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

By controlling virtual characters to enter specific states, weakening skill responses and adjusting attributes, the problem of passive defense for the defending side is solved, achieving a balance between offense and defense and integrated combat. This enhances the strategic depth and smoothness of the game, reduces resource consumption, and increases player initiative and enjoyment.

CN121846679APending Publication Date: 2026-04-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-02-13
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

In existing multiplayer online action games, the defending characters are passively defending and lack the ability to actively fight back, resulting in an imbalance between offense and defense, insufficient game strategy depth, affecting players' initiative and the fun of the game, while also consuming a lot of server resources and causing lag or stuttering.

Method used

By controlling virtual characters to enter specific states, the response to game skills is weakened, and character attribute parameters are adjusted to achieve a balance between offense and defense and an integrated combat experience, increasing the depth of game strategy and reducing server computation and network bandwidth consumption.

Benefits of technology

It enhances the defender's initiative and proactivity, increases the strategic depth and fun of the game, reduces server load and terminal resource consumption, and ensures smooth and stable gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual character control method, a virtual character control device, a computer storage medium and electronic equipment, and relates to the technical field of computers. The method comprises the following steps: in response to a condition that a first virtual character meets a preset triggering condition, controlling the first virtual character to be converted from an initial state to a specific state; responding to the game skill released by the second virtual character received by the first virtual character in the specific state, and controlling the response result of the first virtual character to the game skill to be weakened; and controlling the role attribute parameters of the target virtual role to be adjusted, wherein the target virtual role is the first virtual role and / or the second virtual role. According to the method and the device, the strategy depth of the game can be improved, the subjective initiative of the player for executing the defense operation is increased, the interestingness of the game is enhanced, and the stickiness between the game product and the user player is enhanced.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a method for controlling a virtual character, a device for controlling a virtual character, a computer storage medium, and an electronic device. Background Technology

[0002] With the continuous development of game technology, a large number of different types of games have emerged to meet the needs of players. Among them, action games with multiple players online simultaneously are very popular. For example, in a competitive sports game, the virtual character on the offensive side (hereinafter referred to as the offensive character) can use a combination of skills such as positioning, back-to-the-basket moves, and screens to suppress the virtual character on the defensive side (hereinafter referred to as the defensive character). The defensive character, on the other hand, relies on collision detection, probability-based steals, or blocking of the ball to fight against the offensive character. It is evident that this design leads to passive and monotonous defensive behavior. From a technical implementation perspective, offensive players tend to frequently use skills to attempt breakthroughs. This requires the game server to continuously perform a large number of real-time collision detection calculations and character status (such as stun and displacement) determinations, and synchronize these frequently changing status data to all clients in the game. This consumes a large amount of server computing resources and network bandwidth, increases server load and data processing pressure, and easily causes game lag or stuttering. At the same time, the defensive character frequently enters a controlled state (stun), and the client needs to load and render various stun animations in real time, increasing the graphics processing and memory resource consumption of the terminal device, affecting the smoothness and stability of the game. Furthermore, existing technical solutions can only perform simple passive defense and lack relevant two-way game design, resulting in low game strategy depth and affecting players' initiative in active defense and the fun of the game. Summary of the Invention

[0003] This disclosure provides a method for controlling a virtual character, a control device for a virtual character, a computer storage medium, and an electronic device, thereby overcoming the problem in related technical solutions where the defending character can only passively defend when attacked by skills. This increases the player's initiative in performing defensive actions and enhances the strategic depth of the game, thus increasing the game's fun and strengthening the connection between the game product and its users. Simultaneously, this process avoids consuming large amounts of server computing resources and network bandwidth, ensuring the smoothness and stability of the game's operation.

[0004] In a first aspect, one embodiment of this disclosure provides a method for controlling a virtual character, the method comprising: controlling the first virtual character to change from an initial state to a specific state in response to the first virtual character satisfying a preset trigger condition; controlling the first virtual character to weaken its response to a game skill released by a second virtual character in response to the first virtual character in the specific state receiving such a skill; and controlling the adjustment of the character attribute parameters of a target virtual character, wherein the target virtual character is the first virtual character and / or the second virtual character.

[0005] Secondly, one embodiment of this disclosure provides a control device for a virtual character, the device comprising: a state transition module configured to control the first virtual character to transition from an initial state to a specific state in response to the first virtual character meeting a preset trigger condition; a response weakening module configured to control the first virtual character to weaken its response to a game skill released by a second virtual character in response to the first virtual character in the specific state receiving such a skill; and a character attribute adjustment module configured to control the adjustment of character attribute parameters of a target virtual character, wherein the target virtual character is the first virtual character and / or the second virtual character.

[0006] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method for controlling a virtual character.

[0007] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the control method of the virtual character described above by executing the executable instructions.

[0008] Fifthly, one embodiment of this disclosure provides a computer program product, including a computer program that is executed by a processor to implement the control method for the virtual character as described above.

[0009] The technical solution disclosed herein has the following beneficial effects: The aforementioned virtual character control method, after controlling the first virtual character to enter a specific state, can weaken the first virtual character's response to a game skill released by the second virtual character when receiving such a skill. Simultaneously, it can adjust the character attribute parameters of both the first and / or second virtual characters. This allows virtual characters to enter specific states not only during attacks but also during defense, achieving a balanced and integrated combat experience. Furthermore, this method increases the depth of combat strategy during gameplay. Specifically, on one hand, the player controlling the first virtual character can actively defend by switching specific states and gain positive attribute parameter bonuses during defense, avoiding the passive mentality of the defending character and increasing the initiative in proactive defense. On the other hand, the second virtual character, acting as the attacker, no longer uses game skills indiscriminately but must decide whether to release them against the first virtual character in a specific state to avoid triggering a counter-effect on the second virtual character's attribute parameters. This elevates the game's decision-making level, increases the depth of strategy, enhances the game's fun, and ultimately improves user stickiness. Furthermore, this method avoids the technical issues caused by attacking players frequently using skills to attempt breakthroughs, which consumes excessive server computing resources and network bandwidth, increases server load and data processing pressure, and can easily lead to game lag or stuttering. Additionally, specific states can prevent defending characters from frequently entering a controlled state (stun), thereby reducing the consumption of graphics processing and memory resources on terminal devices, thus ensuring smooth and stable game operation.

