Method, device, equipment and medium for switching combat mode

By using combat controls and client state machines in fighting games to automatically switch the combat modes of virtual characters, the problem of players having difficulty choosing the appropriate mode during intense battles is solved, improving operational efficiency and interactivity.

CN122141237APending Publication Date: 2026-06-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-12-09
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

In fighting games, players often struggle to choose the right fighting style during intense battles, leading to complex controls and missed opportunities.

Method used

By setting a combat control in the game interface, and utilizing the client's state machine and transition conditions, the virtual character can be automatically controlled to switch between different combat modes under different conditions, simplifying player operation.

Benefits of technology

It enables automatic switching of combat modes without requiring manual selection by the player, improving human-computer interaction efficiency, simplifying the operation process, and reducing the risk of missing combat opportunities.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a battle mode conversion method, device, equipment and medium, and belongs to the technical field of interaction design. The method comprises the following steps: a first virtual character and a battle control in a virtual environment are displayed, the battle control is used for controlling the first virtual character to use a first battle mode or a second battle mode, and the first battle mode and the second battle mode are different; in response to a trigger operation on the battle control, in the case that a conversion condition is not met, the first virtual character is controlled to use the first battle mode; and in the case that the conversion condition is met, the first virtual character is controlled to use the second battle mode. The method can control two battle modes through one control, and directly controls the virtual character to use an accurate battle mode based on whether the conversion condition is met.
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Description

[0001] This application claims priority to Chinese Patent Application No. 202411771526.X, filed on December 3, 2024, entitled "Interaction Method, Apparatus, Device and Storage Medium for Virtual Characters", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of interactive design technology, and in particular to a method, apparatus, device and medium for switching combat modes. Background Technology

[0003] In most fighting games, the game interface typically includes controls for basic attacks and at least one skill. Players can activate the corresponding attack control to use a specific fighting style.

[0004] However, in typical gameplay, players use the basic attack controls significantly more frequently than any other skill controls. Furthermore, during intense battles, players may not be able to accurately choose the appropriate combat method based on the situation. Summary of the Invention

[0005] This application provides a method, apparatus, device, and medium for switching combat modes. The technical solution is as follows:

[0006] According to one aspect of this application, a method for switching combat modes is provided, the method being executed by a client, the method comprising:

[0007] Displays a first virtual character and combat controls located in a virtual environment. The combat controls are used to control the first virtual character to use a first combat mode or a second combat mode, wherein the first combat mode and the second combat mode are different.

[0008] In response to a trigger operation on the combat controls, if the conversion conditions are not met, the first virtual character is controlled to use the first combat mode; if the conversion conditions are met, the first virtual character is controlled to use the second combat mode.

[0009] According to another aspect of this application, a combat mode switching device is provided, the device comprising:

[0010] A display module is used to display a first virtual character and combat controls located in a virtual environment. The combat controls are used to control the first virtual character to use a first combat mode or a second combat mode, wherein the first combat mode and the second combat mode are different.

[0011] The interaction module is used to respond to a trigger operation on the combat controls, and to control the first virtual character to use the first combat mode if the conversion conditions are not met; and to control the first virtual character to use the second combat mode if the conversion conditions are met.

[0012] According to another aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the combat mode conversion method as described above.

[0013] According to another aspect of this application, a computer-readable storage medium is provided, which stores at least one program that is loaded and executed by a processor to implement the combat mode switching method as described above.

[0014] According to another aspect of this application, a computer program product is provided, comprising at least one program segment stored in a computer-readable storage medium; a processor of a computer device reads the at least one program segment from the computer-readable storage medium, and the processor executes the at least one program segment to cause the computer device to perform the combat mode switching method as described above.

[0015] The beneficial effects of the technical solution provided in this application include at least the following:

[0016] A single combat control allows simultaneous control of both the primary and secondary combat modes. Players only need to trigger this control, and the client will automatically switch the virtual character to the primary combat mode if the switching conditions are not met, and to the secondary combat mode if the conditions are met. This eliminates the need for players to manually select the appropriate combat mode based on combat opportunities, simplifying gameplay and improving human-computer interaction efficiency. Attached Figure Description

[0017] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0019] Figure 2This is a schematic diagram of a combat mode switching method provided in an exemplary embodiment of this application;

[0020] Figure 3 This is a flowchart of a combat mode conversion method provided in an exemplary embodiment of this application;

[0021] Figure 4 This is a schematic diagram of a combat mode switching method provided in an exemplary embodiment of this application;

[0022] Figure 5 This is a flowchart of a combat mode conversion method provided in an exemplary embodiment of this application;

[0023] Figure 6 This is a flowchart of a combat mode conversion method provided in an exemplary embodiment of this application;

[0024] Figure 7 This is a flowchart of a combat mode conversion method provided in an exemplary embodiment of this application;

[0025] Figure 8 This is a schematic diagram of a combat mode switching method provided in an exemplary embodiment of this application;

[0026] Figure 9 This is a flowchart of a combat mode conversion method provided in an exemplary embodiment of this application;

[0027] Figure 10 This is a schematic diagram of a cyclical restraint relationship provided in an exemplary embodiment of this application;

[0028] Figure 11 This is an interface diagram of a game interface provided in an exemplary embodiment of this application;

[0029] Figure 12 This is an interface diagram of a game interface provided in an exemplary embodiment of this application;

[0030] Figure 13 This is an interface diagram of a game interface provided in an exemplary embodiment of this application;

[0031] Figure 14 This is a block diagram of a combat mode switching device provided in an exemplary embodiment of this application;

[0032] Figure 15 This is a block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation

[0033] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0034] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0035] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0036] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0037] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0038] First, a brief introduction to the terms used in the embodiments of this application:

[0039] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual environment as an example. Optionally, this virtual environment can be a battle environment for virtual characters.

[0040] Virtual character: refers to an actionable object that a player plays in a virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space within that world.

[0041] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.

[0042] The first terminal 120 has a client 122 installed and running that supports a 3D virtual environment. The client 122 supporting the 3D virtual environment can be any of the following: a 3D map program, a shooting game, an adventure game, a fighting game, a virtual reality (VR) application, or an augmented reality (AR) program. The first terminal 120 is the terminal used by the first user, who uses the first terminal 120 to control a first virtual character located in the 3D virtual environment to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual characters. For example, the first virtual character is a virtual person, such as a simulated character or an anime character. For example, the first user controls the first virtual character's activities through user interface (UI) controls on the virtual environment screen.

[0043] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0044] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and a memory 142. Memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests sent by clients; the control module 1422 controls the rendering of display frames, which include at least a 3D virtual environment and virtual characters within that environment; the sending module 1423 sends responses to clients, such as sending display frames. Server 140 provides background services to clients supporting 3D virtual environments. Optionally, server 140 undertakes the primary computational work, while the first terminal 120 and the second terminal 160 undertake secondary computational work; or, server 140 undertakes secondary computational work, while the first terminal 120 and the second terminal 160 undertake primary computational work; or, server 140, the first terminal 120, and the second terminal 160 collaborate using a distributed computing architecture.

[0045] The second terminal 160 has a client 162 installed and running that supports a 3D virtual environment. The client 162 supporting the 3D virtual environment can be any of the following: a 3D map program, a shooting game, an adventure game, a battle game, a VR application, or an AR program. The second terminal 160 is a terminal used by a second user. The second user uses the second terminal 160 to control a second virtual character located in the 3D virtual environment to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual characters. For example, the second virtual character is a virtual person, such as a realistic character or an anime character. For example, the second user controls the second virtual character's activities through UI controls on the virtual environment screen.

[0046] Optionally, the first virtual character and the second virtual character reside in the same three-dimensional virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, the same faction, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different factions, different teams, different organizations, or have an adversarial relationship.

[0047] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms. The first terminal 120 can refer to one of multiple terminals, and the second terminal 160 can refer to one of multiple terminals; this application only uses the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and these device types include at least one of: smartphones, tablet computers, e-book readers, laptops, and desktop computers. This application uses smartphones as an example of a terminal.

[0048] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.

