Virtual character control method, device, program product and electronic device

By applying or removing negative effects to the defending virtual character, the problem of numerical imbalance in the game was solved, achieving balance and stability of the game system and improving the player's competitive experience.

CN122097975APending Publication Date: 2026-05-29NETEASE (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
2026-05-29

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Abstract

An embodiment of the present disclosure provides a virtual character control method, device, program product and electronic equipment, which comprises: if a first virtual character triggers a first game skill, in response to a second virtual character triggering a second game skill for countering the first game skill, determining a first countering result of the second game skill to the first game skill; acquiring a superposition layer number of the second virtual character to a first negative effect; if the first countering result is countering failure, controlling to increase the superposition layer number of the second virtual character to the first negative effect; if the first countering result is countering success, controlling to clear the superposition layer number of the second virtual character to the first negative effect. In the present disclosure, when the virtual character controlled by the player counteracts the game skill triggered by other virtual characters, the negative effect is superimposed or the superimposed negative effect is cleared according to the countering result, which can enrich the game strategy space, improve the overall balance and stability of the game system, and optimize the user interaction experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a virtual character control method, a virtual character control device, a computer program product, and an electronic device. Background Technology

[0002] With the continuous development of gaming technology, competitive games of different themes are constantly emerging. These games typically equip virtual characters from different factions with differentiated game skills, and achieve competitive battles through skill-based combat between characters, thus satisfying the diverse gaming needs of players.

[0003] In related technologies, after a player-controlled virtual character engages in skill-based combat with other virtual characters, a single skill enhancement is applied to the attacking virtual character. Due to the lack of multi-layered combat response mechanisms and diverse interaction logic, as the combat progresses, the defensive pressure on the defending virtual character may continuously increase, easily leading to numerical imbalances in the later stages of the game. This not only affects the stability of the game's operation but also fails to meet players' demands for a deep competitive experience.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] One embodiment of this disclosure provides a virtual character control method, a virtual character control device, a computer program product, and an electronic device, to at least partially solve the problems in related technologies where the lack of multi-layered adversarial response mechanisms and diverse interaction logic affects game stability and the player's deep competitive experience.

[0006] According to a first aspect of this disclosure, a virtual character control method is provided, the method comprising: if a first virtual character triggers a first game skill, in response to a second virtual character triggering a second game skill to counter the first game skill, determining a first counter-attack result of the second game skill against the first game skill; obtaining the number of stacked layers of the second virtual character against a first negative effect; if the first counter-attack result is a failure, controlling to increase the number of stacked layers of the second virtual character against the first negative effect; if the first counter-attack result is a success, controlling to clear the number of stacked layers of the second virtual character against the first negative effect.

[0007] According to a second aspect of this disclosure, a virtual character control device is provided, the device comprising: a first confrontation processing module, configured to determine a first confrontation result of the second game skill against the first game skill if a first virtual character triggers a first game skill, in response to a second virtual character triggering a second game skill to counter the first game skill; a first layer acquisition module, configured to acquire the number of superimposed layers of the second virtual character against the first negative effect; a first layer increment module, configured to control the increment of the number of superimposed layers of the second virtual character against the first negative effect if the first confrontation result is a confrontation failure; and a first layer clearing module, configured to control the clearing of the number of superimposed layers of the second virtual character against the first negative effect if the first confrontation result is a confrontation success.

[0008] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the virtual character control method of the first aspect and its possible implementations.

[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the virtual character control method of the first aspect and possible implementations thereof by executing the executable instructions.

[0010] The technical solution disclosed herein has the following beneficial effects: In the aforementioned virtual character control process, if the first virtual character triggers a first game skill, in response to the second virtual character triggering a second game skill to counter the first game skill, the first confrontation result of the second game skill against the first game skill is determined; the stacking layer of the second virtual character against the first negative effect is obtained; if the first confrontation result is a failure, the control increases the stacking layer of the second virtual character against the first negative effect; if the first confrontation result is a success, the control clears the stacking layer of the second virtual character against the first negative effect. On the one hand, this disclosure stacks negative effects on the defending virtual character when the confrontation fails and clears the stacked negative effects when the confrontation succeeds, achieving a virtuous cycle at the effect level, which can, to a certain extent, avoid numerical imbalance in the later stages of the game and help ensure the overall balance and stability of the game system. On the other hand, this disclosure provides skill confrontation feedback by applying or clearing stackable negative effects to the defending virtual character, which can meet the player's need for a deep competitive experience, enrich the player's game strategy space, and thus optimize the user interaction experience. Attached Figure Description

[0011] Figure 1 A flowchart of a virtual character control method in this exemplary embodiment is shown; Figure 2 This illustration shows a schematic diagram of a game interface for overcoming defeat in this exemplary embodiment; Figure 3 A schematic diagram of an interface showing a first preset special effect in this exemplary embodiment is shown; Figure 4 A schematic diagram of an interface showing a second preset effect in this exemplary embodiment is shown; Figure 5A This exemplary embodiment illustrates an interaction flowchart where the first virtual character is the attacker and the second virtual character is the defender. Figure 5B This example illustrates an interaction flowchart where the first virtual character is the defender and the second virtual character is the attacker in this exemplary embodiment. Figure 6 This diagram illustrates a structural block diagram of a virtual character control device according to this exemplary embodiment; Figure 7 An electronic device for implementing the virtual character control method described above is shown in this exemplary embodiment. Detailed Implementation

[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0014] 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, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0015] In one alternative 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 control method 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; however, the game processing is handled 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0016] In one alternative 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 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.

[0017] In one alternative implementation, refer to Figure 1 The flowchart shown illustrates a method for controlling a virtual character, specifically including the following steps S110 to S140: Step S110: If the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to counter the first game skill, determine the first counter-response result of the second game skill against the first game skill; Step S120: Obtain the number of stacking layers of the second virtual character against the first negative effect; Step S130: If the first confrontation result is a failure, control increases the number of stacking layers of the second virtual character against the first negative effect; Step S140: If the first confrontation result is a successful confrontation, control to clear the superimposed layers of the second virtual character against the first negative effect.