[0010] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0011] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0012] Figure 1 This schematically illustrates an application architecture diagram of a virtual character control system in this exemplary embodiment; Figure 2 This schematically illustrates a flowchart of a virtual character control method in this exemplary embodiment; Figure 3A flowchart illustrating an information synchronization method for state switching in this exemplary embodiment is shown. Figure 4 This schematic diagram illustrates the structure of a control device for a virtual character in this exemplary embodiment. Figure 5 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation

[0013] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0014] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0015] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0016] To help those skilled in the art better understand the technical solutions of this disclosure, the relevant content involved in the technical solutions of this disclosure will be introduced below.

[0017] Action games are games where players control virtual characters to attack other virtual characters with punches, kicks, or skills to win battles. Action games are a type of game that focuses on the real-time and precise control of the character's actions by the player (hereinafter referred to as the user). Their design philosophy usually revolves around "action is gameplay" and places high demands on the player's reaction ability and hand-eye coordination.

[0018] Sports simulation games are a type of video game that uses the rules, physics, and tactics of real sports as a blueprint, allowing players to take on the role of athletes or managers in virtual competitions. Their core focus is on recreating the "predictability" and "strategic depth" of real sports. Optionally, sports simulation games can cover a variety of sports, such as football, basketball, tennis, golf, and racing, including both competitive games emphasizing real-time gameplay and simulation / management elements.

[0019] Stealing: refers to the act of a defensive player regaining possession of the ball by anticipation and action when an offensive player is holding, dribbling, or passing the ball.

[0020] A block, also known as a shot-blocking, refers to the act of a defensive player jumping up and using their hand to knock or swat the ball away during its flight after the offensive player has released a shot, in order to prevent the offensive player from scoring.

[0021] Basic collision detection in ball games primarily detects the contact between the ball and other objects (such as players, backboards, and the ground) to achieve realistic physical interactions. Circular collision detection or rectangular collision detection is typically used as the basic detection method. Circular collision detection is suitable for interactions between balls and between a ball and static obstacles (such as the basketball hoop or walls). Its principle is to calculate the distance between the centers of two circles and determine if it is less than the sum of the radii of the two circles. If the condition is met, a collision is considered to have occurred. Rectangular collision detection is suitable for interactions between a ball and non-circular objects (such as backboards or hoops). It typically uses axis-aligned bounding boxes (AABBs) for collision detection, comparing whether the projections of two rectangles on the X and Y axes overlap to determine if a collision has occurred. It should be noted that the two methods can also be combined to effectively simulate basic physical behaviors in ball games, such as bouncing and stopping. In practical development applications, developers can choose the appropriate collision detection method based on performance requirements, accuracy requirements, and other factors.

[0022] Specific state: This can be a state of immunity or weakening of control-type game skill effects. For example, in the gaming world, this can also be called a "super armor" state, an important defensive mechanism in games, referring to a game character's immunity to control effects (such as knockback, stun, stun, etc.) under a specific state. For instance, when a defending player is hit by a knockback skill from an attacking player, the defending player in a specific state will not be affected by the knockback skill and will not be knocked back. At the computer program implementation level, a specific state flag (e.g., a Boolean variable isInSuperArmor) can be set for the virtual character to represent whether it is in a specific state. When the game logic module (such as the skill hit handling module) receives a skill hit event, it will first check the target virtual character's state flag. If the flag is valid (e.g., isInSuperArmor = true), specific response handling logic is invoked (e.g., skipping the stun animation, proportionally reducing damage value, etc.), thereby weakening the response result of the game skill.

[0023] Stun: refers to a brief period of inoperability that a game character is forced into when attacked or affected by a specific skill, such as the process of moving backward, staggering, or falling to the ground. It mainly manifests as a brief pause in movement or a stiff state of motion. In other words, this stun state means that the game character cannot move or perform other actions immediately.

[0024] In the context of relevant technologies, with the continuous development of game technology, a large number of different types of games have emerged to meet the needs of players. Among them, action games, in which multiple players simultaneously engage in online battles, are particularly popular. This type of game includes, for example, action games and sports games, where multiple players can control multiple virtual characters in the game scene to perform strategic combat actions such as attacking and defending, in order to strive for victory.

[0025] Taking a sports-themed video game with a ball game background as an example, the game mechanics might emphasize the offensive character's performance and smooth operation. That is, the offensive character can use various skill combinations to suppress the defensive character, while the defensive character relies more on basic collision detection, probability-based steals, or blocks. This approach forces the defensive character to only passively defend, lacking proactive confrontation and counter-attack capabilities. This marginalizes defensive actions, failing to achieve a unified offensive and defensive combat experience, resulting in a lack of realism and impacting the player's initiative in defense. Furthermore, this lack of strategic design during combat also leads to a lack of strategic depth, thus affecting the game's overall enjoyment.

[0026] For example, some action games also suffer from an imbalance in offensive and defensive strategies and insufficient depth of gameplay, which affects the game's fun and user engagement.

[0027] This exemplary embodiment addresses the aforementioned problems and proposes a method for controlling virtual characters. After a first virtual character enters a specific state, upon receiving a game skill from a second virtual character, the method can weaken the first virtual character's response to the skill while simultaneously adjusting the character attribute parameters of both the first and / or second virtual characters. This allows the virtual character to enter a specific state not only during attacks but also during defense, achieving a balanced and integrated combat experience. Furthermore, this method increases the depth of strategic gameplay. Specifically, on one hand, the player controlling the first virtual character can actively defend by switching specific states and gain positive attribute parameter bonuses during defense, avoiding the passive defensive mentality and enhancing the initiative of proactive defense. On the other hand, the second virtual character, acting as the attacker, no longer uses game skills indiscriminately but must determine whether to release them against the first virtual character in a specific state, thus avoiding negative attribute parameter debuffs and increasing the game's decision-making level, strategic depth, and overall enjoyment.

[0028] Next, one application scenario of the embodiments of this disclosure will be described. Specifically, the virtual character control method and apparatus proposed in this disclosure can be applied to... Figure 1 In the system architecture of the exemplary application environment shown.

[0029] like Figure 1 As shown, system architecture 100 may include one or more of terminal devices 101, 102, 103, and 104, a network 105, and a server 106. Network 105 serves as the medium for providing communication links between terminal devices 101, 102, 103, and 104 and server 106. Network 105 may include various connection types, such as wired or wireless communication links or fiber optic cables. Terminal devices 101, 102, 103, and 104 may be, for example, smartphones, PDAs, laptops, servers, desktop computers, or any other network-enabled computing devices, but are not limited to these.

