used to control virtual character four.

[0258] The first terminal device, the second terminal device, the third terminal device, and the fourth terminal device respectively display animations of two groups of game teams participating in a fighting match in a three-dimensional virtual environment. One group of game teams includes virtual character one and virtual character three, and the other group of game teams includes virtual character two and virtual character four;

[0259] When virtual character one meets the revenge condition, the first terminal device controls virtual character one to enter the revenge state;

[0260] In response to a control operation on virtual character one, the first terminal device controls virtual character one in the revenge state to attack the enemy virtual character. The character attributes of virtual character one in the revenge state attacking the enemy virtual character are different from those of virtual character one in the non-revenge state attacking the enemy virtual character;

[0261] Among them, the enemy virtual character includes at least one of virtual character two or virtual character four, and the character attributes include at least one of attack power, skill cooldown duration, physical strength recovery value, or energy recovery value.

[0262] In a possible implementation manner, when virtual character one releases the first skill on virtual character two, the first terminal device and the second terminal device respectively display animations of virtual character one and virtual character two based on the first skill. The first skill is any skill that virtual character one possesses.

[0263] Optionally, the process of the first terminal device and the second terminal device respectively displaying the animations corresponding to the first skill by virtual character one and virtual character two has been described in step 203 above, and will not be elaborated here.

[0264] In a possible implementation manner, when virtual character two defends against the regular skill of virtual character one, the first terminal device and the second terminal device respectively display first information, and the first information is used to indicate that virtual character two has defended against the regular skill of virtual character one.

[0265] Optionally, the process of the first terminal device and the second terminal device respectively displaying the first information has been described in step 203 above, and will not be elaborated here.

[0266] In a possible implementation manner, when virtual character two defends against the regular skill of virtual character one and virtual character two counterattacks virtual character one, the first terminal device and the second terminal device respectively display second information, and the second information is used to indicate that virtual character two has counterattacked virtual character one.

[0267] Optionally, the process of the first terminal device and the second terminal device respectively displaying the second information has been described in step 203 above, and will not be elaborated here.

[0268] In a possible implementation manner, when virtual character two defends against the regular skill of virtual character one and virtual character two counterattacks virtual character one, the first terminal device and the second terminal device respectively display the first special effect of virtual character two counterattacking virtual character one.

[0269] Optionally, the process of the first terminal device and the second terminal device respectively displaying the first special effect of virtual character two counterattacking virtual character one has been described in step 203 above, and will not be elaborated here.

[0270] In a possible implementation manner, when virtual character one defends against the attack of virtual character two and virtual character one makes a normal attack on virtual character two, the first terminal device and the second terminal device respectively display third information, and the third information is used to indicate that virtual character one defends and counterattacks virtual character two.

[0271] Optionally, the process of the first terminal device and the second terminal device respectively displaying the third information has been described in step 203 above, and will not be elaborated here.

[0272] In a possible implementation manner, when virtual character two is in a defensive state and virtual character one makes a throwing attack on virtual character two, the first terminal device and the second terminal device respectively display fourth information, and the fourth information is used to indicate that virtual character one makes a throwing attack on virtual character two.

[0273] Optionally, the process of the first terminal device and the second terminal device respectively displaying the fourth information has been described in step 203 above, and will not be elaborated here.

[0274] In a possible implementation, when the virtual character three releases a special skill, the first terminal device displays the first prompt message in a first color; when the virtual character two releases a special skill, the first terminal device displays the second prompt message in a second color.

[0275] Optionally, the process of the first terminal device displaying the first prompt message in the first color and the second prompt message in the second color has been described in step 203 above, and will not be elaborated here.

[0276] In a possible implementation, when the virtual character one releases a normal attack, the first terminal device determines the attack range of the virtual character one; when there is no enemy virtual character in the defensive state within the attack range of the virtual character one, the first terminal device controls the virtual character one to perform a normal attack; when there is a virtual character two in the defensive state, forcibly locked by the virtual character one, and belonging to a different game team from the virtual character one within the attack range of the virtual character one, the virtual character one performs a throw attack on the virtual character two; when there is no virtual character two within the attack range of the virtual character one, there is a virtual character four in the defensive state, with a distance from the virtual character one less than a distance threshold, and belonging to a different game team from the virtual character one, the first terminal device controls the virtual character one to perform a throw attack on the virtual character four.

[0277] Optionally, the process of the first terminal device displaying the first prompt message in the first color and the second prompt message in the second color has been described in step 203 above, and will not be elaborated here.