[0018] Figure 1The method shown applies negative effects to the defending virtual character when they lose a fight and removes the applied negative effects when they win, achieving a virtuous cycle at the effect level. This can, to some extent, prevent numerical imbalances in the later stages of the game and help ensure the overall balance and stability of the game system. By applying or removing stackable negative effects to the defending virtual character for skill-based feedback, the method can meet players' needs for a deep competitive experience, enrich their strategic space, and thus optimize the user interaction experience.

[0019] In one embodiment of this disclosure, a virtual scene can be provided through a graphical user interface. The virtual scene is a virtual scene displayed (or provided) by an application running on a terminal or server. Optionally, the virtual scene may be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment; this disclosure does not specifically limit this. The virtual scene may include multiple virtual characters participating in game combat, such as a first virtual character and a second virtual character. Optionally, the virtual characters included in the virtual scene may be controllable dynamic objects within the virtual scene. Optionally, the dynamic object may be a virtual character, an anime character, etc. These virtual characters participating in game combat may be characters controlled by the player through an input device, or artificial intelligence (AI) trained and set by the player for combat in the virtual environment. These AI characters can perform various actions such as walking, running, jumping, and turning in the virtual scene, and can also use various game skills to participate in game combat within the virtual scene.

[0020] Optionally, the number of virtual characters participating in the game in the virtual scene can be preset or dynamically determined according to the number of clients joining the battle. This disclosure does not impose specific limitations on this.

[0021] Optionally, virtual characters in an adversarial relationship within a virtual scenario can compete in various ways. For example, in one implementation, virtual characters can compete by vying for virtual spheres (such as basketballs or soccer balls) and throwing them into target areas (such as goalposts or nets). In another implementation, virtual characters can compete by directly attacking their opponent to reduce their health (as in fighting games). In yet another implementation, virtual characters can compete by capturing key resource points or target buildings on the map (as in strategy games or MOBA games). The adversarial relationship is intended to represent a competitive or conflicting game objective between the virtual characters.

[0022] The first and second virtual characters can be virtual characters belonging to different game factions. For example, when the first virtual character is the attacker, the second virtual character can be the defender; conversely, when the first virtual character is the defender, the second virtual character can be the attacker. For instance, in a game where players compete to capture a virtual sphere, the first virtual character can be the attacker when holding the sphere, and the second virtual character can be the defender; conversely, the second virtual character can be the attacker when holding the sphere, and the first virtual character can be the defender.

[0023] Figure 1 The steps shown are illustrated using an example where the first virtual character is the defender and the second virtual character is the attacker. The following is a further explanation. Figure 1 Each step in the process will be explained in detail.

[0024] In step S110, if the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to counter the first game skill, the first counter-response result of the second game skill against the first game skill is determined.

[0025] The first game skill can be an offensive game skill, and the second game skill can be a defensive game skill used to counter the first game skill.

[0026] The first confrontation result refers to the outcome of the confrontation between the second game skill and the first game skill when the first virtual character triggers the first game skill and the second virtual character triggers the second game skill. The first confrontation result can include two outcomes: successful confrontation and unsuccessful confrontation.

[0027] Optionally, the first game skill and the second game skill have a preset adversarial relationship. That is, the second game skill is configured to counter, cancel, or interact with the effect of the first game skill. For example, the first game skill can be an offensive skill, a control skill, or a buff skill, while the second game skill is correspondingly a defensive skill, a control-breaking skill, or a dispelling skill preset to counter the offensive, control, or buff effect. It should be noted that in actual application, whether a game skill can be used to counter another game skill can be preset by the developers according to the game rules, and this disclosure does not impose specific limitations on this.

[0028] In one alternative implementation, virtual characters from different factions in a virtual scene compete for a virtual sphere. If a first virtual character triggers a first game skill, and a second virtual character triggers a second game skill to counter the first game skill, the first confrontation result of the second game skill against the first game skill can be determined by the following steps: If a first virtual character triggers a first game skill while manipulating a virtual sphere, and a second virtual character triggers a second game skill to counter the first game skill, the first confrontation result of the second game skill against the first game skill can be determined.

[0029] When the first virtual character controls the virtual ball, it can act as the attacker and trigger an offensive game skill (the first game skill). Meanwhile, the second virtual character can act as the defender and trigger a defensive game skill (the second game skill used to counter the first game skill), thus achieving offensive and defensive confrontation in the ball game. Taking a basketball game as an example, if the first game skill is a dunk skill, the second game skill can be a block skill used to counter the dunk. For instance, if it is detected that the first virtual character triggers a dunk skill while controlling the virtual ball, the system can respond to the second virtual character triggering a block skill, determining the first confrontation result of the block skill against the dunk skill.

[0030] If the first virtual character triggers the first game skill, and the second virtual character triggers the second game skill to counter the first game skill, the first confrontation result of the second game skill against the first game skill can be determined, so that players can execute different game strategies based on the first confrontation result.

[0031] In one optional implementation, determining the first confrontation result of the second game skill against the first game skill can be achieved through the following steps: obtaining the trigger time and trigger location of the first game skill, the trigger time and trigger location of the second game skill, and determining the first confrontation result of the second game skill against the first game skill based on the trigger time, trigger location, and release angle of the first game skill and the trigger time, trigger location, and release angle of the second game skill. It is understood that the above-described determination method based on time, space, and angle is merely an example. Those skilled in the art can adopt any other reasonable confrontation result determination logic according to the needs of game design, such as based on character attribute value comparison, random probability determination, or player real-time operation events, etc. This disclosure does not specifically limit this.

[0032] For example, if the trigger time, trigger location, and release angle of the first game skill, as well as the trigger time, trigger location, and release angle of the second game skill, meet preset conditions, the first confrontation result of the second game skill against the first game skill can be determined as a successful confrontation; if the preset conditions are not met, the first confrontation result of the second game skill against the first game skill can be determined as a failed confrontation. The preset conditions can be pre-set according to the specific types of the first game skill and the second game skill used to counter the first game skill, and this disclosure does not specifically limit them.