[0030] It should be understood that Figure 1The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 106 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0031] The virtual character control method provided in this embodiment can be executed on server 106, and correspondingly, the virtual character control device is generally located in server 106. The virtual character control method provided in this embodiment can also be executed on a terminal device, and correspondingly, the virtual character control device can also be located in the terminal device. The virtual character control method provided in this embodiment can also be partially executed on server 106 and partially executed on the terminal device; correspondingly, some modules of the virtual character control device can be located in server 106 and some modules can be located in the terminal device.

[0032] For example, in one exemplary embodiment, multiple players may play the game through the aforementioned terminal devices 101, 102, 103, and 104 respectively. The server 106 can allocate the terminal devices 101, 102, 103, and 104 to the same game scene and synchronize game information among the multiple terminal devices. Assuming that the first virtual character is controlled through terminal device 101, when terminal device 101 detects that the first virtual character meets a preset trigger condition, it can trigger the control of the first virtual character to change from an initial state to a specific state; in response to the first virtual character in the specific state receiving a game skill released by a second virtual character, terminal device 101 controls the first virtual character's response to the game skill to weaken the result; and controls the adjustment of the character attribute parameters of the target virtual character, which is the first virtual character and / or the second virtual character.

[0033] In one embodiment of this disclosure, the virtual character control method can run on a local terminal device or a server. When the virtual character control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0034] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the virtual character's control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0036] In one possible implementation, one embodiment of this disclosure provides a method for controlling a virtual character, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0037] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.

[0038] The following example illustrates how the control method for the virtual character is applied to the aforementioned terminal device. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. Figure 2 A flowchart illustrating a virtual character control method in this exemplary embodiment is shown below. Figure 2 The virtual character control method provided in this embodiment includes the following steps 201-203: Step 201: In response to the first virtual character meeting the preset triggering conditions, control the first virtual character to change from the initial state to a specific state.

[0039] Step 202: In response to the first virtual character in a specific state receiving a game skill released by the second virtual character, control the first virtual character to weaken the response to the game skill.

[0040] Step 203: Adjust the character attribute parameters of the target virtual character, which is the first virtual character and / or the second virtual character.

[0041] exist Figure 2 In one of the provided embodiments, by executing steps 201 to 203, the aforementioned technical effects such as balancing offense and defense and enhancing the depth of player operation and gameplay can be achieved.

[0042] Next, we will discuss specific embodiments. Figure 2 The specific implementation methods of each step in the illustrated embodiment are described in detail below: In step 201, in response to the first virtual character meeting the preset triggering conditions, the first virtual character is controlled to change from the initial state to a specific state.

[0043] The first virtual character is a dynamic game object controlled by the player through a terminal device.

[0044] Optionally, the virtual character can be a virtual person, an anime character, etc. This virtual character is controlled by the player through an input device, or it can be an artificial intelligence (AI) trained and set up for battle in a virtual environment. Optionally, the virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not impose any special limitations on this. In one possible implementation, the player can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character having its own shape and volume in the three-dimensional virtual environment and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, virtual characters can also be implemented using 2.5D or 2D models, and the embodiments disclosed herein do not limit this.

[0045] It is understood that the first virtual character can be a game character controlled by the player, or multiple game characters in a game faction controlled by the player. The specific character can be determined according to the game mechanics. In this regard, the embodiments disclosed herein do not impose any special limitations.

[0046] The initial state is the display state of the first virtual character under normal circumstances or the display state of the first virtual character under default conditions, while the specific state is a display state triggered by the first virtual character under special circumstances, used to represent the state of immunity or reduction of the effect of releasing game skills on it.

[0047] Specifically, a specific state is a defensive state triggered by a virtual character in a game scenario during defense. During this state, the character is partially or completely immune to game skills, thus weakening the impact of these skills on the virtual character. Partial immunity means that the first virtual character in this specific state still retains the effects of game skills from a second virtual character, but these effects are weakened compared to the initial state.

[0048] After understanding the initial state and the specific state, the next step is to refer to step 201. When the first virtual character meets the preset triggering conditions, the terminal device will control the first virtual character to change from the initial state to the specific state.

[0049] For example, in order to facilitate understanding of step 201 above, the following will describe in detail the steps of the first virtual character meeting the preset triggering conditions and thus triggering the first virtual character to switch from the initial state to a specific state, in conjunction with specific embodiments.

[0050] In one optional embodiment of this disclosure, in response to the current character behavior of the first virtual character satisfying a preset triggering condition, the first virtual character is controlled to change from an initial state to a specific state.

[0051] For example, the terminal device can pre-store a set of role behaviors that can trigger the transition to a specific state. The terminal device can detect the current role behavior of the first virtual character in real time, and when it detects that the current role behavior of the first virtual character belongs to any role behavior in the set of role behaviors, it determines that the current role behavior of the first virtual character meets the preset triggering conditions, and then controls the first virtual character to change from the initial state to a specific state.

[0052] Optionally, the set of character behaviors includes at least one character behavior, and this at least one character behavior is related to the game type and specific game mechanics. Taking a ball game as an example, at least one character behavior in the set of character behaviors could be, for example, being far from the goal (e.g., the distance from the goal is greater than a preset distance), being in the pre-shooting phase, or performing a specific high-priority action (e.g., a midfield lob shot). The embodiments disclosed herein do not limit or exhaustively list these behaviors, and can be flexibly configured according to actual needs.

[0053] In one optional embodiment of this disclosure, in response to receiving a first trigger signal for a first virtual character, the first virtual character is controlled to transition from an initial state to a specific state.

[0054] Optionally, the first trigger signal can be generated based on user input operations for the first virtual character. Optionally, the first trigger signal can also be automatically triggered by the system (e.g., based on character behavior or game state judgment).

[0055] For example, the terminal device can control the first virtual character to change from an initial state to a specific state by detecting the user's input operation on the first virtual character and generating a first trigger signal when the user's input operation on the first virtual character is detected.

[0056] In this embodiment, the preset triggering condition shown in step 201 is receiving a first triggering signal generated by user input operation for the first virtual character, thereby allowing the user to flexibly choose whether to control the first virtual character to switch to a specific state.