[0049] In related technologies, the virtual environment screen typically includes at least one combat control, or at least one skill control. Each combat control corresponds to a combat style, or each skill control corresponds to a skill. By triggering the corresponding combat control, the virtual character can be controlled to use the corresponding combat style. For example, it may include {a first combat control, a second combat control, and a third combat control}. Each combat control in at least one combat control corresponds to a combat style, and different combat controls correspond to different combat styles. The first combat control corresponds to the first combat style, the second combat control corresponds to the second combat style, and the third combat control corresponds to the third combat style. For another example, in fighting games, the virtual environment screen typically includes a basic attack control, which is used to control the virtual character to use a basic attack or a basic attack skill. Optionally, the virtual environment screen may also include at least one skill control other than the basic attack control. When it is necessary to control the virtual character to use a basic attack, the basic attack control is controlled; when it is necessary to control the virtual character to use other skills, the corresponding skill control is controlled. For example, as shown... Figure 2 As shown, a first virtual character 11 and a second virtual character 12 are displayed on the virtual environment screen 10. The explanation will take the first virtual character 11 as the main virtual character controlled by the first user, and the second virtual character 12 as the enemy virtual character controlled by the second user, as an example. The virtual environment screen 10 also displays at least one control, such as {basic attack control 13, skill control 14, defense control 15}.

[0050] In some embodiments, when a first user needs to use a normal attack, they trigger the normal attack control 13 to control the first virtual character 11 to use the normal attack corresponding to the normal attack control 13. For example, the client used by the first user responds to the trigger operation on the normal attack control 13 and controls the first virtual character 11 to use a normal attack. In some embodiments, the trigger operation on the normal attack control 13 includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the trigger operation on the normal attack control 13 includes, but is not limited to, the above-mentioned types. Those skilled in the art should be able to understand that any operation that can achieve the above functions falls within the protection scope of the embodiments of this application.

[0051] In some embodiments, when the first user needs to use a skill attack, the skill control 14 is triggered to control the first virtual character 11 to use the skill attack corresponding to the skill control 14. For example, the client used by the first user responds to the trigger operation on the skill control 14 and controls the first virtual character 11 to use the skill attack corresponding to the skill control 14. In some embodiments, the trigger operation on the skill control 14 includes at least one of single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the trigger operation on the skill control 14 includes, but is not limited to, the above-mentioned types. Those skilled in the art should be able to understand that any operation that can achieve the above functions falls within the protection scope of the embodiments of this application.

[0052] Understandably, when the first user wants to switch between the aforementioned normal attack and skill attack, they need to switch between the normal attack trigger control 13 and the skill trigger control 14. However, during intense combat, this control switching operation may cause the first user to miss combat opportunities. Based on this, this application embodiment proposes a combat mode switching method, where different combat modes can be integrated into the same control. With just one trigger, the client can control the virtual character to use the most suitable combat mode from different combat modes.

[0053] Figure 3 This is a schematic diagram of a combat mode switching method provided in an exemplary embodiment of this application. Exemplarily, the method is described by... Figure 1 Taking the execution of the first terminal 120 as an example, the method includes:

[0054] Step 220: Display the first virtual character and combat controls in the virtual environment;

[0055] In some embodiments, a game interface for virtual characters to perform activities is displayed, which includes at least virtual characters located in a virtual environment and combat controls.

[0056] In some embodiments, the virtual environment includes at least one virtual character. Optionally, different virtual characters are controlled by different users. For example, a first user controls a first virtual character, and a second user controls a second virtual character. Alternatively, different virtual characters are controlled by the same user. For example, a first user controls both a first virtual character and a second virtual character simultaneously.

[0057] In some embodiments, the virtual images corresponding to different virtual characters are the same. For example, the image of the first virtual character controlled by the first user and the image of the second virtual character controlled by the second user are both the same cartoon character. In some embodiments, the virtual images corresponding to different virtual characters are different. For example, the image of the first virtual character controlled by the first user is a cartoon character, and the image of the second virtual character controlled by the second user is an anime character.

[0058] In some embodiments, the virtual roles in the virtual environment include a master virtual role (or, as understood, a virtual role controlled by a first user, who is a user using a first terminal). Optionally, the virtual environment may also include virtual roles controlled by other users, who use terminals different from the first terminal.

[0059] In this embodiment of the application, the first virtual character is used as the main controlling virtual character for illustration.

[0060] In some embodiments, the combat controls are used to control a first virtual character to use one of at least two combat modes. Optionally, the combat mode includes at least one of an attack mode, a defense mode, and a support mode. An attack mode refers to the method of attacking an opponent during combat. A defense mode refers to the method of protecting oneself during combat. A support mode refers to the method of supporting teammates during combat.

[0061] Optionally, the display format of the battle controls is arbitrary. For example, the battle controls can be displayed as a circle, a square, or other shapes.

[0062] It should be noted that the combat methods include, but are not limited to, the ones mentioned above. Those skilled in the art should be able to understand that any combat method that can be triggered by UI controls falls within the protection scope of the embodiments of this application.

[0063] Furthermore, the terms "combat controls" and / or "combat methods" used in the embodiments of this application are merely one way of expressing the concept. In some other possible embodiments, "combat controls" can also be understood as a type of "skill control." Similarly, a combat method can be understood as a skill.

[0064] In this embodiment, a battle control is used to control a first virtual character to use a first battle mode or a second battle mode. The first battle mode and the second battle mode are different. In some other possible embodiments, the battle control can also control the first virtual character to use a first battle mode, a second battle mode, or a third battle mode. The first battle mode, the second battle mode, and the third battle mode are all different.

[0065] In some embodiments, the first combat mode is one of the first set of modes, and the second combat mode is another of the first set of modes besides the first combat mode. The first set of modes includes at least two combat modes.

[0066] In some embodiments, the first combat method is a normal attack, the initial combat method, or the basic combat method. Alternatively, it can be understood as the first combat method being a normal attack, or the first combat method being basic defense. In some embodiments, the first combat method is a frequently used combat method. For example, normally, a normal attack is a frequently used attack method during gameplay. In some embodiments, the first combat method is a combat method with low attack power. Or, the attack power of the first combat method is less than that of the second combat method. In some embodiments, the first combat method is a combat method with low defense. Or, the defense power of the first combat method is lower than that of the second combat method.

[0067] In some embodiments, the second combat mode is a combat mode that includes a target action. Optionally, the target action includes a grabbing action and / or a throwing action. Optionally, the target action includes raising a protective shield. In some embodiments, the second combat mode is a combat mode used less frequently. Or, the second combat mode is used less frequently than the first combat mode. In some embodiments, the second combat mode is a combat mode with high attack intensity. Or, the attack intensity of the second combat mode is higher than that of the first combat mode. In some embodiments, the second combat mode is a combat mode with higher defensive capabilities. Or, the defensive capabilities of the second combat mode are higher than those of the first combat mode.

[0068] In related technologies, when there are at least two combat methods or at least two skills, there may be a mutual restraint relationship between different combat methods or skills. For example, in some fighting games, assuming there are three combat methods (normal attack, throw, and defense), normal attack restrains defense, defense restrains throw, and throw restrains normal attack. The attack strength of the above-mentioned different combat methods can also be understood as this mutual restraint relationship. For example, when normal attack restrains defense, the attack strength of normal attack is greater than the attack strength of defense. Similarly, when throw restrains normal attack, the attack strength of throw is greater than the attack strength of normal attack. In the embodiments of this application, normal attack can be used as the first combat method and throw as the second combat method for understanding.

[0069] In action or fighting games, a normal attack can be understood as the most basic form of attack, requiring no special resources from the virtual character (such as stamina or energy). Defense is a skill used to reduce or negate damage from enemy attacks. Using defensive skills usually requires precise timing to effectively minimize or avoid damage. Throwing is a skill that grabs an opponent and throws them, typically dealing damage to enemies who are defending.

[0070] Step 240: In response to a trigger operation on the combat controls, if the conversion conditions are not met, control the first virtual character to use the first combat mode; if the conversion conditions are met, control the first virtual character to use the second combat mode.

[0071] In some embodiments, the triggering operation for the combat controls includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the triggering operation for the combat controls includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.

[0072] In some embodiments, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a combat mode. Alternatively, this can be understood as follows: when the combat controls are used to control the first virtual character to use one of at least two combat modes, in response to a trigger operation on the combat controls, the first virtual character is controlled to use one of at least two combat modes. Optionally, the combat mode used by the first virtual character is the most suitable combat mode among the at least two combat modes for the current combat situation. For example, suppose the at least two combat modes include an attack mode and a defense mode. Then, when the first virtual character is currently being attacked by an opponent or needs to defend, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the defense mode.