[0278] In a possible implementation, in response to a trigger operation for the second skill of the virtual character one, the first terminal device determines the attack range of the second skill, and the second skill is any one of a normal attack, a conventional skill, and a special skill; when there is a virtual character two within the attack range of the second skill, the first terminal device controls the virtual character one to release the second skill to the virtual character two, where the virtual character two belongs to a different game team from the virtual character one and the distance from the virtual character one is less than a distance threshold.

[0279] Optionally, the process of the first terminal device displaying the first prompt message in the first color and the second prompt message in the second color has been described in step 203 above, and will not be elaborated here.

[0280] In a possible implementation, in response to a trigger operation for the second skill of virtual character one, and when there is virtual character two that is forcibly locked by virtual character one in the first area, the first terminal device controls virtual character one to release the second skill to virtual character two, where the second skill is any one of a normal attack, a regular skill, and a special skill; in response to a trigger operation for the second skill of virtual character one, when there is no virtual character two that is forcibly locked by virtual character one in the first area, and there is virtual character two belonging to a different game team from virtual character one in the first area, control virtual character one to release the second skill to virtual character two; in response to a trigger operation for the second skill of virtual character one, when there is no virtual character two in the first area, and there is virtual character two belonging to a different game team from the first virtual character in the second area, control virtual character one to release the second skill to virtual character two, where the second area is larger than the first area.

[0281] Optionally, the processes of the first terminal device controlling virtual character one to release the second skill to virtual character two, controlling virtual character one to release the second skill to virtual character two, and controlling virtual character one to release the second skill to virtual character two have been described in step 203 above and will not be elaborated here.

[0282] In a possible implementation, the display modes of virtual character one and virtual character two are different, and the display modes of virtual character one and virtual character three are the same.

[0283] In a possible implementation, when an enemy virtual character locks virtual character one and releases a special skill to virtual character one, the first terminal device displays a screen indicator, where the screen indicator is used to indicate that virtual character one has been locked and virtual character one will be attacked.

[0284] Optionally, the process of the first terminal device displaying the screen indicator has been described in step 203 above and will not be elaborated here.

[0285] In a possible implementation, the volume of the first terminal device playing the reference skill released by virtual character one is greater than the volume of playing the reference skill released by virtual character two, where virtual character two is an enemy virtual character locked by virtual character one, and the reference skill is a skill other than the special skill of the virtual character; the volume of the first terminal device playing the reference skill released by virtual character two is greater than the volume of playing the reference skill released by virtual character four, where virtual character four is an enemy virtual character not locked by virtual character one; the volume of the first terminal device playing the reference skill released by virtual character four is greater than the volume of playing the reference skill released by virtual character three; the volumes of the first terminal device playing the special skills released by each virtual character are the same.

[0286] Optionally, the process of the first terminal device playing the volume of the skills of each virtual character has been described in step 203 above, and will not be elaborated here.

[0287] In a possible implementation, the smaller the distance between the target virtual character and the first virtual character, the greater the volume of the first terminal device playing the reference skill released by the target virtual character. The target virtual character is a virtual character other than the first virtual character, and the reference skill is a skill other than the special skill of the virtual character among the character skills possessed by the virtual character; the first terminal device plays the same volume for the release of the special skills of each virtual character.

[0288] Optionally, the process of the first terminal device playing the volume of the skills of each virtual character has been described in step 203 above, and will not be elaborated here.

[0289] In a possible implementation, when the first virtual character meets the invincibility condition, the first terminal device controls the first virtual character to enter the invincibility state. The first virtual character in the invincibility state will not reduce its health value when being attacked.

[0290] Optionally, the process of the first terminal device controlling the first virtual character to enter the invincibility state has been described in step 203 above, and will not be elaborated here.

[0291] In a possible implementation, the invincibility condition includes at least one of the following: the first virtual character releases its special skill to the enemy virtual character and hits the enemy virtual character; the first virtual character knocks the enemy virtual character away; the first virtual character is hit by the special skill of the enemy virtual character; the first virtual character is knocked away by the enemy virtual character and the first virtual character is in the air or on the ground; the first virtual character successfully defends against the attack of the enemy virtual character; the first virtual character counterattacks the attack of the enemy virtual character; the first virtual character successfully defends against the enemy virtual character and uses a normal skill on the enemy virtual character; the enemy virtual character successfully defends against the first virtual character and the first virtual character makes a normal attack on the enemy virtual character; the first virtual character successfully defends against the enemy virtual character and the enemy virtual character makes a throw attack on the first virtual character.