[0057] Understandably, the first trigger signal can be a signal generated in response to a specific user input operation. For example, a skill immunity control is provided on the graphical user interface, and the terminal device generates a first trigger signal for the first virtual character in response to a trigger operation on the skill immunity control. Alternatively, it could be other specific user input operations. For instance, if the game mechanics pre-set an upward swipe on the screen as a trigger condition, the terminal device generates a first trigger signal for the first virtual character in response to the upward swipe. Then, based on the generated first trigger signal, the control transforms the first virtual character with the skill immunity marker from its initial state to a specific state.

[0058] Understandably, the skill immunity control can be displayed anywhere on the graphical user interface. For example, to facilitate player operation, the skill immunity control can be displayed in the lower left corner of the graphical user interface so that players can operate it with their left hand. Alternatively, the skill immunity control can be displayed in the lower right corner of the graphical user interface so that players can operate it with their left or right hand, thereby improving the efficiency of players controlling the first virtual character to switch to a specific state.

[0059] In an optional embodiment of this disclosure, in response to the current character behavior of the first virtual character satisfying a preset triggering condition, and in response to receiving a first triggering signal for the first virtual character, the first virtual character is controlled to change from an initial state to a specific state.

[0060] For example, to further increase the strategic depth and fun of the game, the difficulty of triggering a virtual character to switch to a specific state can be increased. Specifically, the transition of the first virtual character from its initial state to a specific state will only be triggered when the terminal device detects that the current character behavior of the first virtual character meets the preset triggering conditions and receives the first trigger signal.

[0061] It is understood that, in addition to the above-described multiple implementation methods, the game mechanism can also be configured with other preset trigger conditions. For example, when the terminal device detects that the first virtual character obtains a specific virtual item (e.g., a treasure chest, a high-level item, etc.) from the game scene, it determines that the first virtual character meets the preset trigger condition; when the terminal device detects that the first virtual character obtains assistance from a target virtual character (e.g., a specific NPC), it determines that the first virtual character meets the preset trigger condition, and so on. The embodiments disclosed herein will not be exhaustive.

[0062] Based on the above-described multiple implementations, in order to improve efficiency, in an optional embodiment of this disclosure, the first virtual character can be marked with a skill immunity flag in response to the current character behavior of the first virtual character satisfying a preset triggering condition, and the first virtual character with the skill immunity flag can be controlled to change from an initial state to a specific state.

[0063] In this method, virtual characters that meet preset trigger conditions are marked with skill immunity, and then the virtual characters with skill immunity are transformed from their initial state to a specific state. This process can realize the batch state transformation of multiple virtual characters, improving system resource utilization and state transformation efficiency.

[0064] Based on step 201 above, which controls the first virtual character to change from the initial state to a specific state, the first virtual character in the specific state can be displayed differently to visually prompt each player that the first virtual character is currently in a specific state, so that each player can make corresponding game decisions.

[0065] In one optional embodiment of this disclosure, skill effects corresponding to a specific state rendered for a first virtual character are displayed in a graphical user interface.

[0066] The graphical user interface (GUI) is the display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the touch screen of a touch terminal by performing touch operations to control the virtual characters to select commands, launch programs, or perform other tasks.

[0067] Skill effects enhance the dynamic effects of virtual character state changes through visual representation. For example, skill effects can be achieved by outlining the silhouette of the first virtual character. For instance, when the first virtual character is controlled to change from its initial state to a specific state, a golden outline effect appears around the first virtual character, making its displayed state different from that of the first virtual character in its initial state, and also different from the displayed state of other virtual characters in the game scene.

[0068] For example, the terminal device provides a graphical user interface (GUI) and displays a game scene and a first virtual character and a second virtual character located in the game scene. When the first virtual character is controlled to change from an initial state to a specific state, the terminal device will synchronously display the skill effects corresponding to the specific state for the first virtual character.

[0069] Understandably, terminal devices can pre-configure skill effects that match the character's state for virtual characters. When the first virtual character enters a specific state, the preset rendering effects can be retrieved from the terminal device's local memory to intuitively convey the current state change of the virtual character.

[0070] Furthermore, in multiplayer online games, when a terminal device controls the first virtual character to change from an initial state to a specific state, it is also necessary to synchronize the information of the first virtual character entering the specific state to other terminal devices in order to achieve the effect of information synchronization.

[0071] Figure 3 A flowchart illustrating an information synchronization method for state switching in this exemplary embodiment is shown below. Figure 3 In an optional embodiment of this disclosure, the information synchronization method for state switching may further include the following steps 301-302: Step 301: In response to the first virtual character meeting the preset triggering conditions, generate a second triggering signal for the first virtual character. The second triggering signal contains at least information indicating that the first virtual character enters a specific state.

[0072] For example, in response to the first virtual character meeting the preset triggering conditions, the terminal device can not only control the first virtual character to change from the initial state to a specific state as described in step 201, but also synchronously generate a second triggering signal for the first virtual character.

[0073] Furthermore, after generating a second trigger signal for the first virtual character, step 302 can be executed. Step 302: Send the second trigger signal so that the information of the first virtual character entering a specific state is synchronized to one or more other electronic devices.

[0074] For example, other electronic devices are those in the same game as the terminal device. The process of assigning the terminal device and other electronic devices to the same game is managed by the game server. Furthermore, there can be one or more other electronic devices. For example, in single-player mode, there is one other electronic device, while in multi-player mode, there are multiple other electronic devices. The embodiments of this disclosure do not impose any special limitations on this.

[0075] It is understandable that when the executing entity is a terminal device that controls the first virtual character, the generated second trigger signal can be sent to the game server, and then the game server can synchronize the information of the first virtual character entering a specific state to one or more other electronic devices.

[0076] If the executing entity is a game server, the generated second trigger signal can be directly sent to one or more other electronic devices. That is, in an optional embodiment of this disclosure, in response to the first virtual character meeting a preset trigger condition, information about the first virtual character entering a specific state is sent to one or more other electronic devices.

[0077] In addition to the above Figure 3 In addition to the embodiments shown, a second trigger signal can be generated and sent after the first virtual character is switched from its initial character state to a specific state. The embodiments of this disclosure do not limit the order of the second trigger signal and the control of the first virtual character to switch from its initial character state to the specific state.