[0073] For example, such as Figure 4 As shown, the combat control 16 is used to control the first virtual character 11 to use either a first combat mode or a second combat mode. In response to a trigger operation on the combat control 16, the first virtual character 11 is controlled to use either the first combat mode or the second combat mode. It should be understood that the combat control 16 is a combined control that integrates the basic attack control 13 and the skill control 14.

[0074] In some embodiments, the choice of which of the at least two combat modes the first virtual character uses is determined based on switching conditions.

[0075] For example, when the battle controls are used to control a first virtual character to use a first battle mode or a second battle mode, based on whether the switching conditions are met, it is determined that, in response to a trigger operation on the battle controls, the first virtual character will be controlled to use either the first battle mode or the second battle mode. Optionally, such as... Figure 5 As shown, step 240 above can be replaced by the following sub-steps:

[0076] Step 241: In response to a trigger operation on the combat controls, if the conversion conditions are not met, control the first virtual character to use the first combat mode;

[0077] For example, such as Figure 4 As shown, in response to a trigger operation on the combat control 16, if the conversion conditions are not met, the first virtual character is controlled to use the normal attack corresponding to the normal attack control 13.

[0078] Step 242: In response to the trigger operation on the battle controls, if the conversion conditions are met, control the first virtual character to use the second battle mode.

[0079] For example, such as Figure 4 As shown, in response to a trigger operation on the combat control 16, if the conversion conditions are met, the first virtual character is controlled to use the throw technique corresponding to the skill control 14.

[0080] In some embodiments, the first combat mode is the initial combat mode corresponding to the combat control. For example, the first combat mode is a normal attack. Alternatively, it can be understood that the majority of cases do not meet the conversion conditions, while the minority cases meet the conversion conditions. In response to a trigger operation on the combat control, priority is given to controlling the first virtual character to use the first combat mode, i.e., step 241 is executed first. However, if the conversion conditions are met, the control of the first virtual character to use the first combat mode is abandoned, and the first virtual character is controlled to use the second combat mode, i.e., step 242 is executed. Figure 6 As shown, step 242 above can also be replaced by the following sub-steps:

[0081] Step 242-1: In response to a trigger operation on the combat controls, if the switching conditions are met, control the first virtual character to stop using the first combat mode and use the second combat mode.

[0082] Either step 241 or step 242 above may be executed. For example, if the conversion conditions are not met, step 241 will be executed, and step 242 will not be executed. Or, if the conversion conditions are met, step 242 will be executed, and step 241 will not be executed.

[0083] For example, in a combat control scheme used to control a first virtual character to use a first, second, or third combat mode: If a first switching condition is met, the first virtual character is controlled to use the first combat mode. If a second switching condition is met, the first virtual character is controlled to use the second combat mode. If a third switching condition is met, the first virtual character is controlled to use the third combat mode.

[0084] It should be noted that the above combat controls only need to be triggered once to enable the first virtual character to use any of the two combat modes.

[0085] In summary, the method provided in this embodiment controls both a first combat mode and a second combat mode simultaneously through a single combat control. Players only need to trigger this control to automatically switch the first virtual character to the first combat mode when the switching conditions are not met, and to the second combat mode when they are met. This eliminates the need for players to manually select the appropriate combat mode based on combat opportunities, simplifying player operation and improving human-computer interaction efficiency.

[0086] In some embodiments, the client runs a state machine that constructs the virtual environment frame by frame. Alternatively, this state machine can be understood as constructing the virtual environment on a per-screen basis. Figure 7 As shown, step 240 above can also be replaced by the following sub-steps:

[0087] Step 240-1: Respond to a trigger operation on the combat controls;

[0088] In some embodiments, the triggering operation for the combat controls includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the triggering operation for the combat controls includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.

[0089] Step 240-2: Determine whether the conversion conditions are met frame by frame;

[0090] In some embodiments, the conversion condition is determined frame by frame, on a per-frame basis. For example, suppose the conversion condition is determined frame by frame, starting from the first frame after a trigger action on the combat controls.

[0091] In some embodiments, if the conversion conditions are not met, steps 240-3 are performed.

[0092] Step 240-3: If the conversion conditions are not met, control the first virtual character to use the first combat mode;

[0093] In some embodiments, if the conversion conditions are met, steps 240-4 are continued.

[0094] Step 240-4: If the conversion conditions are met, control the first virtual character to use the second combat mode.

[0095] In some embodiments, the initial attack identifier of the state machine is a first identifier, which corresponds to a first combat mode. For example, such as... Figure 8 As shown, in response to the trigger operation of the combat control 16, the initial attack flag of the state machine in the first frame is the first flag 17 (combat flag: 101). That is, it is used to indicate that the combat control 16 is used to control the first virtual character 11 to use the first combat mode.

[0096] In some embodiments, if conversion conditions are met, the first identifier is converted to a second identifier, and the second identifier corresponds to a second combat mode. For example, such as... Figure 8 As shown, in response to a trigger operation on combat control 16, the initial attack identifier of the state machine in the first frame is first identifier 17 (combat identifier: 101). If the conversion condition is met, first identifier 17 (combat identifier: 101) is converted to second identifier 18 (combat identifier: 201).

[0097] In one possible embodiment, if it is determined based on the first frame that the conversion condition is not met, then step 240-3 described above is executed directly. At this time, the judgment is no longer based on the second frame, or it can be understood that the judgment on whether the conversion condition is met is no longer based on the second frame.

[0098] In another possible embodiment, if the conversion condition is not met for n consecutive frames, step 240-3 above is executed directly. The value of n is a positive integer. Optionally, the value of n is less than a first quantity threshold. That is, the value of n is not infinitely large; if a certain number of display frames fail to meet the conversion condition, it can be determined that the conversion condition is not met. This avoids the inability to determine the combat mode for an extended period, leading to missed combat opportunities.

[0099] In another possible embodiment, the conversion condition is determined based on n consecutive frames. If the conversion condition is not met for the first time in n consecutive frames, then step 240-3 above is executed directly. For example, suppose the conversion condition is not met based on the m-th frame, then step 240-3 above is executed directly. The value of m is a positive integer less than or equal to n.

[0100] In another possible embodiment, if the conversion condition is determined to be met based on the first frame, then step 240-4 described above is executed directly. In this case, the judgment is no longer based on the second frame, or it can be understood that the judgment on whether the conversion condition is met is no longer based on the second frame.

[0101] In another possible embodiment, if the conversion condition is met for r consecutive frames, steps 240-4 above are executed directly. The value of r is a positive integer. Optionally, the value of r is less than a first quantity threshold. That is, the value of r is not infinitely large; if the conversion condition is met for a certain number of display frames, it can be determined that the conversion condition is met. This avoids the situation where the combat mode cannot be determined for a long time, leading to missed combat opportunities.

[0102] In another possible embodiment, the conversion condition is determined based on a series of r frames. If the conversion condition is met for the first time within the r frames, then step 240-4 is executed directly. For example, assuming the conversion condition is met based on the s-th frame, then step 240-4 is executed directly. The value of s is a positive integer less than or equal to r.

[0103] In summary, the method provided in this embodiment utilizes the client's own state machine to determine frame-by-frame whether the real-time combat situation meets the transition conditions after responding to a trigger operation on the combat controls. This allows the client to directly determine which combat mode to use for the currently controlled first virtual character. This one-click triggering method not only reduces the player's operational difficulty but also reduces the computational burden on the server caused by multiple controls responding simultaneously.

[0104] Next, let's introduce the conversion conditions:

[0105] In some embodiments, the conversion conditions include at least one of the following:

[0106] • The first virtual character meets the first condition;

[0107] • The second virtual character meets the second condition: the second virtual character and the first virtual character are controlled by different accounts;

[0108] The first virtual character and the second virtual character together satisfy the third condition.

[0109] Regarding the first condition:

[0110] In some embodiments, the combat controls determine which of the at least two combat modes the first virtual character uses, as determined by the first virtual character itself. Alternatively, it can be understood as determining which of the at least two combat modes the first virtual character uses in response to a triggering operation on the combat controls, based on whether the first virtual character meets a first condition. For example, if the first virtual character does not meet the first condition, the first virtual character uses the first combat mode in response to a triggering operation on the combat controls; if the first virtual character meets the first condition, the first virtual character uses the second combat mode in response to a triggering operation on the combat controls.