[0292] In a possible implementation, the first terminal device displays the first virtual character in a second form, and the second form is used to indicate that the first virtual character is in the invincibility state.

[0293] Optionally, the process of the first terminal device displaying the first virtual character in the second form has been described in step 203 above, and will not be elaborated here.

[0294] Figure 17 The following shows a schematic structural diagram of an interactive control device for a virtual character provided by an embodiment of the present application, asFigure 17 As shown, the device includes:

[0295] A display module 1701, configured to display animations of at least two groups of game teams participating in a fighting match in a three-dimensional virtual environment. Each group of game teams includes at least two virtual characters participating in the fighting match. The virtual characters in the same group of game teams are controlled by different control objects. Among the virtual characters of at least two groups of game teams participating in the fighting match, there is a first virtual character controlled by a first control object using a first terminal device;

[0296] A control module 1702, configured to control the first virtual character to enter a revenge state when the first virtual character meets the revenge condition;

[0297] The control module 1702 is further configured to, in response to a control operation on the first virtual character, control the first virtual character in the revenge state to attack an enemy virtual character. The character attributes of the first virtual character in the revenge state attacking the enemy virtual character are different from those of the first virtual character attacking the enemy virtual character when it is not in the revenge state;

[0298] Wherein, the enemy virtual character includes at least one virtual character in a different game team from the first virtual character, and the character attributes include at least one of attack power, skill cooldown duration, physical strength recovery value, or energy recovery value.

[0299] In a possible implementation manner, the revenge condition includes at least one of a first condition or a second condition; wherein, the first condition is that the number of enemy virtual characters attacking the first virtual character within any one first reference duration is greater than a quantity threshold; the second condition is that the number of virtual characters in the game team where the first virtual character is located that are in a surviving state is less than the number of enemy virtual characters in a surviving state, and the first virtual character is in a surviving state.

[0300] In a possible implementation manner, the control module 1702 is configured to control the first virtual character to enter a revenge state when the first virtual character meets the first condition, and the revenge state of the first virtual character lasts for a second reference duration; when the first virtual character meets the second condition, control the first virtual character to enter a revenge state, and the revenge state of the first virtual character lasts until the end of the fighting match.

[0301] In a possible implementation, when the character attributes include attack power, the attack power of the first virtual character in the revenge state when attacking an enemy virtual character is greater than the attack power of the first virtual character when not in the revenge state when attacking the enemy virtual character; when the character attributes include skill cooldown duration, the skill cooldown duration of the first virtual character in the revenge state when attacking an enemy virtual character is less than the skill cooldown duration of the first virtual character when not in the revenge state when attacking the enemy virtual character; when the character attributes include physical strength recovery value, the physical strength recovery value of the first virtual character in the revenge state when attacking an enemy virtual character is greater than the physical strength recovery value of the first virtual character when not in the revenge state when attacking the enemy virtual character; when the character attributes include energy recovery value, the energy recovery value of the first virtual character in the revenge state when attacking an enemy virtual character is greater than the energy recovery value of the first virtual character when not in the revenge state when attacking the enemy virtual character.

[0302] In a possible implementation, the control module 1702 is further configured to control the first virtual character to exit the revenge state when the second virtual character changes from the surviving state to the non-surviving state, where the second virtual character is a virtual character other than the first virtual character included in at least two groups of game teams.

[0303] In a possible implementation, the display module 1701 is further configured to display the health bar corresponding to the first virtual character, where the health bar corresponding to the first virtual character is used to indicate the remaining health value and the total health value of the first virtual character;

[0304] The display module 1701 is further configured to display the health bar corresponding to the first virtual character in a first form, where the first form is used to indicate that the first virtual character is in the revenge state.

[0305] In a possible implementation, when the first virtual character releases a first skill on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display the animations corresponding to the first virtual character and the first enemy virtual character based on the first skill, where the first skill is any skill possessed by the first virtual character.

[0306] In a possible implementation, when the first enemy virtual character defends against the regular skill of the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display a first piece of information, where the first piece of information is used to indicate that the first enemy virtual character has defended against the regular skill of the first virtual character.

[0307] In a possible implementation, when a first enemy virtual character defends against a normal skill of a first virtual character and the first enemy virtual character counterattacks the first virtual character, a first terminal device and a second terminal device used by a control object of the first enemy virtual character respectively display second information, where the second information is used to indicate that the first enemy virtual character has counterattacked the first virtual character.