[0033] Taking a basketball game as an example, after the first virtual character triggers the dunk skill, a dunk animation will be played. If the second virtual character triggers the block skill during the dunk animation playback period, it can be determined whether the trigger time of the block skill is within the blockable time period corresponding to the dunk skill, whether the trigger location of the block skill is within the blockable range of the dunk skill, and whether the blocking angle of the block skill is within the blockable angle of the dunk skill. If so, the first confrontation result of the second game skill against the first game skill can be determined as "confrontation successful"; otherwise, the first confrontation result of the second game skill against the first game skill can be determined as "confrontation failed".

[0034] By clearly defining the outcome of the first confrontation between the second game skill and the first game skill, different game directions can be controlled based on the outcome of the first confrontation, thereby encouraging players to participate in game confrontations in a timely manner, increasing the frequency of game interaction, and enhancing the level of confrontation activity.

[0035] In step S120, the number of superposition layers of the second virtual character against the first negative effect is obtained.

[0036] Optionally, the first negative effect can be a pre-set negative effect that can be stacked in layers. For example, in one embodiment, the first negative effect is a defensive weakening effect, which specifically manifests as shortening the duration of the successful judgment window for the virtual character's block skill. Initially, the judgment window lasts for 5 frames; for each layer of 'defensive weakening' effect stacked, the judgment window shortens by 1 frame, up to a maximum of 5 layers.

[0037] Optionally, the first negative effect can be any pre-set, cumulative state or effect that adversely affects the virtual character. This first negative effect includes, but is not limited to: reducing the virtual character's attribute parameters (such as attack power, defense, movement speed, and skill success rate); inflicting continuous damage on the virtual character; applying a vulnerability status to the virtual character (increasing the damage received); restricting the virtual character's use of specific skills or items; interfering with the virtual character's resource recovery (such as health and mana); and reducing the virtual character's field of vision.

[0038] Optionally, the first negative effect can be a non-time-limited negative effect that does not automatically disappear over time.

[0039] The stacking layer of the first negative effect on the second virtual character refers to the stacking layer of the first negative effect applied to the second virtual character. After the second virtual character triggers the second game skill to counter the first game skill, the current stacking layer of the first negative effect on the second virtual character can be obtained, so as to provide corresponding feedback to the defender's defensive behavior from the perspective of the first negative effect.

[0040] In step S130, if the first confrontation result is a failure, the control increases the number of superimposed layers of the second virtual character against the first negative effect.

[0041] In one optional implementation, if the first confrontation result is a failure, the control to increase the number of superimposed layers of the second virtual character against the first negative effect can be achieved through the following steps: if the first confrontation result is a failure, the control to increase the number of superimposed layers of the second virtual character against the first negative effect according to preset rules.

[0042] The preset rules refer to the pre-set mechanism for controlling the superposition of the first negative effect. For example, it may be a mechanism related to the number of superposition layers at a time, the maximum number of superposition layers, etc. This disclosure does not specifically limit it.

[0043] For example, if the first confrontation results in a failure, an additional layer of the first negative effect can be added on top of the current layer of the first negative effect for the second virtual character, so as to accumulate corresponding negative feedback for the defender's failed defensive behavior.

[0044] For example, if the first confrontation results in a failure, it can be determined whether the number of stacked layers of the second virtual character against the first negative effect has reached a preset stacking threshold; if the number of stacked layers of the second virtual character against the first negative effect has not reached the preset stacking threshold, the number of stacked layers of the second virtual character against the first negative effect can be increased; if the number of stacked layers of the second virtual character against the first negative effect has reached the preset stacking threshold, the number of stacked layers of the second virtual character against the first negative effect can be stopped, so as to avoid the second virtual character being at a disadvantage for a long time due to the excessive stacking layers of the first negative effect, thereby affecting the game balance.

[0045] The preset stacking threshold is a pre-defined maximum number of layers for the first negative effect. For example, the preset stacking threshold can be configured as a fixed value based on game balance, or dynamically adjusted according to the battle mode. For instance, in one embodiment, the preset stacking threshold is set to 5 layers. In another embodiment, the preset stacking threshold can be dynamically adjusted according to the game difficulty, with 3 layers in hard mode and 5 layers in normal mode.

[0046] In an optional implementation, the following steps may also be performed: if the first confrontation result is a failure, control the first virtual character to perform the successful game behavior corresponding to the first game skill, and control the second virtual character to perform the failed game behavior corresponding to the second game skill.

[0047] For example, such as Figure 2 The image shows a schematic diagram of a game interface for combating defeat. Figure 2 Taking a basketball game as an example, the first virtual character 201 triggers the dunk skill, and the second virtual character 202 triggers the block skill to counter the dunk skill. When it is determined that the block skill fails to counter the dunk skill, the first virtual character is controlled to perform the dunk success game behavior, and the second virtual character is controlled to perform the block failure game behavior.

[0048] When the second game skill triggered by the second virtual character fails to counter the first game skill triggered by the first virtual character, the player can intuitively be prompted by controlling the first virtual character to execute the successful game action corresponding to the first game skill and the second virtual character to execute the failed game action corresponding to the second game skill.

[0049] In step S140, if the first confrontation result is a successful confrontation, the control clears the superimposed layers of the second virtual character against the first negative effect.

[0050] For example, if the first confrontation result is a successful confrontation, all the layers currently added by the second virtual character against the first negative effect can be cleared to provide corresponding positive feedback for the defender's successful defensive behavior.

[0051] In an optional implementation, the following steps may also be performed: if the first confrontation result is a successful confrontation, control the first virtual character to perform the failed game behavior corresponding to the first game skill, and control the second virtual character to perform the successful game behavior corresponding to the second game skill.

[0052] Taking a basketball game as an example, the first virtual character triggers a dunk skill, and the second virtual character triggers a block skill to counter the dunk skill. When it is determined that the block skill successfully counters the dunk skill, the first virtual character is controlled to perform the dunk failure game behavior, and the second virtual character is controlled to perform the block success game behavior.

[0053] When the second game skill triggered by the second virtual character successfully counters the first game skill triggered by the first virtual character, the player can intuitively be prompted by controlling the first virtual character to perform the failed game action corresponding to the first game skill and the second virtual character to perform the successful game action corresponding to the second game skill.