[0111] In some embodiments, the first virtual character satisfies a first condition, including at least one of the following:

[0112] • The first ability value of the first virtual character is greater than or equal to the first ability threshold;

[0113] • The first virtual character's first ability value is less than the second ability threshold;

[0114] • The first virtual character uses the first skill, which is used in conjunction with the second combat method;

[0115] • The first virtual character uses a second skill, which has a defensive function.

[0116] In some embodiments, if the first ability value of the first virtual character is greater than or equal to the first ability threshold, then the first virtual character is determined to meet the first condition. Conversely, if the first ability value of the first virtual character is less than the first ability threshold, then the first virtual character is determined not to meet the first condition. The first ability value of the first virtual character refers to the combat ability value of the first virtual character. Optionally, the first ability threshold is a preset value.

[0117] If the first virtual character's first ability value is greater than or equal to the first ability threshold, it indicates that the first virtual character has strong combat ability. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This allows the first virtual character to achieve a more favorable combat outcome by using the second combat method when its combat ability is already strong.

[0118] If the first virtual character's first ability value is less than the first ability threshold, it indicates that the first virtual character's combat ability is insufficient. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the first combat mode. This helps to prevent the first virtual character from using more aggressive combat methods when its combat ability is insufficient.

[0119] In some embodiments, if the first ability value of the first virtual character is less than a second ability threshold, then the first virtual character is determined to meet the first condition. Conversely, if the first ability value of the first virtual character is greater than or equal to the second ability threshold, then the first virtual character is determined not to meet the first condition. Optionally, the second ability threshold is a preset value. Optionally, the second ability threshold is less than or equal to the first ability threshold.

[0120] If the first virtual character's first ability value is less than the second ability threshold, it indicates that the first virtual character's combat ability is weak. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This allows the first virtual character to attempt to turn the tide of battle by using the second combat method even when their combat ability is weak.

[0121] If the first virtual character's first ability value is greater than or equal to the second ability threshold, it indicates that the first virtual character's combat ability is not too bad. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the first combat mode. This is beneficial for maintaining the current battle situation and making it more stable even when the first virtual character's combat ability is insufficient.

[0122] In some embodiments, the first ability value of the first virtual character includes at least one of the first virtual character's health, mana, and output value.

[0123] For example, if the first virtual character's health is greater than or equal to a first health threshold, then the first virtual character is determined to meet the first condition. Conversely, if the first virtual character's health is less than the first health threshold, then the first virtual character is determined not to meet the first condition.

[0124] For example, if the first virtual character's health is less than the second health threshold, then the first virtual character is determined to meet the first condition. Conversely, if the first virtual character's health is greater than or equal to the second health threshold, then the first virtual character is determined not to meet the first condition.

[0125] Optionally, the second health threshold may be less than or equal to the first health threshold.

[0126] For example, if the output value of the first virtual character is greater than or equal to the first output value threshold, then the first virtual character is determined to meet the first condition. Conversely, if the output value of the first virtual character is less than the first output value threshold, then the first virtual character is determined not to meet the first condition.

[0127] For example, if the output value of the first virtual character is less than the second output value threshold, then the first virtual character is determined to meet the first condition. Conversely, if the output value of the first virtual character is greater than or equal to the second output value threshold, then the first virtual character is determined not to meet the first condition.

[0128] Optionally, the second output threshold may be less than or equal to the first output threshold.

[0129] In some embodiments, if the first virtual character uses the first skill, then the first virtual character is determined to meet the first condition. Conversely, if the first virtual character does not use the first skill, then the first virtual character is determined not to meet the first condition. Optionally, the first skill is used in conjunction with a second combat mode. For example, the first skill is a shooting skill, and the second combat mode is a method for automatically determining direction.

[0130] Since the first skill is used in conjunction with the second combat mode, controlling the first virtual character to use the second combat mode while the first virtual character is using the first skill will enhance the first virtual character's combat capabilities. Conversely, when the first virtual character is not using the first skill, it means that the first virtual character does not need to use the second combat mode, and in response to the trigger operation of the combat controls, the first virtual character can be controlled to use the first combat mode.

[0131] In some embodiments, if the first virtual character uses the second skill, then the first virtual character is determined to meet the first condition. Conversely, if the first virtual character does not use the second skill, then the first virtual character is determined not to meet the first condition. Optionally, the second skill has a defensive function.

[0132] Since the second skill has a defensive function, controlling the first virtual character to use the second combat mode when the first virtual character uses the second skill helps ensure the first virtual character's combat safety. Conversely, when the first virtual character does not use the second skill, it indicates that using the second combat mode is more dangerous; in this case, responding to the trigger operation on the combat controls, the first virtual character should be controlled to use the first combat mode.

[0133] Regarding the second condition:

[0134] In some embodiments, the choice of which of at least two combat modes the first virtual character uses, controlled by the combat controls, is determined by a second virtual character. The second virtual character is a different virtual character from the first virtual character in the virtual environment. Optionally, the second virtual character and the first virtual character are teammates. Or, the second virtual character and the first virtual character are opponents. Alternatively, it can be understood that, based on whether the second virtual character meets a second condition, the choice of which of at least two combat modes the first virtual character uses is determined in response to a triggering operation on the combat controls. For example, if the second virtual character does not meet the second condition, the first virtual character uses the first combat mode in response to a triggering operation on the combat controls; if the second virtual character meets the second condition, the first virtual character uses the second combat mode in response to a triggering operation on the combat controls.

[0135] In some embodiments, the second virtual character satisfies a second condition, including at least one of the following:

[0136] • The second ability value of the second virtual character is greater than or equal to the third ability threshold;

[0137] • The second ability value of the second virtual character is less than the threshold of the fourth ability;

[0138] • The second virtual character uses a third skill, which triggers the first virtual character to use a second combat style;

[0139] The second virtual character did not use the fourth skill, which was used to counter the second combat style.

[0140] In some embodiments, if the second ability value of the second virtual character is greater than or equal to the third ability threshold, then the second virtual character is determined to meet the second condition. Conversely, if the second ability value of the second virtual character is less than the third ability threshold, then the second virtual character is determined not to meet the second condition. The second ability value of the second virtual character refers to the combat ability value of the second virtual character. Optionally, the third ability threshold is a preset value.

[0141] If the second virtual character's second ability value is greater than or equal to the third ability threshold, it indicates that the second virtual character has stronger combat capabilities. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This can be advantageous for the first virtual character to assist the second virtual character by using the second combat method (when the first and second virtual characters are teammates), or advantageous for the first virtual character to contend with the second virtual character by using the second combat method (when the first and second virtual characters are opponents).

[0142] If the second virtual character's second ability value is less than the third ability threshold, it indicates that the second virtual character's combat ability is insufficient. In this case, the first virtual character does not need to use the second combat method, and in response to the trigger operation of the combat control, it is controlled to use the first combat method.

[0143] In some embodiments, if the second ability value of the second virtual character is less than the fourth ability threshold, then the second virtual character is determined to meet the second condition. Conversely, if the second ability value of the second virtual character is greater than or equal to the fourth ability threshold, then the second virtual character is determined not to meet the second condition. Optionally, the fourth ability threshold is a preset value. Optionally, the fourth ability threshold is less than or equal to a third ability threshold.

[0144] If the second virtual character's second ability value is less than the fourth ability threshold, it indicates that the second virtual character's combat ability is weak. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the second combat method. This allows the first virtual character to achieve a more favorable combat outcome by using the second combat method.

[0145] If the second virtual character's second ability value is greater than or equal to the fourth ability threshold, it indicates that the second virtual character's combat ability is not poor. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the first combat style. This helps prevent the first virtual character from using more aggressive combat styles.

[0146] In some embodiments, the second ability value of the second virtual character includes at least one of the second virtual character's health, mana, and output value.

[0147] For example, if the second virtual character's health is greater than or equal to the third health threshold, then the first virtual character is determined to meet the first condition. Conversely, if the second virtual character's health is less than the third health threshold, then the first virtual character is determined not to meet the first condition.

[0148] For example, if the second virtual character's health is less than the fourth health threshold, then the first virtual character is determined to meet the first condition. Conversely, if the second virtual character's health is greater than or equal to the fourth health threshold, then the first virtual character is determined not to meet the first condition.

[0149] Optionally, the fourth health threshold is less than or equal to the third health threshold.