[0308] In a possible implementation, when a first enemy virtual character defends against a normal skill of a first virtual character and the first enemy virtual character counterattacks the first virtual character, a first terminal device and a second terminal device used by a control object of the first enemy virtual character display a first special effect of the first enemy virtual character counterattacking the first virtual character.

[0309] In a possible implementation, when a first virtual character defends against an attack of a first enemy virtual character and the first virtual character makes a normal attack on the first enemy virtual character, a first terminal device and a second terminal device used by a control object of the first enemy virtual character respectively display third information, where the third information is used to indicate that the first virtual character defends and counterattacks the first enemy virtual character.

[0310] In a possible implementation, when a first enemy virtual character is in a defensive state and a first virtual character makes a throw attack on the first enemy virtual character, a first terminal device and a second terminal device used by a control object of the first enemy virtual character respectively display fourth information, where the fourth information is used to indicate that the first virtual character makes a throw attack on the first enemy virtual character.

[0311] In a possible implementation, a display module 1701 is further configured to display a first prompt message when any virtual character in the game team where the first virtual character is located releases a special skill. The color of the first prompt message is a first color, and the first prompt message is used to indicate that a virtual character in the game team where the first virtual character is located has released a special skill; when an enemy virtual character releases a special skill, display a second prompt message. The color of the second prompt message is a second color, and the second prompt message is used to indicate that the enemy virtual character has released a special skill.

[0312] In a possible implementation, the control module 1702 is further configured to determine the attack range of the first virtual character when the first virtual character releases a normal attack; control the first virtual character to perform a normal attack when there is no virtual character in a defensive state within the attack range of the first virtual character; control the first virtual character to perform a throw attack on a third virtual character when there is a third virtual character in a defensive state, forcibly locked by the first virtual character, and belonging to a different game team from the first virtual character within the attack range of the first virtual character; control the first virtual character to perform a throw attack on a fourth virtual character when there is no third virtual character within the attack range of the first virtual character, there is a fourth virtual character in a defensive state, at a distance less than a distance threshold from the first virtual character, and belonging to a different game team from the first virtual character.

[0313] In a possible implementation, the control module 1702 is further configured to, in response to a trigger operation for a second skill of the first virtual character, determine the attack range of the second skill, where the second skill is any one of a normal attack, a regular skill, and a special skill; control the first virtual character to release the second skill to a fifth virtual character when there is a fifth virtual character within the attack range of the second skill, the fifth virtual character belongs to a different game team from the first virtual character, and the distance from the first virtual character is less than a distance threshold.

[0314] In a possible implementation, the control module 1702 is further configured to, in response to a trigger operation for a second skill of the first virtual character and there is a sixth virtual character forcibly locked by the first virtual character in a first area, control the first virtual character to release the second skill to the sixth virtual character, where the second skill is any one of a normal attack, a regular skill, and a special skill; in response to a trigger operation for a second skill of the first virtual character, there is no sixth virtual character in the first area, and there is a seventh virtual character belonging to a different game team from the first virtual character in the first area, control the first virtual character to release the second skill to the seventh virtual character; in response to a trigger operation for a second skill of the first virtual character, there are no sixth virtual character and seventh virtual character in the first area, and there is an eighth virtual character belonging to a different game team from the first virtual character in a second area, control the first virtual character to release the second skill to the eighth virtual character, and the second area is larger than the first area.

[0315] In a possible implementation, virtual characters belonging to different game teams are displayed in different ways, and virtual characters belonging to the same game team are displayed in the same way.

[0316] In a possible implementation, the display module 1701 is further configured to display a screen indicator when an enemy virtual character locks the first virtual character and releases a special skill on the first virtual character, where the screen indicator is used to indicate that the first virtual character has been locked and the first virtual character will be attacked.

[0317] In a possible implementation, the volume at which the first terminal device plays the reference skill released by the first virtual character is greater than the volume at which it plays the reference skill released by the first enemy virtual character, where the first enemy virtual character is the enemy virtual character locked by the first virtual character, and the reference skill is a character skill possessed by the virtual character other than the special skill of the virtual character; the volume at which the first terminal device plays the reference skill released by the first enemy virtual character is greater than the volume at which it plays the reference skill released by the second enemy virtual character, where the second enemy virtual character is an enemy virtual character not locked by the first virtual character; the volume at which the first terminal device plays the reference skill released by the second enemy virtual character is greater than the volume at which it plays the reference skill released by the teammate virtual character of the first virtual character; the volumes at which the first terminal device plays the special skills released by each virtual character are the same.