[0054] In one alternative implementation, the following steps may also be performed: providing a prompt message indicating the number of layers of the first negative effect applied by the second virtual character, so as to inform the player about the application of the first negative effect by the second virtual character.

[0055] Optionally, the prompt information regarding the number of layers of the first negative effect can be text, icons, sound effects, scene effects, etc., and this disclosure does not impose specific limitations on it.

[0056] In one optional implementation, the above-mentioned prompt information on the number of superimposed layers of the second virtual character in response to the first negative effect can be achieved through the following steps: based on the number of superimposed layers of the second virtual character in response to the first negative effect, control the generation of a first preset special effect at the scene-related position of the second virtual character.

[0057] The first preset effect refers to the corresponding visual effect pre-configured for the first negative effect. Its function is to allow players to quickly perceive the application of the first negative effect through visual feedback, such as scene effects like virtual black smoke and gray halo. This disclosure does not make specific limitations on this.

[0058] Optionally, the display parameters of the first preset special effect can be associated with the number of overlay layers of the second virtual character against the first negative effect, so as to intuitively reflect the change in the number of overlay layers. The display parameters of the first preset special effect may include, for example, the number of special effects, the size of the special effects, etc., which are not specifically limited in this disclosure. For example, the display parameters of the first preset special effect can be controlled, such as so that the more overlay layers the second virtual character has against the first negative effect, the more special effects there are or the larger the size of the special effects.

[0059] By controlling the number of layers of the first negative effect stacked by the second virtual character, the display parameters of the first preset effect generated at the scene-related position of the second virtual character can be intuitively indicated to the player regarding the specific stacking status of the first negative effect by the second virtual character, thus facilitating in-depth game decision-making for the player.

[0060] For example, such as Figure 3 As shown, a schematic diagram of the interface for a first preset effect is provided. Figure 3 In the scene-related position of the second virtual character 202, the first preset special effect 203 associated with the first negative effect is generated.

[0061] In an alternative implementation, the following steps may also be performed: in response to detecting that the first virtual character triggers the third game skill, the scope of the third game skill is determined; if the second virtual character is within the scope of the third game skill, the second virtual character is controlled to enter a control state for a first preset duration, and the superposition of the second virtual character against the first negative effect is cleared.

[0062] The third game skill is a skill that can alter the first negative effect applied to a target. Optionally, the triggering conditions for the third game skill can take various forms, such as: consuming specific game resources (e.g., mana, morale, points); meeting cooldown requirements; achieving a specific combo count or in-game condition; or being an independent skill actively triggered by the player (e.g., a "burst skill" or "finishing move"). Its core function is to resolve, convert, or clear the first negative effect accumulated on the target.

[0063] The size and shape of the area of ​​effect of the third game skill can be configured and adjusted by the developers, and this disclosure does not impose specific limitations on it.

[0064] The first preset duration refers to the duration of the control state effect preset for the third game skill, which can be configured and adjusted by the developers. This disclosure does not impose specific limitations on it. The control state here can be, for example, a stun state, a silence state, a root state, or other states that affect the player's control over the target. This disclosure does not impose specific limitations on it.

[0065] For example, in response to detecting that a first virtual character has triggered a third game skill, the scope of the third game skill can be determined. If a second virtual character is within the scope of the third game skill, the second virtual character can be controlled to enter a control state for a first preset duration, such as controlling the second virtual character to be stunned for 0.6 seconds, making it unable to respond to player control for a short period of time, so as to apply negative feedback to the second virtual character who has entered the scope of the third game skill. When the second virtual character is within the scope of the third game skill, the stacking layers of the first negative effect on the second virtual character can also be cleared, so as to remove the defender from the state of being in the state of stacking the first negative effect for a long time, further increasing the player's game strategy space and enhancing the depth of player interaction.

[0066] In an alternative implementation, the following steps may also be performed: in response to the second virtual character being within the range of the third game skill, determining the number of superposition layers of the second negative effect based on the number of superposition layers of the first negative effect on the second virtual character; and controlling the application of the second negative effect for a preset duration to the second virtual character based on the number of superposition layers of the second negative effect.

[0067] The second negative effect can be a pre-set, time-limited negative effect that resolves the first negative effect and can be automatically removed over time. For example, the second negative effect can reduce defensive attribute parameters; this disclosure does not specify any particular limitation.

[0068] The second preset duration refers to the duration of the second negative effect that is preset, such as 20 seconds, which can be configured and adjusted by the developers. This disclosure does not impose any specific limitations on it.

[0069] For example, the number of stacked layers of the first negative effect on the second virtual character can be used as the number of stacked layers of the second negative effect. Based on the number of stacked layers of the second negative effect, the second negative effect of a second preset duration can be applied to the second virtual character. This allows the settlement and exchange of the first negative effect to be completed through the second negative effect. This helps to maintain the balance of game values ​​and increase the depth of game strategy while removing the second virtual character from the state of being in a state of stacked first negative effects for a long time.

[0070] In one alternative implementation, the following steps may also be performed: controlling the generation of a second preset effect associated with a third game skill at the scene-related location of the second virtual character.

[0071] The second preset effect refers to the corresponding visual effect pre-configured for the third game skill. Its function is to allow players to quickly perceive the application of the third game skill through visual feedback, such as the restraint effect, chain effect, etc. This disclosure does not make specific limitations on it.

[0072] In an alternative implementation, the following steps may also be performed: controlling the display parameters of the second preset effect based on the number of superposition layers of the second negative effect.

[0073] The display parameters of the second preset effect may include, for example, the number of effects and the size of the effects, but this disclosure does not specify them.

[0074] The display parameters of the second preset effect can be associated with the number of layers of the second negative effect. For example, the display parameters of the second preset effect can be controlled, such as making the more layers of the second negative effect, the more effects there are or the larger the size of the effects.

[0075] By controlling the number of layers of the second negative effect, the display parameters of the second preset effect generated at the scene-related location of the second virtual character can be intuitively indicated to the player regarding the specific stacking of the second negative effect, thus facilitating in-depth game decision-making for the player.