[0150] For example, if the output value of the second virtual character is greater than or equal to the third output value threshold, then the first virtual character is determined to meet the first condition. Conversely, if the output value of the second virtual character is less than the fourth output value threshold, then the first virtual character is determined not to meet the first condition.

[0151] For example, if the output value of the second virtual character is less than the fourth output value threshold, then the first virtual character is determined to meet the first condition. Conversely, if the output value of the second virtual character is greater than or equal to the fourth output value threshold, then the first virtual character is determined not to meet the first condition.

[0152] Optionally, the fourth output threshold may be less than or equal to the third output threshold.

[0153] In some embodiments, if the second virtual character uses the third skill, then the second virtual character is determined to meet the second condition. Conversely, if the second virtual character does not use the third skill, then the second virtual character is determined not to meet the second condition. Optionally, the third skill is used to trigger the first virtual character to use the second combat mode. For example, the third skill is an attack skill, and the second combat mode is a method of automatically dodging attacks.

[0154] Since the third skill is used to trigger the first virtual character to use the second combat mode, controlling the first virtual character to use the second combat mode when the second virtual character uses the third skill is beneficial to improving the first virtual character's combat ability. Conversely, when the second virtual character does not use the third skill, it means the first virtual character does not need to use the second combat mode; therefore, responding to the trigger operation on the combat controls, controlling the first virtual character to use the first combat mode is sufficient.

[0155] In some embodiments, if the second virtual character does not use the fourth skill, it is determined that the second virtual character meets the second condition. Conversely, if the second virtual character uses the fourth skill, it is determined that the second virtual character does not meet the second condition. Optionally, the fourth skill is used to counter the second combat style. For example, the fourth skill is defense, and the second combat style is a throw.

[0156] Since the fourth skill is designed to counter the second combat style, if the second virtual character doesn't use the fourth skill, it means the first virtual character won't be countered when using the second combat style. In this case, controlling the first virtual character to use the second combat style helps ensure the first virtual character's safety in battle. However, when the second virtual character uses the fourth skill, it indicates a higher risk for the first virtual character to use the second combat style. Therefore, in response to the trigger operation on the combat controls, controlling the first virtual character to use the first combat style is sufficient.

[0157] Regarding the third condition:

[0158] In some embodiments, the combat control determines which of at least two combat modes a first virtual character uses, jointly by the first and second virtual characters. The second virtual character is a different virtual character from the first virtual character in the virtual environment. Optionally, the second virtual character and the first virtual character are teammates. Or, the second virtual character and the first virtual character are opponents. Alternatively, it can be understood that, based on whether both the first and second virtual characters satisfy a third condition, it determines which of at least two combat modes the first virtual character uses in response to a triggering operation on the combat control. For example, if neither the first nor the second virtual character satisfies the third condition, the first virtual character uses the first combat mode in response to a triggering operation on the combat control; if both the first and second virtual characters satisfy the third condition, the first virtual character uses the second combat mode in response to a triggering operation on the combat control.

[0159] In some embodiments, the first virtual character and the second virtual character together satisfy a third condition, including at least one of the following:

[0160] • The distance between the first virtual character and the second virtual character is less than or equal to a first distance threshold;

[0161] • The distance between the first virtual character and the second virtual character is greater than the second distance threshold;

[0162] • The first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character;

[0163] The first virtual character's first ability value is greater than the second virtual character's second ability value;

[0164] The first virtual character interrupted the second virtual character's defense using the first combat method;

[0165] The first virtual character and the second virtual character are teammates;

[0166] The first virtual character and the second virtual character are rivals.

[0167] In some embodiments, if the distance between the first virtual character and the second virtual character is less than or equal to a first distance threshold, then it is determined that both the first virtual character and the second virtual character satisfy the third condition. Conversely, if the distance between the first virtual character and the second virtual character is greater than the first distance threshold, then it is determined that neither the first virtual character nor the second virtual character satisfies the third condition. Optionally, the first distance threshold is a preset value.

[0168] In some embodiments, the first distance threshold is the maximum attack distance threshold for the first virtual character using the second combat mode. If the distance between the first and second virtual characters is less than or equal to the first distance threshold, it indicates that the first virtual character's use of the second combat mode is effective. However, if the distance between the first and second virtual characters is greater than the first distance threshold, it indicates that the first virtual character's use of the second combat mode may be ineffective. Therefore, in response to a trigger operation on the combat controls, the first virtual character can be controlled to use the first combat mode.

[0169] In some embodiments, the distance between the first virtual character and the second virtual character is less than or equal to a first distance threshold. This can also be understood as follows: the first virtual character is within a first detection circle, which is centered on the second virtual character and has a radius of the first distance threshold. Alternatively, the second virtual character is within a second detection circle, which is centered on the first virtual character and has a radius of the first distance threshold.

[0170] In some embodiments, if the distance between the first virtual character and the second virtual character is greater than a second distance threshold, then it is determined that both the first virtual character and the second virtual character satisfy the third condition. Conversely, if the distance between the first virtual character and the second virtual character is less than or equal to the second distance threshold, then it is determined that neither the first virtual character nor the second virtual character satisfies the third condition. Optionally, the second distance threshold is a preset value. Optionally, the first distance threshold is greater than or equal to the second distance threshold.

[0171] In some embodiments, the second distance threshold is the minimum protection range threshold for the first virtual character. If the distance between the first and second virtual characters is greater than the second distance threshold, it indicates that the first virtual character is using the second combat mode within a sufficiently large protection range. Conversely, if the distance between the first and second virtual characters is less than or equal to the second distance threshold, it indicates that the first virtual character is at higher risk using the second combat mode, and in response to a trigger operation on the combat controls, the first virtual character can be controlled to use the first combat mode.

[0172] In some embodiments, the distance between the first virtual character and the second virtual character being greater than a second distance threshold can also be understood as: the first virtual character is outside a third detection circle, which is centered on the second virtual character and has a radius of the second distance threshold. Alternatively, the second virtual character is outside a fourth detection circle, which is centered on the first virtual character and has a radius of the second distance threshold.

[0173] In some embodiments, if the first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character, then it is determined that both the first and second virtual characters satisfy the third condition. Conversely, if the first ability value of the first virtual character is greater than the second ability value of the second virtual character, then it is determined that neither the first nor the second virtual character satisfies the third condition. Optionally, the first ability value of the first virtual character refers to the combat ability value of the first virtual character. The second ability value of the second virtual character refers to the combat ability value of the second virtual character.

[0174] If the first virtual character's first ability value is less than or equal to the second virtual character's second ability value, it indicates that the first virtual character's combat ability is inferior to that of the second virtual character. If the first and second virtual characters are teammates, the first virtual character can enhance its own abilities by using the second combat method, thereby indirectly supporting its teammate. If the first and second virtual characters are opponents, it allows the first virtual character, even with a weaker combat ability, to attempt to turn the tide of battle by using the second combat method.

[0175] In some embodiments, if the first ability value of the first virtual character is greater than the second ability value of the second virtual character, then it is determined that both the first and second virtual characters satisfy the third condition. Conversely, if the first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character, then it is determined that neither the first nor the second virtual character satisfies the third condition.

[0176] If the first virtual character's first ability value is greater than the second virtual character's second ability value, it indicates that the first virtual character's combat ability is higher than the second virtual character's. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This allows the first virtual character, with its superior combat ability, to achieve a more favorable combat outcome by using the second combat method.

[0177] In some embodiments, the first ability value of the first virtual character includes at least one of the first virtual character's health, mana, and damage output. And / or, the second ability value of the second virtual character includes at least one of the second virtual character's health, mana, and damage output. It should be understood that if the first ability value of the first virtual character is health, the second ability value of the second virtual character is also health.

[0178] For example, if the first virtual character's health is less than or equal to the second virtual character's health, then both the first and second virtual characters satisfy the third condition. Conversely, if the first virtual character's health is greater than the second virtual character's health, then neither the first nor the second virtual character satisfies the third condition.

[0179] For example, if the output value of the first virtual character is less than or equal to the output value of the second virtual character, then both the first and second virtual characters satisfy the third condition. Conversely, if the output value of the first virtual character is greater than the output value of the second virtual character, then neither the first nor the second virtual character satisfies the third condition.