[0318] In a possible implementation, the smaller the distance between the target virtual character and the first virtual character, the greater the volume at which the first terminal device plays the reference skill released by the target virtual character, where the target virtual character is a virtual character other than the first virtual character, and the reference skill is a character skill possessed by the virtual character other than the special skill of the virtual character; the volumes at which the first terminal device plays the special skills released by each virtual character are the same.

[0319] In a possible implementation, the control module 1702 is further configured to control the first virtual character to enter an invincible state when the first virtual character meets the invincible condition, and the first virtual character in the invincible state will not have its health value reduced when being attacked.

[0320] In a possible implementation, the invincible condition includes at least one of the following:

[0321] The first virtual character releases the special skill of the first virtual character on an enemy virtual character and hits the enemy virtual character;

[0322] The first virtual character knocks the enemy virtual character into the air;

[0323] The first virtual character is hit by the special skill of the enemy virtual character;

[0324] The first virtual character is knocked into the air by the enemy virtual character and the first virtual character is in the air or on the ground;

[0325] The first virtual character successfully defends against the attack of the enemy virtual character;

[0326] The first virtual character counterattacks the attack of the enemy virtual character;

[0327] The first virtual character successfully defends against the enemy virtual character and performs a normal skill on the enemy virtual character;

[0328] The enemy virtual character successfully defends against the first virtual character, and the first virtual character performs a normal attack on the enemy virtual character;

[0329] The first virtual character successfully defends against the enemy virtual character, and the enemy virtual character performs a throw attack on the first virtual character.

[0330] In a possible implementation manner, the display module 1701 is further configured to display the first virtual character in a second form, and the second form is used to indicate that the first virtual character is in an invincible state.

[0331] The above device displays animations of at least two game teams participating in a fighting match in a three-dimensional virtual environment. Each game team includes at least two virtual characters. When the first virtual character meets the revenge condition, the first virtual character is controlled to enter the revenge state. At this time, the character attributes of the first virtual character when attacking the enemy virtual character in the revenge state are different from those of the first virtual character when attacking the enemy virtual character in the non-revenge state. It can stimulate the fighting desire of the first control object that controls the first virtual character, increase the excitability and strategy of the game, enable the first virtual character to have a chance to reverse the battle through the revenge state when in a disadvantaged position, and further improve the game experience of the first control object, diversify the control methods of the virtual character, and thus improve the interaction rate and user retention rate of the game.

[0332] It should be understood that when the above-provided device implements its functions, only the above division of each functional module is used for illustration. In practical applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiment and the method embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0333] Figure 18The structural block diagram of the terminal device 1800 provided by an exemplary embodiment of the present application is shown. The terminal device 1800 can be any electronic device product that can perform human-computer interaction with a user in one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart in-vehicle unit, a smart TV, a smart speaker, a smart watch, etc.

[0334] Generally, the terminal device 1800 includes: a processor 1801 and a memory 1802.

[0335] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0336] The memory 1802 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1801 to implement the interactive control method of the virtual character provided in the method embodiments of the present application.

[0337] In some embodiments, the terminal device 1800 may further optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, the memory 1802, and the peripheral device interface 1803 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1803 through a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0338] The peripheral device interface 1803 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0339] The radio frequency circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1804 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so on. The radio frequency circuit 1804 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1804 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.

[0340] The display screen 1805 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1805 is a touch display screen, the display screen 1805 also has the ability to collect touch signals on or above the surface of the display screen 1805. The touch signals can be input as control signals to the processor 1801 for processing. At this time, the display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, which is disposed on the front panel of the terminal device 1800; in other embodiments, there may be at least two display screens 1805, which are respectively disposed on different surfaces of the terminal device 1800 or are in a foldable design; in other embodiments, the display screen 1805 may be a flexible display screen, which is disposed on a curved surface or a folding surface of the terminal device 1800. Even, the display screen 1805 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1805 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0341] The camera module 1806 is used to collect images or videos. Optionally, the camera module 1806 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal device 1800, and the rear camera is disposed on the back of the terminal device 1800. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera respectively, so as to implement the function of background blurring by fusing the main camera and the depth camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera module 1806 may further include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. The two-color temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0342] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1801 for processing, or input to the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 1800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1807 may also include a headphone jack.

[0343] The power supply 1808 is used to supply power to each component in the terminal device 1800. The power supply 1808 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0344] In some embodiments, the terminal device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include but are not limited to: an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0345] The acceleration sensor 1810 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the terminal device 1800. For example, the acceleration sensor 1810 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1801 can control the display screen 1805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1810. The acceleration sensor 1810 can also be used for game or user motion data collection.