[0076] For example, such as Figure 4 As shown, this is a schematic diagram of an interface for a second preset effect. Figure 4 In the scene-related position of the second virtual character 202, a second preset effect 204 associated with the third game skill is generated.

[0077] The following example illustrates the situation using the first virtual character as the defender and the second virtual character as the attacker.

[0078] In one optional implementation, in response to a second virtual character triggering a first game skill, if it is detected that the first virtual character triggers a second game skill to counter the first game skill, a second confrontation result of the second game skill against the first game skill is determined; the number of stacked layers of the first virtual character against the first negative effect is obtained; if the second confrontation result is a failure, the number of stacked layers of the first virtual character against the first negative effect is increased; if the second confrontation result is a success, the number of stacked layers of the first virtual character against the first negative effect is cleared.

[0079] The second confrontation result refers to the outcome of the confrontation between the second game skill and the first game skill when the second virtual character triggers the first game skill and the first virtual character triggers the second game skill. The second confrontation result can include two outcomes: successful confrontation and unsuccessful confrontation.

[0080] Optionally, virtual characters from different factions in a virtual scene compete for a virtual sphere. The above-mentioned response to a second virtual character triggering a first game skill, and if it is detected that the first virtual character triggers a second game skill to counter the first game skill, the second confrontation result of the second game skill against the first game skill is determined. This can be achieved through the following steps: In response to a second virtual character triggering a first game skill while manipulating a virtual sphere, if it is detected that the first virtual character triggers a second game skill to counter the first game skill, the second confrontation result of the second game skill against the first game skill is determined.

[0081] When the second virtual character controls the virtual ball, it can act as the attacker and trigger offensive game skills (the first game skill). Conversely, the first virtual character can act as the defender and trigger defensive game skills (the second game skill used to counter the first game skill), thus achieving offensive and defensive confrontation in the ball game. Taking a basketball game as an example, if the first game skill is a dunk skill, the second game skill can be a block skill used to counter the dunk skill. For instance, in response to the second virtual character triggering the dunk skill, if the first virtual character triggers the block skill, the second confrontation result of the block skill against the dunk skill can be determined.

[0082] If the second virtual character triggers the first game skill, and the first virtual character triggers the second game skill to counter the first game skill, the second confrontation result of the second game skill against the first game skill can be determined, so that the player can execute different game strategies according to the second confrontation result.

[0083] After detecting that the first virtual character has triggered a second game skill to counter the first game skill, the current stacking level of the first virtual character against the first negative effect can be obtained. This allows for corresponding feedback to the defender's defensive actions from the perspective of the first negative effect. The stacking level of the first virtual character against the first negative effect refers to the number of stacking levels of the first negative effect applied to the first virtual character.

[0084] Optionally, if the second confrontation results in a failure, the number of layers of the first virtual character's effect on the first negative effect can be increased according to preset rules.

[0085] For example, if the second confrontation results in a failed confrontation, an additional layer of the first negative effect can be added on top of the current layer of the first negative effect for the first virtual character, so as to accumulate corresponding negative feedback for the defender's failed defensive behavior.

[0086] For example, if the second confrontation result is a failure, it can be determined whether the number of stacked layers of the first virtual character against the first negative effect has reached a preset stacking threshold; if the number of stacked layers of the first virtual character against the first negative effect has not reached the preset stacking threshold, the number of stacked layers of the first virtual character against the first negative effect is controlled to increase; if the number of stacked layers of the first virtual character against the first negative effect has reached the preset stacking threshold, the number of stacked layers of the first virtual character against the first negative effect will no longer be increased, so as to avoid the first virtual character being at a disadvantage for a long time due to the excessive stacking layers of the first negative effect, thereby affecting the game balance.

[0087] Optionally, if the second confrontation result is a failure, the second virtual character is controlled to perform the successful game behavior corresponding to the first game skill, and the first virtual character performs the failed game behavior corresponding to the second game skill, so as to intuitively prompt the player about the second confrontation result of the second game skill against the first game skill.

[0088] For example, if the second confrontation results in a successful confrontation, all the layers currently added by the first virtual character against the first negative effect can be cleared to provide corresponding positive feedback for the defender's successful defensive behavior.

[0089] Optionally, if the second confrontation result is a success, the second virtual character can be controlled to perform the failed game behavior corresponding to the first game skill, and the first virtual character can perform the successful game behavior corresponding to the second game skill, so as to intuitively prompt the player about the second confrontation result of the second game skill against the first game skill.

[0090] Optionally, a prompt can be provided indicating the number of layers of the first negative effect applied by the first virtual character, to inform the player of the application status of the first negative effect by the first virtual character. For example, based on the number of layers of the first negative effect applied by the first virtual character, the generation of a first preset effect at the scene-related location of the first virtual character can be controlled. The display parameters of the first preset effect generated at the scene-related location of the first virtual character can be correlated with the number of layers of the first negative effect applied by the first virtual character to visually reflect changes in the number of layers.

[0091] In an alternative implementation, the following steps may also be performed: in response to the second virtual character triggering the third game skill, determine the scope of the third game skill; if the first virtual character is within the scope of the third game skill, control the first virtual character to enter a control state for a first preset duration, and clear the superposition layer of the first virtual character against the first negative effect.

[0092] For example, in response to a second virtual character triggering a third game skill, the scope of the third game skill can be determined. If the first virtual character is within the scope of the third game skill, the first virtual character can be controlled to enter a control state for a first preset duration, such as controlling the first virtual character to be stunned for 0.6 seconds, making it unable to respond to player control for a short period of time, so as to apply negative feedback to the first virtual character who has entered the scope of the third game skill. When the first virtual character is within the scope of the third game skill, the stacking layers of the first negative effect on the first virtual character can also be cleared, so as to remove the defender from the state of being in the stacking state of the first negative effect for a long time, further increasing the player's game strategy space and enhancing the depth of player interaction.

[0093] In an alternative implementation, the following steps may also be performed: in response to the first virtual character being within the range of the third game skill, determining the number of superposition layers of the second negative effect based on the number of superposition layers of the first negative effect on the first virtual character; and controlling the application of the second negative effect for a second preset duration to the first virtual character based on the number of superposition layers of the second negative effect.