[0180] In some embodiments, if a first virtual character interrupts a second virtual character's defense using a first combat method, then it is determined that both the first and second virtual characters satisfy a third condition. For example, when the second virtual character is in a defensive state or using a defensive skill, if the first virtual character interrupts the second virtual character's defense using a first combat method, then the first combat method is converted to a second combat method, and the first virtual character is controlled to use the second combat method. For example, assuming the first combat method is a normal attack and the second combat method is a throw, then when the second virtual character is in a defensive state or using a defensive skill, if the first virtual character interrupts the second virtual character's defense using a normal attack, then the normal attack is converted to a throw, and the first virtual character is controlled to continue fighting using a throw. It should be noted that in the embodiments of this application, "the first virtual character using the first combat method" refers to the most recent or last time the first combat method was used.

[0181] In some embodiments, if the first virtual character and the second virtual character are teammates, then it is determined that both the first and second virtual characters share the third condition. In this case, using the second combat method can yield greater benefits. Conversely, if the first and second virtual characters are not teammates, then it is determined that neither the first nor the second virtual character meets the third condition.

[0182] In some embodiments, if the first virtual character and the second virtual character are adversaries, then it is determined that both the first and second virtual characters share the third condition. In this case, using the second combat method can enhance combat power. Conversely, if the first and second virtual characters are not adversaries, then it is determined that neither the first nor the second virtual character satisfies the third condition.

[0183] In some embodiments, the first combat method is the basic attack, and the second combat method is the throw. For example, a basic attack, also known as a normal attack, is the most basic attack method in the game and does not consume special resources (such as stamina or energy). A throw refers to a skill in fighting or action games that involves grabbing the opponent and throwing them. This method is derived from... Figure 1 Taking the execution of the first terminal 120 as an example, the method includes:

[0184] Step 220.1: Display the first virtual character and combat controls in the virtual environment;

[0185] In some embodiments, a game interface for virtual characters to perform activities is displayed, which includes at least virtual characters located in a virtual environment and combat controls.

[0186] In some embodiments, the virtual environment includes at least one virtual character. Optionally, different virtual characters are controlled by different users. For example, a first user controls a first virtual character, and a second user controls a second virtual character. Alternatively, different virtual characters are controlled by the same user. For example, a first user controls both a first virtual character and a second virtual character simultaneously.

[0187] In some embodiments, the virtual images corresponding to different virtual characters are the same. For example, the image of the first virtual character controlled by the first user and the image of the second virtual character controlled by the second user are both the same cartoon character. In some embodiments, the virtual images corresponding to different virtual characters are different. For example, the image of the first virtual character controlled by the first user is a cartoon character, and the image of the second virtual character controlled by the second user is an anime character.

[0188] In some embodiments, the virtual roles in the virtual environment include a master virtual role (or, as understood, a virtual role controlled by a first user, who is a user using a first terminal). Optionally, the virtual environment may also include virtual roles controlled by other users, who use terminals different from the first terminal.

[0189] In this embodiment of the application, the first virtual character is used as the main controlling virtual character for illustration.

[0190] In some embodiments, the combat controls are used to control a first virtual character to use one of at least two combat modes. Optionally, the combat mode includes at least one of an attack mode, a defense mode, and a support mode. An attack mode refers to the method of attacking an opponent during combat. A defense mode refers to the method of protecting oneself during combat. A support mode refers to the method of supporting teammates during combat.

[0191] Optionally, the display format of the battle controls is arbitrary. For example, the battle controls can be displayed as a circle, a square, or other shapes.

[0192] It should be noted that the combat methods include, but are not limited to, the ones mentioned above. Those skilled in the art should be able to understand that any combat method that can be triggered by UI controls falls within the protection scope of the embodiments of this application.

[0193] Furthermore, the terms "combat controls" and / or "combat methods" used in the embodiments of this application are merely one way of expressing the concept. In some other possible embodiments, "combat controls" can also be understood as a type of "skill control." Similarly, a combat method can be understood as a skill.

[0194] Step 240.1: In response to a trigger operation on the combat controls, if the conversion conditions are not met, control the first virtual character to use a basic attack; if the conversion conditions are met, control the first virtual character to use a throw.

[0195] In some embodiments, the triggering operation for the combat controls includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the triggering operation for the combat controls includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.

[0196] In some embodiments, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a combat mode. Alternatively, this can be understood as follows: when the combat controls are used to control the first virtual character to use one of at least two combat modes, in response to a trigger operation on the combat controls, the first virtual character is controlled to use one of at least two combat modes. Optionally, the combat mode used by the first virtual character is the most suitable combat mode among the at least two combat modes for the current combat situation. For example, suppose the at least two combat modes include an attack mode and a defense mode. Then, when the first virtual character is currently being attacked by an opponent or needs to defend, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the defense mode.

[0197] In some embodiments, the choice of which of the at least two combat modes the first virtual character uses is determined based on switching conditions.

[0198] For example, when the combat controls are used to control the first virtual character to use a basic attack or a throw, based on whether the switching conditions are met, it is determined whether the first virtual character will be controlled to use either a basic attack or a throw in response to a trigger operation on the combat controls. Optionally, step 240.1 above can be replaced with the following sub-steps:

[0199] Step 241.1: In response to a trigger operation on the combat controls, if the conversion conditions are not met, control the first virtual character to use a basic attack;

[0200] Step 242.1: In response to a trigger operation on the combat controls, if the switching conditions are met, control the first virtual character to use a throw technique.

[0201] In some embodiments, a basic attack is the initial combat mode corresponding to the combat control. For example, a basic attack is a normal attack. Alternatively, it can be understood that the majority of cases do not meet the conversion conditions, while the minority cases do. In response to a trigger operation on the combat control, priority is given to controlling the first virtual character to use a basic attack, i.e., step 241.1 is executed first. However, if the conversion conditions are met, the control of the first virtual character to use a basic attack is abandoned, and instead, the first virtual character is controlled to use a throw technique, i.e., step 242.1 is executed. Step 242 above can also be replaced by the following sub-step:

[0202] Step 242-1.1: In response to a trigger operation on the combat controls, if the conversion conditions are met, control the first virtual character to stop using normal attacks and to use throws.

[0203] Either step 241.1 or step 242.1 above shall be executed. For example, if the conversion conditions are not met, step 241.1 shall be executed, and step 242.1 shall not be executed. Or, if the conversion conditions are met, step 242.1 shall be executed, and step 241.1 shall not be executed.

[0204] It should be noted that the above combat controls only need to be triggered once to enable the first virtual character to use any of the two combat modes.

[0205] In some embodiments, the client runs a state machine that constructs the virtual environment frame by frame. Alternatively, the state machine can be understood as constructing the virtual environment in units of display frames. Step 240.1 above can also be replaced by the following sub-steps:

[0206] Step 240-1.1: Responding to a trigger operation on the combat controls;

[0207] In some embodiments, the triggering operation for the combat controls includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the triggering operation for the combat controls includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.

[0208] Step 240-2.1: Determine whether the conversion conditions are met frame by frame;

[0209] In some embodiments, the conversion condition is determined frame by frame, on a per-frame basis. For example, suppose the conversion condition is determined frame by frame, starting from the first frame after a trigger action on the combat controls.

[0210] In some embodiments, if the conversion conditions are not met, steps 240-3.1 are continued.

[0211] Step 240-3.1: If the conversion conditions are not met, control the first virtual character to use a basic attack;

[0212] In some embodiments, if the conversion conditions are met, steps 240-4.1 are continued.

[0213] Step 240-4.1: If the conversion conditions are met, control the first virtual character to use a throw technique.

[0214] In some embodiments, the initial attack identifier of the state machine is a first identifier, which corresponds to a normal attack. For example, such as... Figure 8 As shown, in response to the trigger operation of the combat control 16, the initial attack flag of the state machine in the first frame is the first flag 17 (combat flag: 101). That is, it is used to indicate that the combat control 16 is used to control the first virtual character 11 to use a normal attack.

[0215] In some embodiments, if conversion conditions are met, the first identifier is converted to a second identifier, where the second identifier corresponds to a throw. For example, such as... Figure 8 As shown, in response to a trigger operation on combat control 16, the initial attack identifier of the state machine in the first frame is first identifier 17 (combat identifier: 101). If the conversion condition is met, first identifier 17 (combat identifier: 101) is converted to second identifier 18 (combat identifier: 201).

[0216] In one possible embodiment, if it is determined based on the first frame that the conversion condition is not met, then steps 240-3.1 above are executed directly. At this time, the judgment is no longer based on the second frame, or it can be understood that the judgment on whether the conversion condition is met is no longer based on the second frame.