[0078] exist Figure 3 In the illustrated embodiment, while controlling the first virtual character to switch from its initial state to a specific state, a second trigger signal is generated and sent to synchronize the information of the first virtual character entering the specific state to one or more other electronic devices. This allows players participating in the game through the aforementioned one or more other electronic devices to obtain timely information about the character state changes of the first virtual character in the game scene, and thus make corresponding combat decisions, ensuring the logic and fun of the game.

[0079] In step 202, in response to the first virtual character in a specific state receiving a game skill released by the second virtual character, the response result of the first virtual character to the game skill is weakened.

[0080] The release of game skills by the second virtual character to the first virtual character can include, but is not limited to: the second virtual character remotely releasing a game skill to the first virtual character, or the second virtual character performing a specific action towards the first virtual character. For example, in a basketball game, the specific action could be the second virtual character initiating a screen or push attack on the first virtual character, or it could be the second virtual character punching the first virtual character. The embodiments disclosed herein do not impose any special limitations on the manner in which the second virtual character releases game skills to the first virtual character, or on the specific game skills involved.

[0081] For example, when a first virtual character in a specific state receives a game skill released by a second virtual character, a corresponding defense mechanism can be triggered, which weakens the damage effect of the game skill on the first virtual character.

[0082] In an optional embodiment of this disclosure, the game skill released by the second virtual character in step 202 is a skill used to generate a control effect on the virtual character; and the response result of the game skill includes the state change of the first virtual character affected by the game skill.

[0083] For example, game skills are skills used to control virtual characters. For instance, when the first virtual character is attacked by the second virtual character using a game skill in its initial state, it will enter a state of loss of control (i.e., stun), making it impossible for the player to control the first virtual character during this period.

[0084] Correspondingly, the response result of the game skill is that the first virtual character undergoes a change in state under the influence of the game skill control effect, and the change in state can include changes in character behavior, changes in character displacement, etc.

[0085] Taking basketball games as an example, when the first virtual character is hit by the screen and collision skill of the second virtual character, it will be forced into a brief state of inoperability under the influence of the screen and collision skill, and then suffer state changes such as retreating, staggering, and falling down due to the game skills.

[0086] In one optional embodiment of this disclosure, step 202 above weakens the response of the first virtual character to the game skill, which may specifically include the following: The first virtual character is made unresponsive to game skills; Controls reduce the effects of game skills on the first virtual character.

[0087] For example, weakening the response result of the game skill may include weakening the effect of the game skill on the first virtual character to achieve partial immunity of the first virtual character to the game skill, or it may be to directly not respond to the game skill to achieve complete immunity of the first virtual character to the game skill.

[0088] Specifically, when the first virtual character is in its initial state, if it is attacked by a game skill released by the second virtual character, the unweakened effect of that game skill on the virtual character will be displayed. However, when the first virtual character is in a specific state, if it is attacked by a game skill released by the second virtual character, the weakened effect of that game skill on the virtual character will be displayed.

[0089] For example, in a ball game, suppose the second virtual character uses an elbow strike (in ball games, an elbow strike is an action that uses the elbow for attack or defense) against the first virtual character. When the first virtual character is in its initial state, upon being hit by the elbow strike from the second virtual character, the first virtual character will be knocked back and fall to the ground. If the first virtual character is in a specific state, the knockback effect caused by the elbow strike will be weakened to a slight stagger, or the knockback effect will be weakened to no reaction at all. Another example is in a basketball game where the first virtual character can be made immune to specific stun behaviors such as positioning, screen and pick collisions, back-to-the-basket moves, and drives from the second virtual character.

[0090] In this approach, by weakening the response of the first virtual character to game skills—essentially reducing the effect of the game skills on the first virtual character—it becomes more realistic and enhances the game's realism. Furthermore, the degree to which the effect of the game skills on the first virtual character is weakened can be determined based on the skill level of the game skills used by the second virtual character. For example, the higher the skill level of the game skills used by the second virtual character, the lower the degree of weakening the effect on the first virtual character, and the more pronounced the first virtual character's performance; conversely, the lower the skill level of the game skills used by the second virtual character, the higher the degree of weakening the effect on the first virtual character, and the less pronounced the first virtual character's performance, thus increasing the game's richness and the depth of the attacker's strategic gameplay.

[0091] By controlling the first virtual character to not respond to game skills, it is possible to ensure that the player is fully protected by a specific state at critical moments and can complete key actions without being interrupted by the attacking character's game skills, thereby enhancing the sense of accomplishment in operation and the subjective initiative in the defensive process.

[0092] Based on the above embodiments, in an optional embodiment of this disclosure, if the graphical user interface provided by the terminal device further includes one or more interactive controls, the method may further include: in response to a trigger operation on the interactive control, controlling a first virtual character in a specific state to perform an interactive behavior corresponding to the interactive control.

[0093] For example, while the first virtual character is in a specific state, the player can control the first virtual character to perform any other interactive behavior normally. Taking a basketball game as an example, the player can also control the first virtual character to perform actions such as moving, jumping, blocking (also known as stun), and stealing. That is, when the first virtual character is in a specific state, the player can control the first virtual character to not respond to game skills, so that the first virtual character does not exhibit stun behavior, thus allowing the player to freely control the first virtual character to perform other interactive behaviors.

[0094] In step 203, the character attribute parameters of the target virtual character are adjusted, and the target virtual character is the first virtual character and / or the second virtual character.

[0095] For example, when the first virtual character in a specific state receives a game skill released by the second virtual character, the corresponding defense mechanism can be triggered. This weakens the damage effect of the game skill on the first virtual character and can also trigger a counter-attack method, thereby supplementing the counter-attack methods in the defense process, increasing the player's motivation to defend actively, and improving the depth of the game strategy.

[0096] In one optional embodiment of this disclosure, when performing step 203 to control the adjustment of the character attribute parameters of the target virtual character, at least one of the following may be included: Adjust the duration of the first virtual character's state in a specific state; Provides a boost effect to the first character attribute parameters of the first virtual character; Provides a debuff effect to the second character's attribute parameters.

[0097] For example, when a first virtual character in a specific state receives a game skill released by a second virtual character, the duration of the first virtual character's state can be increased. For instance, a fixed increment rule can be used: the remaining duration of the first virtual character's state can be increased by a preset fixed value (e.g., 1 second). Alternatively, a dynamic rule can be used, for example, the extension time = base extension time × (1 + attack skill level × 0.1).