[0094] For example, the number of stacked layers of the first negative effect on the first virtual character can be used as the number of stacked layers of the second negative effect. Based on the number of stacked layers of the second negative effect, the second negative effect of a second preset duration can be applied to the first virtual character. This allows the settlement and exchange of the first negative effect to be completed through the second negative effect. This helps to maintain the balance of game values ​​and increase the depth of game strategy while removing the first virtual character from the state of being in a state of stacked first negative effects for a long time.

[0095] Optionally, a second preset effect associated with the third game skill can be generated at the scene-related location of the first virtual character, so that players can quickly perceive the application of the third game skill through visual feedback.

[0096] Optionally, based on the number of superposition layers of the second negative effect, the display parameters of the second preset special effect generated at the scene-related position of the first virtual character can be controlled, which can intuitively prompt the player on the specific superposition of the second negative effect of the first virtual character, so as to facilitate the player's in-depth game decision-making.

[0097] In one embodiment of this disclosure, such as Figure 5A As shown, an interaction flowchart is provided where the first virtual character is the attacker and the second virtual character is the defender. Specifically, it may include the following steps: Step S501: The first terminal device responds to the first virtual character triggering the first game skill by sending the trigger information of the first game skill to the server; In step S502, the second terminal device responds to the second virtual character triggering the second game skill by sending the trigger information of the second game skill to the server.

[0098] Step S503: The server determines the first confrontation result of the second game skill against the first game skill based on the trigger information of the first game skill and the trigger information of the second game skill. Step S504: If the first confrontation result is a failure, the server controls to increase the number of stacking layers of the second virtual character against the first negative effect; Step S505: If the first confrontation result is a successful confrontation, the server controls the clearing of the superimposed layers of the second virtual character against the first negative effect; Step S506: In response to the first virtual character triggering the third game skill, the first terminal device sends the triggering information of the third game skill to the server; Step S507: The server determines the range of effect of the third game skill; Step S508: If the second virtual character is within the range of the third game skill, the server controls the second virtual character to enter a control state of the first preset duration and clears the stacking layers of the second virtual character against the first negative effect. Step S509: If the second virtual character is within the range of the third game skill, the server determines the number of stacking layers of the second negative effect based on the number of stacking layers of the first negative effect on the second virtual character; based on the number of stacking layers of the second negative effect, the server controls the application of the second negative effect for a second preset duration to the second virtual character.

[0099] Figure 5AIn the steps shown, the first virtual character, acting as the attacker, triggers the first game skill, and the second virtual character, acting as the defender, triggers the second game skill. Based on the first confrontation result, the system controls whether to apply negative effects to the second virtual character or remove the applied negative effects. When the first virtual character, acting as the attacker, triggers the third game skill, if the second virtual character with the applied negative effects is within the range of the third game skill, negative feedback can be applied to the second virtual character and the applied negative effects can be settled to remove the long-term impact of the first negative effects. This can enrich the game strategy space to a certain extent and help ensure the overall balance and stability of the game system.

[0100] In one embodiment of this disclosure, such as Figure 5B As shown, an interaction flowchart is provided where the first virtual character is the defender and the second virtual character is the attacker. Specifically, it may include the following steps: In step S511, the second terminal device responds to the second virtual character triggering the first game skill by sending the triggering information of the first game skill to the server; In step S512, the first terminal device responds to the first virtual character triggering the second game skill by sending the trigger information of the second game skill to the server.

[0101] Step S513: The server determines the second confrontation result of the second game skill against the first game skill based on the trigger information of the first game skill and the trigger information of the second game skill. Step S514: If the second confrontation result is a failure, the server controls to increase the number of stacking layers of the first virtual character against the first negative effect; Step S515: If the second confrontation result is a successful confrontation, the server controls the clearing of the superimposed layers of the first virtual character against the first negative effect; In step S516, the second terminal device responds to the second virtual character triggering the third game skill by sending the triggering information of the third game skill to the server; Step S517: The server determines the range of effect of the third game skill; Step S518: If the first virtual character is within the range of the third game skill, the server controls the first virtual character to enter a control state of the first preset duration and clears the stacking layers of the first virtual character against the first negative effect. Step S519: If the first virtual character is within the range of the third game skill, the server determines the number of stacking layers of the second negative effect based on the number of stacking layers of the first negative effect on the first virtual character; based on the number of stacking layers of the second negative effect, the server controls the application of the second negative effect for a second preset duration to the first virtual character.

[0102] Figure 5BIn the steps shown, the second virtual character, acting as the attacker, triggers the first game skill, and the first virtual character, acting as the defender, triggers the second game skill. Based on the second confrontation result, the control either applies negative effects to the first virtual character or removes the applied negative effects. When the second virtual character, acting as the attacker, triggers the third game skill, if the first virtual character with the applied negative effects is within the range of the third game skill's effect, negative feedback can be applied to the first virtual character and the applied negative effects can be settled to remove the long-term impact of the first negative effects. This can enrich the game's strategic space to some extent and help ensure the overall balance and stability of the game system.

[0103] It should be noted that, Figure 5A and Figure 5B In this system, the first terminal device is used to control the first virtual character, and the second terminal device is used to control the second virtual character. The first terminal device and the second terminal device work together with the server to complete the character control logic.

[0104] Exemplary embodiments of this disclosure also provide a virtual character control device, with reference to Figure 6 As shown, the virtual character control device 600 may include the following program modules: The first confrontation processing module 610 is used to determine the first confrontation result of the second game skill against the first game skill if the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to confront the first game skill. The first layer acquisition module 620 is used to acquire the number of superposition layers of the second virtual character against the first negative effect; The first layer addition module 630 is used to control the addition of the second virtual character's superposition layer against the first negative effect if the first confrontation result is a failure. The first layer clearing module 640 is used to control the clearing of the superimposed layers of the second virtual character's negative effect on the first if the first confrontation result is a successful confrontation.

[0105] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a layer number prompt module, used to provide prompt information on the layer number of the second virtual character in response to the first negative effect.