[0217] In another possible embodiment, if the conversion condition is not met for n consecutive frames, steps 240-3.1 above are executed directly. The value of n is a positive integer. Optionally, the value of n is less than a first quantity threshold. That is, the value of n is not infinitely large; if the conversion condition is not met for a certain number of display frames, it can be determined that the conversion condition is not met. This avoids the inability to determine the combat mode for an extended period, leading to missed combat opportunities.

[0218] In another possible embodiment, the conversion condition is determined based on n consecutive frames. If the conversion condition is not met for the first time in n consecutive frames, then step 240-3.1 above is executed directly. For example, suppose the conversion condition is not met based on the m-th frame, then step 240-3.1 above is executed directly. The value of m is a positive integer less than or equal to n.

[0219] In another possible embodiment, if the conversion condition is determined to be met based on the first frame, then steps 240-4.1 above are executed directly. In this case, the judgment is no longer based on the second frame, or it can be understood that the judgment on whether the conversion condition is met is no longer based on the second frame.

[0220] In another possible embodiment, if the conversion conditions are met for r consecutive frames, steps 240-4.1 above are executed directly. The value of r is a positive integer. Optionally, the value of r is less than a first quantity threshold. That is, the value of r is not infinitely large; if the conversion conditions are met for a certain number of display frames, it can be determined that the conversion conditions are met. This avoids the situation where the combat mode cannot be determined for a long time, leading to missed combat opportunities.

[0221] In another possible embodiment, the conversion condition is determined based on a series of r frames. If the conversion condition is met for the first time within the r frames, then step 240-4.1 is executed directly. For example, assuming the conversion condition is met based on the s-th frame, then step 240-4.1 is executed directly. The value of s is a positive integer less than or equal to r.

[0222] In some embodiments, the conversion conditions are explained in the above embodiments.

[0223] In some embodiments, this application proposes a method for switching combat modes. The use of throws and normal attacks is the same. As long as both the player and the enemy meet the conditions, a normal attack can automatically be converted into a throw. A successful conversion signifies a successful throw. No secondary button presses or secondary judgments are required. This greatly simplifies the way throws are triggered, creating a more efficient mechanism for converting normal attacks to throws. During the conversion from normal attack to throw, the player only needs to press the normal attack button once.

[0224] For example, such as Figure 9 As shown, the method provided in this application embodiment achieves a mechanism that automatically switches from a normal attack to a throw under certain conditions through condition detection. The method includes the following steps:

[0225] Step 1: The client responds to the trigger operation of the combat controls, triggering the battle;

[0226] When the main virtual character triggers a basic attack, the server begins transmitting key press information for the first time, and then continues until the next key press. For example, if an enemy virtual character uses or interrupts a defensive skill, or if the main virtual character actively interrupts the current basic attack, the server will then transmit valid information again. Alternatively, the method provided in this application embodiment can be understood as being applied between the current triggering of combat controls and the next triggering of combat controls. For example, the method provided in this application embodiment is applied after the first triggering of combat controls and before the second triggering of combat controls.

[0227] In some embodiments, the "combat control" described in this application is used to indicate the execution of corresponding key operations. For example, when the first combat control is displayed on the client's virtual environment screen, the first combat control is used to indicate that the virtual character can be triggered to execute the combat mode corresponding to the first combat control through a first key operation. For example, assuming that the first combat control corresponds to a basic attack and the first key operation corresponding to the first combat control is "trigger Shift key", then after the server receives the first "trigger Shift key" key information, it triggers the main virtual character to use a basic attack until the next "trigger Shift key" key information is received.

[0228] It should be noted that the "combat controls" described in this application embodiment may also correspond to other key operations, such as "triggering the Enter key" or "triggering the F1 key," etc. This application does not limit this.

[0229] Within the logic of a normal attack, starting from the first frame, the client begins to check whether various conditions are met.

[0230] Step 2: Generate the detection zone for jump throws;

[0231] In some embodiments, the detection circle is centered on the controlling virtual character. The maximum detection range of the detection circle is preset.

[0232] Step 3: Determine if there are enemies within the detection zone;

[0233] In some embodiments, determining whether an enemy virtual character exists within the detection circle is equivalent to determining whether the distance between the controlling virtual character and the enemy virtual character is less than or equal to a distance threshold. This distance threshold is the maximum detection range value corresponding to the detection circle.

[0234] In some embodiments, when there are no enemies within the detection range, that is, when the distance between the main virtual character and the enemy virtual character is greater than a distance threshold, step 3.1 is continued, meaning that no jump is performed, and the basic attack continues.

[0235] In some embodiments, when an enemy is detected within the detection range, that is, when the distance between the main virtual character and the enemy virtual character is less than or equal to a distance threshold, then proceed to step 4.

[0236] Step 4: Determine if the enemy is under a defensive skill;

[0237] Alternatively, it can be understood as determining whether the enemy is using a defensive skill. Since a throw is an attack method that deals damage to an enemy who is defending, it is only possible to switch from a normal attack to a throw if the enemy is using a defensive skill.

[0238] In some embodiments, if the enemy virtual character does not use a defensive skill, step 3.1 is continued, that is, the jump is not performed, but the basic attack is performed.

[0239] In some embodiments, if the enemy virtual character uses a defensive skill, proceed to step 5.

[0240] Step 5: Determine if the enemy is under the effect of a skill that allows them to counter an attack;

[0241] This can also be understood as determining whether the enemy is using a counter-attack skill. Since a counter-attack is a skill used to defend against an opponent's attack, blindly switching from a normal attack to a throw is useless if the enemy is using a counter-attack skill, and will not cause any damage to the enemy.

[0242] In some embodiments, if the enemy virtual character uses a counter-attack skill, then step 3.1 continues, that is, the jump is not performed, but the normal attack continues.

[0243] In some embodiments, if the enemy virtual character does not use a counter-attack skill, proceed to step 6.

[0244] Step 6: Determine if the enemy is under other immobile control measures;

[0245] Immobile control can be understood as preventing the enemy from using throws. In this situation, blindly switching from a normal attack to a throw is ineffective.

[0246] In some embodiments, if the enemy virtual character is under other immovable control, then step 3.1 continues, that is, the jump is not performed, but the basic attack continues.

[0247] In some embodiments, if the enemy virtual character is not under other immovable control, step 7 continues.

[0248] Step 7: Jump from a normal attack to a throw;

[0249] In some embodiments, after the condition detection in steps 3-6 above is successful, the main virtual character automatically switches from normal attack to throw attack.

[0250] Step 8: Complete the throw.

[0251] In some embodiments, after step 3.1 above, step 3.2 is further executed: determining whether the enemy has been hit. If the enemy is not hit, it indicates that the basic attack has failed. If the enemy is hit, then step 3.3 is executed: completing the basic attack.

[0252] In traditional fighting games, throws typically require complex controls, such as specific button combinations or directional inputs, which is a common pain point for players. This is especially true during tense battles, where executing throws accurately becomes particularly difficult. Furthermore, the difficulty of actually hitting an opponent also increases the barrier to using throws.

[0253] In this design, by simplifying throws into a basic attack, players only need to perform one basic attack to execute a jump throw. This design offers several advantages:

[0254] Reduced difficulty for players: Players no longer need to remember complex button combinations; they can trigger throws simply by performing basic attacks. This is especially helpful for new players, while also allowing experienced players to use throws more easily in tense battles.

[0255] Reduce server synchronization load: Traditional throws require simultaneous input of multiple buttons, while throws simplified to basic attacks only require a single button press. This not only reduces the server load but also minimizes the impact of network latency on the gaming experience, improving game smoothness and responsiveness.

[0256] Improved game pace and fluidity: Simplified controls allow players to focus more on combat strategy and reaction speed, rather than complex inputs. This helps improve the overall game pace, making combat smoother and more engaging.

[0257] In some embodiments, the combat mode conversion method provided in this application can be applied to virtual matches, which are player-versus-player (PVE) environments. In some embodiments, the virtual match process includes at least one combat mode or at least one skill. When at least two combat modes or at least two skills exist, there may be a mutual restraint relationship between different combat modes or skills. Optionally, there may be a cyclical restraint relationship between at least two combat modes.