[0098] When a first virtual character in a specific state receives a game skill released by a second virtual character, a buff can be applied to the first virtual character's primary attribute parameter. Taking a basketball game as an example, the first virtual character's primary attribute could be movement speed. The buff can be implemented using the following exemplary formula: New movement speed = Base movement speed × (1 + 0.15). This buff lasts until the end of the specific state.

[0099] When the first virtual character, in a specific state, receives a game skill released by the second virtual character, the second virtual character can also be countered, i.e., a debuff effect is applied to the second virtual character's secondary character attribute parameters. For example, a debuff can be applied to the second virtual character's shooting accuracy: its shooting accuracy is reduced by 20% for the next 3 seconds. The magnitude and duration of the debuff effect can be configured.

[0100] In this approach, if the second virtual character releases a game skill while the first virtual character is in a specific state, it will provide a buff to the first virtual character's attributes and / or a debuff to the second virtual character's secondary attribute parameters, thus affecting the course of the battle. This forces the second virtual character to decide whether to use its game skill on the first virtual character, rather than using it indiscriminately, thereby enhancing the overall strategic depth and gameplay enjoyment, and increasing user engagement. Furthermore, this method allows players to receive positive incentives for their own characters through defense, thereby increasing their initiative in proactive defense.

[0101] In an optional embodiment, the character attribute parameters of the target virtual character are adjusted, and the corresponding status information of the adjustment is displayed on the graphical user interface provided by the terminal device.

[0102] For example, while adjusting the character attribute parameters of the target virtual character, it is also necessary to simultaneously display the status information of the adjustment. Suppose the control adjusts the character attribute parameters of the target virtual character, including adjusting the duration of the first virtual character in a specific state. If the duration of the first virtual character in a specific state is changed from 5 seconds to 8 seconds, then the countdown timer for the duration of the first virtual character in a specific state displayed on the graphical user interface will be synchronously updated to 8 seconds.

[0103] Furthermore, during the connection process between the game server and the terminal device, disconnections often occur due to various influencing factors, such as network failures or user disconnections. In order to ensure the synchronization of game information and the game logic between multiple terminal devices, the following implementation method can be used.

[0104] In an optional embodiment of this disclosure, after controlling the first virtual character to change from an initial state to a specific state, the method may further include: in response to the game server and the terminal device disconnecting and reconnecting, receiving state synchronization information sent by the game server, and updating the duration of the first virtual character in the specific state and / or the duration of the first virtual character with superimposed additional gain value based on the state synchronization information.

[0105] In the above embodiments, the player controls the first virtual character through the terminal device.

[0106] For example, when the game server and the terminal device reconnect after disconnection, it is necessary to update the duration of the first virtual character in a specific state and / or the duration of the first virtual character with additional gain value through status synchronization information to ensure that the game information is synchronized between multiple devices and to ensure the game logic.

[0107] In one alternative embodiment of this disclosure, the game is a competitive application that includes virtual characters from opposing sides. Examples include action games and sports economics games (i.e., ball games).

[0108] Next, we will take basketball as a specific example to illustrate the control method of the virtual character provided in this disclosure.

[0109] Assume the basketball game is a 3v3 competition, featuring a first player character and a second virtual character. The first and second virtual characters belong to different game factions and compete against each other. Both factions can choose one side as the defending team and the other as the attacking team.

[0110] In one optional embodiment of this disclosure, in ball games, especially basketball games, the attacking character can use game skills including but not limited to: positioning and impact, back-to-the-basket (post-up), screen and pick, crossover, push and break free, etc., and can suppress the defending character through the above single game skills or combinations of multiple game skills.

[0111] Game skills can be interactive commands that produce control effects on virtual characters (such as displacement, stun, etc.).

[0112] In an optional embodiment of this disclosure, the aforementioned game skill is a skill that can have a control effect on a virtual character, and the corresponding result of the game skill is a state change of the virtual character caused by the influence of the game skill.

[0113] For example, the first virtual character affected by the aforementioned game skills such as blocking, back-to-the-basket moves, screens, crossovers, and pushing to break free will exhibit displaced and / or stunned loss of control behavior. Furthermore, the resulting state changes differ depending on the game skill. For instance, when the first virtual character is affected by a blocking skill, the character is controlled to move backward; while when affected by a pushing to break free skill, the character is controlled to move backward and fall to the ground.

[0114] Having understood one application scenario of the embodiments of this disclosure, the following will take the faction of the first virtual character as the defending side and the faction of the second virtual character as the attacking side as an example to illustrate the entire process of the virtual character control method provided by the embodiments of this disclosure.

[0115] First, when the terminal device detects that the first virtual character meets the preset triggering conditions, it controls the first virtual character to change from the initial state to a specific state.

[0116] Optionally, it can detect whether the behavior of the first virtual character meets the preset behavior, and / or, in response to receiving a first trigger signal for the first virtual character, trigger the skill immunity marking of the first virtual character, and control the first virtual character with the skill immunity marking to change from the initial state to a specific state.

[0117] The first trigger signal is generated based on user input operations on the first virtual character. For example, the graphical user interface provided by the terminal device includes a skill immunity control. When the terminal device detects a trigger operation on the skill immunity control, it triggers the skill immunity marking of the first virtual character and controls the first virtual character with the skill immunity mark to change from the initial state to a specific state.

[0118] Meanwhile, in an optional embodiment of this disclosure, skill effects corresponding to a specific state rendered for the first virtual character are displayed.

[0119] Furthermore, when the first virtual character in a specific state receives a game skill released by the second virtual character, the response of the first virtual character to the game skill is weakened.

[0120] For example, it does not respond to out-of-control behaviors such as displacement and / or stiffness caused by skills like positioning collisions, back-to-the-basket moves, screens, crossovers, and pushing to break free. For instance, crossover skills cannot shake the first virtual character down, thus preventing the first virtual character in a specific state from exhibiting out-of-control behavior. In this case, the first virtual character can still perform a series of interactive behaviors normally, such as moving, jumping, blocking, and stealing.

[0121] In one optional embodiment of this disclosure, in response to a first virtual character in a specific state receiving a game skill released by a second virtual character, the second virtual character can also be controlled to perform uncontrolled behavior matching the game skill.

[0122] For example, considering that forces are reciprocal, when a second virtual character releases a game skill at a first virtual character in a specific state, it will be subject to a collision reaction force. The second virtual character will also perform an out-of-control behavior that matches the game skill, resulting in a change in state, such as staggering backward or falling to the ground.