[0346] The gyroscope sensor 1811 can detect the body direction and rotation angle of the terminal device 1800. The gyroscope sensor 1811 can cooperate with the acceleration sensor 1810 to collect the 3D actions of the user on the terminal device 1800. According to the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.

[0347] The pressure sensor 1812 can be disposed on the side frame of the terminal device 1800 and / or the lower layer of the display screen 1805. When the pressure sensor 1812 is disposed on the side frame of the terminal device 1800, it can detect the holding signal of the user on the terminal device 1800, and the processor 1801 can perform left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1812. When the pressure sensor 1812 is disposed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface according to the pressure operation of the user on the display screen 1805. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0348] The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the display screen 1805 according to the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 according to the ambient light intensity collected by the optical sensor 1813.

[0349] The proximity sensor 1814, also known as the distance sensor, is usually disposed on the front panel of the terminal device 1800. The proximity sensor 1814 is used to collect the distance between the user and the front of the terminal device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the terminal device 1800 is gradually decreasing, the processor 1801 controls the display screen 1805 to switch from the lit state to the off state; when the proximity sensor 1814 detects that the distance between the user and the front of the terminal device 1800 is gradually increasing, the processor 1801 controls the display screen 1805 to switch from the off state to the lit state.

[0350] Those skilled in the art can understand that Figure 18 the structure shown in does not limit the terminal device 1800, and it may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.

[0351] Figure 19It is a schematic structural diagram of a server provided by an embodiment of the present application. The server 1900 may vary greatly due to different configurations or performances, and may include one or more processors (Central Processing Units, CPUs) 1901 and one or more memories 1902. Among them, at least one program code is stored in the one or more memories 1902, and the at least one program code is loaded and executed by the one or more processors 1901 to implement the interactive control method of the virtual character provided by each of the above method embodiments. Of course, the server 1900 may also have components such as wired or wireless network interfaces, keyboards, and input / output interfaces for input / output. The server 1900 may also include other components for implementing device functions, which will not be elaborated here.

[0352] In an exemplary embodiment, a computer-readable storage medium is also provided. At least one program code is stored in the storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement any one of the above interactive control methods of virtual characters.

[0353] Optionally, the above computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0354] In an exemplary embodiment, a computer program or a computer program product is also provided. At least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any one of the above interactive control methods of virtual characters.

[0355] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by users or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions. For example, the character information involved in the present application is obtained under full authorization.

[0356] It should be understood that the "plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects and indicates that there can be three relationships. For example, A and / or B can represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.

[0357] The above are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included within the protection scope of the present application.

Claims

1. A method for interactive control of a virtual character, characterized in that: The method is applied to a first terminal device, and the method includes: An animation showing at least two game teams participating in a fighting game in a three-dimensional virtual environment, each game team including at least two virtual characters participating in the fighting game, the virtual characters in the same game team being controlled by different control objects, and the virtual characters participating in the fighting game of the at least two game teams including a first virtual character controlled by a first control object of the first terminal device; When the first virtual character meets the revenge condition, controlling the first virtual character to enter a revenge state; In response to a control operation on the first virtual character, the first virtual character in a revenge state is controlled to attack an enemy virtual character, wherein the character attribute of the first virtual character in the revenge state attacking the enemy virtual character is different from the character attribute of the first virtual character in a non-revenge state attacking the enemy virtual character; The enemy virtual character includes at least one virtual character in a different game team from the first virtual character, and the character attributes include at least one of attack power, skill cooldown time, physical strength recovery value or energy recovery value.

2. The method according to claim 1, characterized in that The revenge condition includes at least one of the first condition or the second condition; The first condition is that the number of enemy virtual characters attacking the first virtual character within any first reference time period is greater than a number threshold; The second condition is that the number of surviving virtual characters in the game team where the first virtual character is located is less than the number of surviving enemy virtual characters, and the first virtual character is in a surviving state.

3. The method according to claim 2, characterized in that When the first virtual character satisfies the revenge condition, controlling the first virtual character to enter a revenge state includes: When the first virtual character satisfies the first condition, controlling the first virtual character to enter a revenge state, and the revenge state of the first virtual character lasts for a second reference time length; When the first virtual character satisfies the second condition, the first virtual character is controlled to enter a revenge state, and the revenge state of the first virtual character continues until the fighting game ends.