[0106] In one optional implementation, based on the aforementioned scheme, the overlay layer prompting module can be configured to: control the generation of a first preset special effect at the scene-related position of the second virtual character according to the overlay layer of the second virtual character against the first negative effect.

[0107] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a first execution module, configured to control the first virtual character to execute a successful game behavior corresponding to the first game skill and the second virtual character to execute a failed game behavior corresponding to the second game skill if the first confrontation result is a confrontation failure; and a second execution module, configured to control the first virtual character to execute a failed game behavior corresponding to the first game skill and the second virtual character to execute a successful game behavior corresponding to the second game skill if the first confrontation result is a confrontation success.

[0108] In an optional implementation, based on the aforementioned scheme, the first layer increasing module 630 can be configured to: if the first confrontation result is a confrontation failure, control the increase of the superposition layer of the second virtual character against the first negative effect according to preset rules.

[0109] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a scope determination module, used to determine the scope of the third game skill in response to detecting that the first virtual character has triggered the third game skill; and a third skill activation module, used to control the second virtual character to enter a control state for a first preset duration if the second virtual character is within the scope of the third game skill, and to clear the superposition layer of the second virtual character against the first negative effect.

[0110] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a first effect settlement and exchange module, used to respond to the second virtual character being within the range of the third game skill, determine the number of superposition layers of the second negative effect based on the number of superposition layers of the first negative effect of the second virtual character; and control the application of the second negative effect for a second preset duration to the second virtual character based on the number of superposition layers of the second negative effect.

[0111] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a second preset special effects display module, used to control the generation of a second preset special effects associated with a third game skill at the scene-related location of the second virtual character.

[0112] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a second display parameter control module, used to control the display parameters of the second preset special effect according to the number of superposition layers of the second negative effect.

[0113] In an optional implementation, based on the aforementioned scheme, virtual characters from different factions in a virtual scene compete for a virtual sphere. The first confrontation processing module 610 can be configured to: if the first virtual character triggers a first game skill while manipulating the virtual sphere, in response to the second virtual character triggering a second game skill to counter the first game skill, determine the first confrontation result of the second game skill against the first game skill.

[0114] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a second confrontation processing module, configured to, in response to a second virtual character triggering a first game skill, determine a second confrontation result of the second game skill against the first game skill if it is detected that the first virtual character triggers a second game skill to confront the first game skill; a second layer acquisition module, configured to acquire the number of superposition layers of the first virtual character against the first negative effect; a second layer increment module, configured to, if the second confrontation result is a confrontation failure, control to increase the number of superposition layers of the first virtual character against the first negative effect; and a second layer clearing module, configured to, if the second confrontation result is a confrontation success, control to clear the number of superposition layers of the first virtual character against the first negative effect.

[0115] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a scope determination module, used to determine the scope of the third game skill in response to the second virtual character triggering the third game skill; and a third skill activation module, used to control the first virtual character to enter a control state of a first preset duration if the first virtual character is within the scope of the third game skill, and to clear the superposition of the first virtual character against the first negative effect.

[0116] In an optional implementation, based on the aforementioned scheme, the virtual character control device 600 further includes: a second effect settlement and exchange module, used to respond to the first virtual character being within the range of the third game skill, determine the number of superposition layers of the second negative effect based on the number of superposition layers of the first negative effect on the first virtual character; and control the application of the second negative effect for a second preset duration to the first virtual character based on the number of superposition layers of the second negative effect.

[0117] In one optional implementation, based on the aforementioned scheme, virtual characters from different factions in a virtual scene compete for a virtual sphere. The second confrontation processing module can be configured to: respond to the second virtual character triggering a first game skill while manipulating the virtual sphere; if it is detected that the first virtual character triggers a second game skill to counter the first game skill, determine the second confrontation result of the second game skill against the first game skill.

[0118] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0119] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the virtual character control method described above.

[0120] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0121] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0122] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute 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, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0123] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps: If the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to counter the first game skill, the first counter-response result of the second game skill against the first game skill is determined; Obtain the number of stacked layers of the first negative effect on the second virtual character; If the first confrontation results in a failure, control increases the number of stacked layers of the second virtual character against the first negative effect; If the first confrontation is successful, control clears the stacked layers of the second virtual character's negative effects on the first.

[0124] In the above steps, negative effects are applied to the defending virtual character when the confrontation fails, and the applied negative effects are removed when the confrontation succeeds. This achieves a virtuous cycle in terms of effects, which can avoid numerical imbalance in the later stages of the game to a certain extent and help ensure the overall balance and stability of the game system. By applying or removing stackable negative effects to the defending virtual character to provide skill confrontation feedback, the game can meet players' needs for a deep competitive experience, enrich players' game strategy space, and thus optimize the user interaction experience.

[0125] An exemplary embodiment of this disclosure also provides an electronic device capable of implementing the virtual character control method described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0126] The following is for reference. Figure 7 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 7 The electronic device 700 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0127] like Figure 7 As shown, the electronic device 700 may include: a processor 710, a memory 720, a bus 730, an I / O (input / output) interface 740, a network adapter 750, and a display 760.

[0128] The memory 720 may include volatile memory, such as RAM 721 and cache unit 722, and may also include non-volatile memory, such as ROM 723. The memory 720 may also include one or more program modules 724, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 724 may include the modules described above.

[0129] The processor 710 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0130] The processor 710 can be used to execute executable instructions stored in the memory 720, such as performing any one or more method steps in this exemplary embodiment.

[0131] For example, processor 710 may perform the following steps: If the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to counter the first game skill, the first counter-response result of the second game skill against the first game skill is determined; Obtain the number of stacked layers of the first negative effect on the second virtual character; If the first confrontation results in a failure, control increases the number of stacked layers of the second virtual character against the first negative effect; If the first confrontation is successful, control clears the stacked layers of the second virtual character's negative effects on the first.