[0123] While or after weakening the response of the first virtual character to the game skill, it is also possible to continue to adjust the character attribute parameters of the target virtual character, where the target virtual character is the first virtual character and / or the second virtual character.

[0124] Optionally, control the adjustment of the character attribute parameters of the target virtual character, including at least one of the following: Adjust the duration of the first virtual character's state in a specific state; Provides buffs to the first virtual character's movement speed, jumping ability, and other primary character attributes. Provides debuffs to the second virtual character's attribute parameters such as hit rate and infected area.

[0125] After the first virtual character is controlled to change from the initial state to a specific state, it can also be controlled to return the first virtual character from the specific state to the initial state when the following conditions are met.

[0126] Implementation method a: In one optional embodiment of this disclosure, in response to the defender gaining control of the virtual sphere, the first virtual character is controlled to return from a specific state to the initial state.

[0127] For example, when the defending character gains control of the virtual sphere, regardless of whether the duration of the specific state has ended, the first virtual character is directly controlled to exit the specific state and return to the initial state.

[0128] Implementation method b: In response to the duration of the defending character being in a specific state being updated to the target preset duration, control the first virtual character to restore it from the specific state to the initial state.

[0129] For example, when the duration of a specific state is updated to the target preset duration (e.g., 0), which is represented by the end of the countdown, the first virtual character is controlled to return from the specific state to the initial state.

[0130] Of course, the first virtual character can be restored from a specific state to the initial state only if both of the above embodiments are met simultaneously. The embodiments disclosed herein do not impose any special limitations or exhaustive examples on this.

[0131] In some embodiments, after controlling the first virtual character to enter a specific state, when receiving a game skill from the second virtual character, the response of the first virtual character to the game skill can be weakened, and the character attribute parameters of the first and / or second virtual characters can be adjusted. This allows the virtual characters to enter specific states not only during attacks but also during defense, achieving a balanced and integrated combat experience. Furthermore, this method increases the depth of combat strategy in the game. Specifically, on the one hand, the player controlling the first virtual character can actively defend by switching specific states and gain positive bonuses to character attribute parameters during defense, avoiding the passive mentality caused by the defender's only being able to defend, thus increasing the initiative of active defense. On the other hand, the second virtual character, as the attacker, no longer uses game skills indiscriminately but needs to determine whether to release game skills against the first virtual character in a specific state, thereby avoiding the counter-effects on the second virtual character's corresponding character attribute parameters. This raises the level of game decision-making, increases the depth of strategy in the game, enhances the game's fun, and ultimately increases user stickiness.

[0132] To implement the above-mentioned method for controlling virtual characters, one embodiment of this disclosure provides a control device for virtual characters. Figure 4 The schematic diagram illustrates the architecture of the control device for a virtual character.

[0133] The control device 400 for the virtual character includes a state transition module 401, a response weakening module 402, and a character attribute adjustment module 403.

[0134] The state transition module 401 is configured to respond to the first virtual character meeting a preset trigger condition and control the first virtual character to transition from an initial state to a specific state; the response weakening module 402 is configured to respond to the first virtual character in the specific state receiving a game skill released by a second virtual character and control the first virtual character to weaken the response result of the game skill; the character attribute adjustment module 403 is configured to control the adjustment of the character attribute parameters of the target virtual character, the target virtual character being the first virtual character and / or the second virtual character.

[0135] In an optional embodiment of this disclosure, the state transition module 401 is specifically configured to execute, in response to the current character behavior of the first virtual character satisfying a preset trigger condition, control the first virtual character to transition from an initial state to a specific state; and / or, the state transition module 401 is specifically configured to execute, in response to receiving a first trigger signal for the first virtual character, control the first virtual character to transition from an initial state to a specific state.

[0136] Optionally, the first trigger signal is generated based on user input operations for the first virtual character.

[0137] In an optional embodiment of this disclosure, the device may further include a signal generation module and a signal transmission module; wherein, the signal generation module is configured to generate a second trigger signal for the first virtual character in response to the first virtual character meeting a preset trigger condition, the second trigger signal containing at least information indicating that the first virtual character enters a specific state; the signal transmission module is configured to transmit the second trigger signal so that the information of the first virtual character entering the specific state is synchronized to one or more other electronic devices.

[0138] In an optional embodiment of this disclosure, the device may further include a special effects display module, which is configured to display skill effects corresponding to a specific state rendered for the first virtual character in a graphical user interface provided by the terminal device, wherein the first virtual character is controlled by the terminal device.

[0139] In an optional embodiment of this disclosure, the response weakening module 402 is specifically configured to perform at least one of the following: control the first virtual character to not respond to game skills; control the weakening of the effect of game skills on the first virtual character.

[0140] In one optional embodiment of this disclosure, the graphical user interface includes one or more interactive controls. The device may also include a character control module configured to execute actions in response to triggering the interactive controls, controlling a first virtual character in a specific state to perform interactive behaviors corresponding to the interactive controls.

[0141] In an optional embodiment of this disclosure, the character attribute adjustment module 403 is specifically configured to perform at least one of the following: adjusting the duration of the first virtual character in a specific state; providing a gain effect to the first character attribute parameter of the first virtual character; and providing a debuff effect to the second character attribute parameter of the second virtual character.

[0142] In an optional embodiment of this disclosure, the device may further include an information receiving module and an update module; wherein the information receiving module is configured to receive status synchronization information sent by the game server in response to the disconnection and reconnection between the game server and the terminal device, and the update module is configured to synchronously update the duration of the first virtual character in a specific state and / or the duration of the first virtual character with an additional gain value based on the status synchronization information; wherein the first virtual character is controlled by the terminal device.

[0143] In one optional embodiment of this disclosure, the game is a competitive application that includes virtual characters representing opposing sides. Optionally, the competitive application is a ball game, and the first virtual character is a defensive character in the ball game.

[0144] In an optional embodiment of this disclosure, when the game is a ball game and the first virtual character is a defensive character in the ball game, the device may further include a state recovery module. The state recovery module is configured to perform actions in response to the defensive character gaining control of the virtual ball, controlling the first virtual character to return from a specific state to an initial state; and / or, the state recovery module is configured to perform actions in response to the defensive character being in a specific state for a duration updated to a target preset duration, controlling the first virtual character to return from a specific state to an initial state.