4. The method according to claim 1, characterized in that: In the case where the character attribute includes attack power, the attack power of the first virtual character in a revenge state attacking the enemy virtual character is greater than the attack power of the first virtual character in a non-revenge state attacking the enemy virtual character; In the case where the character attributes include skill cooldown time, the skill cooldown time of the first virtual character in a revenge state attacking the enemy virtual character is shorter than the skill cooldown time of the first virtual character in a non-revenge state attacking the enemy virtual character; In the case where the character attributes include a physical strength recovery value, the physical strength recovery value of the first virtual character in a revenge state attacking the enemy virtual character is greater than the physical strength recovery value of the first virtual character in a non-revenge state attacking the enemy virtual character; In the case where the character attributes include energy recovery values, the energy recovery value of the first virtual character in a revenge state attacking the enemy virtual character is greater than the energy recovery value of the first virtual character in a non-revenge state attacking the enemy virtual character.

5. The method according to claim 1, characterized in that After controlling the first virtual character to enter a revenge state when the first virtual character satisfies the revenge condition, the method further includes: When the second virtual character changes from a survival state to a non-survival state, the first virtual character is controlled to exit the revenge state, and the second virtual character is a virtual character other than the first virtual character among the virtual characters included in the at least two game teams.

6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying a life bar corresponding to the first virtual character, where the life bar corresponding to the first virtual character is used to indicate the remaining life value of the first virtual character and the total life value of the first virtual character; After controlling the first virtual character to enter a revenge state when the first virtual character satisfies the revenge condition, the method further includes: The life bar corresponding to the first virtual character is displayed in a first form, where the first form is used to indicate that the first virtual character is in a revenge state.

7. The method according to any one of claims 1 to 5, characterized in that: When the first virtual character releases a first skill to a first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display animations of the first virtual character and the first enemy virtual character based on the first skill, and the first skill is any skill possessed by the first virtual character.

8. The method according to any one of claims 1 to 5, characterized in that: When the first enemy virtual character defends against the conventional skills of the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display first information, and the first information is used to indicate that the first enemy virtual character has defended against the conventional skills of the first virtual character.

9. The method according to any one of claims 1 to 5, characterized in that: When the first enemy virtual character defends against the conventional skills of the first enemy virtual character and the first enemy virtual character counterattacks the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display second information, and the second information is used to indicate that the first enemy virtual character has counterattacked the first virtual character.

10. The method according to any one of claims 1 to 5, characterized in that: When the first enemy virtual character defends against the conventional skills of the first virtual character and the first enemy virtual character counterattacks the first virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character display the first special effect of the first enemy virtual character counterattacking the first virtual character.

11. The method according to any one of claims 1 to 5, characterized in that: When the first virtual character defends against the attack of the first enemy virtual character and the first virtual character launches a normal attack on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display third information, and the third information is used to instruct the first virtual character to defend and counterattack the first enemy virtual character.

12. The method according to any one of claims 1 to 5, characterized in that: When the first enemy virtual character is in a defensive state and the first virtual character performs a throwing attack on the first enemy virtual character, the first terminal device and the second terminal device used by the control object of the first enemy virtual character respectively display fourth information, and the fourth information is used to instruct the first virtual character to perform a throwing attack on the first enemy virtual character.

13. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: When any virtual character in the game team where the first virtual character is located releases a special skill, displaying first prompt information, the color of the first prompt information is a first color, and the first prompt information is used to indicate that the virtual character in the game team where the first virtual character is located has released the special skill; When the enemy virtual character releases the special skill, a second prompt message is displayed, the color of the second prompt message is a second color, and the second prompt message is used to indicate that the enemy virtual character has released the special skill.

14. The method according to any one of claims 1 to 5, characterized in that: After displaying the animation of at least two game teams participating in a fighting game in a three-dimensional virtual environment, the method further includes: When the first virtual character releases a common attack, determining an attack range of the first virtual character; When there is no virtual character in a defensive state within the attack range of the first virtual character, controlling the first virtual character to perform a normal attack; If there is a third virtual character in a defensive state within the attack range of the first virtual character, which is forcibly locked by the first virtual character and belongs to a different game team from the first virtual character, controlling the first virtual character to perform a throwing attack on the third virtual character; When the third virtual character is not within the attack range of the first virtual character, and there is a fourth virtual character that is in a defensive state, is less than a distance threshold from the first virtual character, and belongs to a different game team from the first virtual character, the first virtual character is controlled to perform a throwing attack on the fourth virtual character.