[0132] In the above steps, negative effects are applied to the defending virtual character when the confrontation fails, and the applied negative effects are removed when the confrontation succeeds. This achieves a virtuous cycle in terms of effects, which can avoid numerical imbalance in the later stages of the game to a certain extent and help ensure the overall balance and stability of the game system. By applying or removing stackable negative effects to the defending virtual character to provide skill confrontation feedback, the game can meet players' needs for a deep competitive experience, enrich players' game strategy space, and thus optimize the user interaction experience.

[0133] Bus 730 is used to connect different components of electronic device 700 and may include a data bus, an address bus and a control bus.

[0134] Electronic device 700 can communicate with one or more external devices 800 (such as keyboard, mouse, external controller, etc.) through I / O interface 740.

[0135] Electronic device 700 can communicate with one or more networks via network adapter 750. For example, network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 750 can communicate with other modules of electronic device 700 via bus 730.

[0136] Electronic device 700 can display a graphical user interface, etc., via display 760.

[0137] although Figure 7 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 700, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Array of Independent Disks) system, tape drive, and data backup storage system, etc.

[0138] 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 exemplary 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.

[0139] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” 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.

[0140] 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: If the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to counter the first game skill, the first counter-response result of the second game skill against the first game skill is determined; Obtain the number of stacking layers of the second virtual character against the first negative effect; If the first confrontation result is a failure, the control increases the number of stacking layers of the second virtual character against the first negative effect; If the first confrontation result is a successful confrontation, control clear the superimposed layers of the second virtual character against the first negative effect.

2. The method according to claim 1, characterized in that, The method further includes: Provide the second virtual character with information indicating the number of stacked layers of the first negative effect.

3. The method according to claim 2, characterized in that, The provision of information indicating the number of stacking layers of the first negative effect for the second virtual character includes: Based on the number of superposition layers of the first negative effect by the second virtual character, the first preset special effect is generated at the scene-related position of the second virtual character.

4. The method according to claim 1, characterized in that, The method further includes: If the first confrontation result is a failure, the first virtual character is controlled to execute the successful game behavior corresponding to the first game skill, and the second virtual character executes the failed game behavior corresponding to the second game skill. If the first confrontation result is a successful confrontation, the first virtual character is controlled to perform the failed game behavior corresponding to the first game skill, and the second virtual character performs the successful game behavior corresponding to the second game skill.

5. The method according to claim 1, characterized in that, If the first confrontation result is a failure, the control increases the number of superimposed layers of the second virtual character against the first negative effect, including: If the first confrontation result is a failure, the number of superimposed layers of the second virtual character against the first negative effect is increased according to preset rules.

6. The method according to claim 1, characterized in that, The method further includes: In response to detecting that the first virtual character has triggered a third game skill, the scope of the third game skill is determined; If the second virtual character is within the range of the third game skill, control the second virtual character to enter a control state for a first preset duration, and clear the superimposed layers of the second virtual character against the first negative effect.

7. The method according to claim 6, characterized in that, The method further includes: In response to the second virtual character being within the range of the third game skill, the number of superposition layers of the second negative effect is determined based on the number of superposition layers of the second virtual character against the first negative effect; Based on the number of stacked layers of the second negative effect, control the application of the second negative effect to the second virtual character for a second preset duration.

8. The method according to claim 7, characterized in that, The method further includes: The system controls the generation of a second preset effect associated with the third game skill at the scene-related location of the second virtual character.

9. The method according to claim 8, characterized in that, The method further includes: The display parameters of the second preset effect are controlled according to the number of layers of the second negative effect.

10. The method according to claim 1, characterized in that, Virtual characters from different factions in a virtual scene compete for a virtual sphere. If a first virtual character triggers a first game skill, and a second virtual character triggers a second game skill to counter the first game skill, the first confrontation result of the second game skill against the first game skill is determined, including: If the first virtual character triggers a first game skill while manipulating the virtual sphere, in response to the second virtual character triggering a second game skill to counter the first game skill, the first counter-response result of the second game skill against the first game skill is determined.

11. The method according to claim 1, characterized in that, The method further includes: In response to the second virtual character triggering the first game skill, if it is detected that the first virtual character triggers a second game skill to counter the first game skill, a second counter-response result of the second game skill against the first game skill is determined; Obtain the number of stacking layers of the first negative effect on the first virtual character; If the second confrontation result is a failure, the control increases the number of stacking layers of the first virtual character against the first negative effect; If the second confrontation result is a successful confrontation, control clear the superimposed layers of the first virtual character against the first negative effect.

12. The method according to claim 11, characterized in that, The method includes: In response to the second virtual character triggering a third game skill, the scope of the third game skill is determined; If the first virtual character is within the range of the third game skill, control the first virtual character to enter a control state of a first preset duration, and clear the stacking layers of the first virtual character against the first negative effect.

13. The method according to claim 12, characterized in that, The method further includes: In response to the first virtual character being within the range of the third game skill, the number of superposition layers of the second negative effect is determined based on the number of superposition layers of the first virtual character against the first negative effect; Based on the number of superposition layers of the second negative effect, control the application of the second negative effect to the first virtual character for a second preset duration.

14. The method according to claim 11, characterized in that, Virtual characters from different factions in a virtual scene compete for a virtual sphere. In response to a second virtual character triggering a first game skill, if the first virtual character triggers a second game skill to counter the first game skill, a second confrontation result of the second game skill against the first game skill is determined, including: In response to the second virtual character triggering a first game skill while manipulating the virtual sphere, if it is detected that the first virtual character triggers a second game skill to counter the first game skill, a second counter-response result of the second game skill against the first game skill is determined.

15. A virtual character control device, characterized in that, The device includes: The first confrontation processing module is used to determine the first confrontation result of the second game skill against the first game skill if the first virtual character triggers the first game skill, in response to the second virtual character triggering the second game skill to counter the first game skill. The first layer acquisition module is used to acquire the number of superposition layers of the second virtual character against the first negative effect; The first layer-increasing module is used to control the increase of the superposition layer of the second virtual character against the first negative effect if the first confrontation result is a failure; The first layer clearing module is used to control the clearing of the superimposed layers of the second virtual character against the first negative effect if the first confrontation result is a successful confrontation.

16. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 14.

17. 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 method of any one of claims 1 to 14 by executing the executable instructions.