[0145] In one optional embodiment of this disclosure, the game skill is a skill used to generate a control effect on a virtual character; the response result of the game skill includes the state change of the first virtual character affected by the game skill.

[0146] In an optional embodiment of this disclosure, the device may further include a character control module configured to control the second virtual character to perform uncontrolled behavior matching the game skill in response to the first virtual character in a specific state receiving a game skill released by the second virtual character.

[0147] The virtual character control device 400 provided in this embodiment can execute the technical solution of the virtual character control method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the virtual character control method. Please refer to the implementation principle and beneficial effects of the virtual character control method. It will not be repeated here.

[0148] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible implementations, aspects of one embodiment of this disclosure may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps of various exemplary embodiments of one embodiment of this disclosure described in the "Exemplary Methods" section above.

[0149] A program product for implementing the above-described method according to one embodiment of this disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of one embodiment of this disclosure is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0150] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0151] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0152] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF), or any suitable combination thereof.

[0153] Program code for performing operations of one embodiment of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0154] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0155] Those skilled in the art will understand that various aspects of one embodiment of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of one embodiment of this disclosure can be specifically implemented as a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, collectively referred to herein as a "circuit," "module," or "system."

[0156] The following reference Figure 5 To describe an electronic device 500 according to one embodiment of the present disclosure. Figure 5 The electronic device 500 shown is merely an example and should not be construed as limiting the functionality and scope of any embodiment of this disclosure.

[0157] like Figure 5 As shown, the electronic device 500 is presented in the form of a general-purpose computing device. The components of the electronic device 500 may include, but are not limited to: at least one processing unit 510, at least one storage unit 520, a bus 530 connecting different system components (including storage unit 520 and processing unit 510), and a display unit 540.

[0158] The storage unit stores program code, which can be executed by the processing unit 510 to perform the steps of various exemplary embodiments according to one of the present disclosures as described in the "Exemplary Methods" section above. For example, the processing unit 510 can perform actions such as... Figure 2 Steps 201 to 203 are shown in the figure.

[0159] Storage unit 520 may include readable media in the form of volatile storage units, such as random access memory (RAM) 5201 and / or cache memory 5202, and may further include read-only memory (ROM) 5203.

[0160] Storage unit 520 may also include a program / utility 5204 having a set (at least one) program module 5205, such program module 5205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0161] Bus 530 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0162] Electronic device 500 can also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 500, and / or with any device that enables electronic device 500 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 550. Furthermore, electronic device 500 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 560. As shown, network adapter 560 communicates with other modules of electronic device 500 via bus 530. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 500, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0163] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0164] Furthermore, the above figures are merely illustrative descriptions of the processes included in a method according to one exemplary embodiment of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0165] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0166] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0167] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for controlling a virtual character, characterized in that, The method includes: In response to the first virtual character meeting a preset trigger condition, control the first virtual character to change from an initial state to a specific state; In response to the first virtual character in the specific state receiving a game skill released by the second virtual character, the response result of the first virtual character to the game skill is weakened. The control adjusts the character attribute parameters of the target virtual character, which is the first virtual character and / or the second virtual character.

2. The method according to claim 1, characterized in that, The step of controlling the first virtual character to transition from an initial state to a specific state in response to the first virtual character meeting a preset trigger condition includes: In response to the first virtual character's current character behavior satisfying a preset trigger condition, the first virtual character is controlled to change from the initial state to the specific state; And / or, in response to receiving a first trigger signal for the first virtual character, control the first virtual character to transition from the initial state to the specific state.

3. The method according to claim 1 or 2, characterized in that, The method further includes: In response to the first virtual character satisfying the preset triggering condition, a second triggering signal is generated for the first virtual character, the second triggering signal containing at least information indicating that the first virtual character enters the specific state; Send the second trigger signal so that the information of the first virtual character entering the specific state is synchronized to one or more other electronic devices.

4. The method according to claim 1, characterized in that, The method further includes: The terminal device displays skill effects corresponding to the specific state rendered for the first virtual character in a graphical user interface, wherein the terminal device controls the first virtual character.

5. The method according to claim 1, characterized in that, Weakening the response of the first virtual character to the game skill includes at least one of the following: The first virtual character is controlled to not respond to the game skills; Controls reduce the effect of the game skill on the first virtual character.

6. The method according to claim 5, characterized in that, The graphical user interface includes one or more interactive controls, and the method further includes: In response to a trigger operation on the interactive control, the first virtual character in the specific state is controlled to perform interactive behavior corresponding to the interactive control.

7. The method according to claim 1, characterized in that, The control adjusts the character attribute parameters of the target virtual character, including at least one of the following: Adjust the duration of the first virtual character in the specific state; Provide a boost effect to the first character attribute parameter of the first virtual character; Provides a debuff effect to the second character attribute parameters of the second virtual character.

8. The method according to claim 7, characterized in that, After controlling the first virtual character to transition from an initial state to a specific state, the method further includes: In response to the disconnection and reconnection between the game server and the terminal device, the system receives status synchronization information sent by the game server and updates the duration of the first virtual character in the specific state and / or the duration of the first virtual character with the superimposed additional gain value based on the status synchronization information; wherein, the first virtual character is controlled by the terminal device.

9. The method according to claim 1, characterized in that, The game is a competitive application that includes virtual characters from opposing sides.

10. The method according to claim 1, characterized in that, The game skill is a skill used to control virtual characters; the response result of the game skill includes the state change of the first virtual character affected by the game skill.

11. The method according to claim 10, characterized in that, The method further includes: In response to a first virtual character in the specific state receiving a game skill released by a second virtual character, the second virtual character is controlled to perform an out-of-control behavior matching the game skill.

12. A control device for a virtual character, characterized in that, The device includes: The state transition module is configured to respond to the first virtual character meeting a preset trigger condition and control the first virtual character to transition from an initial state to a specific state. The response weakening module is configured to weaken the response of the first virtual character to the game skill released by the second virtual character when the first virtual character in the specific state receives the game skill. The character attribute adjustment module is configured to perform control to adjust the character attribute parameters of a target virtual character, wherein the target virtual character is the first virtual character and / or the second virtual character.

13. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the virtual character control method according to any one of claims 1 to 11.

14. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the virtual character control method according to any one of claims 1 to 11 by executing the executable instructions.