15. The method according to any one of claims 1 to 5, characterized in that: After displaying the animation of at least two game teams participating in a fighting game in a three-dimensional virtual environment, the method further includes: In response to a triggering operation for a second skill of the first virtual character, determining an attack range of the second skill, where the second skill is any one of a common attack, a regular skill, and a special skill; When there is a fifth virtual character within the attack range of the second skill, the first virtual character is controlled to release the second skill to the fifth virtual character, the fifth virtual character and the first virtual character belong to different game teams, and the distance between the fifth virtual character and the first virtual character is less than a distance threshold.

16. The method according to any one of claims 1 to 5, characterized in that: After displaying the animation of at least two game teams participating in a fighting game in a three-dimensional virtual environment, the method further includes: In response to a triggering operation for a second skill of a first virtual character, and there is a sixth virtual character in the first area that is forcibly locked by the first virtual character, controlling the first virtual character to release the second skill to the sixth virtual character, wherein the second skill is any one of a common attack, a regular skill, and a special skill; In response to a triggering operation for the second skill of the first virtual character, if the sixth virtual character does not exist in the first area, and a seventh virtual character that belongs to a different game team from the first virtual character exists in the first area, controlling the first virtual character to release the second skill to the seventh virtual character; In response to a triggering operation for the second skill of the first virtual character, the sixth virtual character and the seventh virtual character do not exist in the first area, and there is an eighth virtual character belonging to a different game team from the first virtual character in the second area, the first virtual character is controlled to release the second skill to the eighth virtual character, and the second area is larger than the first area.

17. The method according to any one of claims 1 to 5, characterized in that: Virtual characters belonging to different game teams are displayed in different ways, and virtual characters belonging to the same game team are displayed in the same way.

18. The method according to claims 1 to 5, characterized in that The method further comprises: When the enemy virtual character locks the first virtual character and releases a special skill to the first virtual character, a screen indicator is displayed, wherein the screen indicator is used to indicate that the first virtual character has been locked and will be attacked.

19. The method according to any one of claims 1 to 5, characterized in that: The volume of the first terminal device playing the reference skill released by the first virtual character is greater than the volume of the first enemy virtual character playing the reference skill released by the first enemy virtual character, the first enemy virtual character is an enemy virtual character locked by the first virtual character, and the reference skill is a skill possessed by the virtual character except the special skill of the virtual character; The volume of the first terminal device playing the reference skill released by the first enemy virtual character is greater than the volume of the second enemy virtual character playing the reference skill released by the second enemy virtual character, and the second enemy virtual character is an enemy virtual character that is not locked by the first virtual character; The volume of the reference skill released by the second enemy virtual character played by the first terminal device is greater than the volume of the reference skill released by the teammate virtual character of the first virtual character; The first terminal device plays the special skills released by each virtual character at the same volume.

20. The method according to any one of claims 1 to 5, characterized in that: The smaller the distance between the target virtual character and the first virtual character, the louder the volume of the reference skill released by the target virtual character played by the first terminal device, the target virtual character is a virtual character other than the first virtual character, and the reference skill is a skill possessed by the virtual character other than the special skill of the virtual character; The first terminal device plays the special skills released by each virtual character at the same volume.

21. An interactive control device for a virtual character, characterized in that: The device is applied to a first terminal device, and the device includes: A display module, for displaying an animation of at least two game teams participating in a fighting game in a three-dimensional virtual environment, each game team including at least two virtual characters participating in the fighting game, the virtual characters in the same game team being controlled by different control objects, and the virtual characters participating in the fighting game of the at least two game teams including a first virtual character controlled by a first control object of the first terminal device; A control module, configured to control the first virtual character to enter a revenge state when the first virtual character meets a revenge condition; The control module is further used to control the first virtual character in a revenge state to attack an enemy virtual character in response to a control operation on the first virtual character, wherein the character attribute of the first virtual character in the revenge state attacking the enemy virtual character is different from the character attribute of the first virtual character in a non-revenge state attacking the enemy virtual character; The enemy virtual character includes at least one virtual character in a different game team from the first virtual character, and the character attributes include at least one of attack power, skill cooldown time, physical strength recovery value or energy recovery value.

22. An interactive control system for a virtual character, characterized in that: The interactive control system of the virtual character comprises at least four terminal devices, and any one of the at least four terminal devices is used to execute the interactive control method of the virtual character according to any one of claims 1 to 20.

23. A terminal device, characterized in that: The terminal device includes a processor and a memory, wherein at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor so that the terminal device implements the interactive control method of the virtual character as described in any one of claims 1 to 20.

24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by a processor so that a computer implements the interactive control method of a virtual character as described in any one of claims 1 to 20.

25. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that a computer implements the interactive control method of a virtual character as described in any one of claims 1 to 20.