[0258] This application provides a 3D action game that supports PVP (Player vs. Player) and PVE (Player vs. Environment) modes. In the game, each player controls a selected virtual object within a virtual environment. Within this virtual environment, virtual objects controlled by different players engage in combat. The combat actions that virtual objects can perform include basic attacks, regular skills, and defense, and there is a cyclical restraint relationship between these three combat actions. This cyclical restraint relationship can be termed a triangular game. In some embodiments, defense can also be called "blocking." Alternatively, a game character can completely or partially negate an enemy character's attack through a defensive action; this defensive action can be called either defense or blocking.

[0259] Taking a battle between a first virtual object and a second virtual object as an example, the following explains the triangular game theory. When the second virtual object is using a standard skill, controlling the first virtual object to defend can prevent the second virtual object from using a standard skill; that is, defense counters standard skills. Optionally, defense can significantly reduce the damage caused by the standard skill, for example, reducing it by 90%. When the second virtual object is using a normal attack, controlling the first virtual object to use a standard skill against it interrupts the second virtual object's normal attack; that is, standard skills counter normal attacks. When the second virtual object is defending, controlling the first virtual object to use a normal attack against it transforms the normal attack into a throw attack, which interrupts the second virtual object's defensive behavior; that is, normal attacks counter defense. The triangular game theory in this embodiment is a cyclical counter-relationship where defense counters standard skills, standard skills counter normal attacks, and normal attacks counter defense. Therefore, players can respond to their opponent's combat behavior, flexibly formulate and change their battle strategies, which increases the challenge of the operation, promotes the interaction between virtual objects, and enhances the player's gaming experience.

[0260] Based on the aforementioned triangular game, skills in the game include regular skills and special skills. Regular skills are bound by the cyclical restraint relationships in the triangular game; they are restrained by defense, and defense can prevent regular skills, thus significantly reducing the damage received. Special skills are not bound by the cyclical restraint relationships in the triangular game; they are not restrained by defense, and defense cannot interrupt special skills. Optionally, the color of the skill effect when a regular skill is released is different from the color of the skill effect when a special skill is released. For example, when a regular skill is released, the first skill effect is displayed, and this first skill effect is blue; this regular skill can be called a "blue light skill." When a special skill is released, the second skill effect is displayed, and this second skill effect is red; this special skill can be called a "red light skill." Different skills display different effects, allowing players to judge the type of skill used by the enemy through the visual appearance of the enemy's skills during combat, thereby increasing the strategic depth and fun of the combat game and improving the user experience. It should be noted that although special skills are not bound by the cyclical restraint relationships in the aforementioned triangular game, they can still be interrupted in some situations. For example, suppose the special skill is a throw. If the first virtual character uses a throw and the restraint conditions are met, the throw fails. Optionally, the restraint conditions include: the enemy using two or more skills simultaneously, the enemy's combat conditions meeting a combat threshold, or the enemy using a quick movement operation. Alternatively, it can be understood that although the throw will not be restrained by a defensive operation again, the enemy can resist the throw attack when using two or more skills simultaneously. Or, the enemy can resist the throw attack if their combat conditions meet a combat threshold. Or, the enemy can dodge the throw attack if they use a quick movement operation. There may be other restraint conditions as well, which are not limited in this embodiment.

[0261] In one embodiment, such as Figure 10 As shown, when the first virtual object attacks the second virtual object's defense 102 with normal attack 101, the normal attack 101 of the first virtual object is transformed into a throw attack. This can be understood as the throw attack being automatically released after normal attack 101 successfully hits defense 102. According to the constraints of the triangular game, the throw attack automatically released after normal attack 101 attacks defense 102 can interrupt the second virtual object's defense, thereby causing damage to the second virtual object through the throw. That is, when the second virtual object's defense 102 is attacked by the first virtual object's normal attack 101, the first virtual object releases the throw attack transformed from normal attack 101 against the second virtual object, and even if the second virtual object defends, the first virtual object still releases this throw attack.

[0262] In one embodiment, such as Figure 10As shown, when the first virtual object defends against the second virtual object's release of regular skill 103 using defense 102, a defensive counterattack period, or "counterattack window," is provided for the first virtual object. Different regular skills correspond to different defensive counterattack periods. For example, if the regular skill is a single-stage action, a certain period during the action can be configured as the defensive counterattack period; if the regular skill is a multi-stage action, a defensive counterattack period can be configured after each stage. During the defensive counterattack period, if the first virtual object performs a normal attack on the second virtual object, this normal attack will be converted into a counterattack attack. Optionally, this counterattack attack is considered a regular skill, and according to the aforementioned triangular game's cyclical restraint relationship, the counterattack attack can be defended by the second virtual object. That is, if the second virtual object's release of regular skill 103 is successfully defended by the first virtual object's defense 102, during the defensive counterattack period after the second virtual object's release of regular skill 103 is defended, if the first virtual object performs a normal attack on the second virtual object, this normal attack will be converted into a counterattack attack. Since this counterattack is considered a standard skill, when the first virtual object launches a counterattack, if the second virtual object defends, according to the cyclical restraint relationship of the aforementioned triangular game, the second virtual object can defend against the first virtual object's counterattack. This also provides the second virtual object with a window of opportunity for defense and counterattack, allowing it to launch a counterattack itself. Thus, players can respond accordingly based on observation and prediction of the enemy's actions, enhancing the strategic depth and user experience of the action game.

[0263] The above illustrates an example where the first virtual object performs a normal attack 101 during the defensive counterattack period, thus converting the normal attack 101 into a counterattack. Optionally, if the first virtual object fails to perform a normal attack precisely during the defensive counterattack period, but instead performs a normal attack outside of that period, this normal attack will neutralize the opponent's attack and push the opponent away. In one embodiment, the virtual objects in the game also possess a first attribute value. Optionally, this first attribute value is an energy value. Optionally, the first attribute value is restored when hitting or being hit by any virtual object. In this embodiment, releasing a regular skill does not consume the first attribute value, while releasing a special skill does consume the first attribute value.

[0264] In one embodiment, the virtual object in the game also has a second attribute value. Optionally, this second attribute value is a stamina value. Optionally, the second attribute value can automatically recover at preset intervals, or recover by using specific virtual items, or recover by releasing specific skills. In this embodiment, the combat behavior of the virtual object also includes a fast movement operation, a hit-and-run operation, and a behavior termination operation. The virtual object can perform the above-mentioned fast movement operation, hit-and-run operation, or behavior termination operation by consuming a certain second attribute value. Among them, the fast movement operation can be called a "stepping," which refers to moving a preset distance in any direction by consuming a certain second attribute value, which can be used to escape the opponent's normal attack or skill. The movement speed of the fast movement operation is greater than the movement speed of the normal movement operation. In one embodiment, when the first virtual character uses a throw technique and the second virtual character uses a fast movement operation, the throw technique fails to be released. Or it can be understood that when the first virtual character uses a throw technique and the second virtual character uses a fast movement operation at the same time, the second virtual character can dodge the throw technique attack. For example, when the first virtual character converts a normal attack into a throw, the second virtual character uses a sidestep to move a preset distance in any direction, thus leaving the preset attack position of the throw. At this point, the second virtual character will no longer be affected by the throw. The "escape from hit" operation can be called "escape flash," which refers to consuming a certain amount of secondary attribute value to remove the hit-on state. The hit-on state refers to being continuously attacked; removing the hit-on state allows one to escape the opponent's continuous attacks. The "force cancel" operation can be called "action termination," which refers to consuming a certain amount of secondary attribute value to terminate the current action, such as terminating a normal attack or terminating the release of a skill. Terminating the current action allows one to change combat moves and flexibly respond to the ever-changing situation in the game.

[0265] The first and second attribute values ​​of the aforementioned virtual objects are key resources in the game. The first attribute value is used to unleash special skills, while the second attribute value is used for quick movement, escape from hit, or action termination. There is also a certain game-theoretic relationship between these two attribute values. For example, the first virtual object consumes its first attribute value to unleash a special skill. If the second virtual object is within the skill's effective range after the skill is unleashed and at the skill's activation time, it will be hit by the skill. Then, during the period between the skill's release and its activation time, the second virtual object can use its second attribute value to move quickly, potentially escaping the skill's effective range and avoiding the special skill. Therefore, although special skills are not bound by the cyclical restraint relationships in the triangular game and are at the top of the strength chain, their hit rate is related to the opponent's second attribute value. If the opponent's second attribute value is sufficient to execute a quick movement, the chance of the special skill missing is high. If the opponent's second attribute value is insufficient to execute a quick movement, the opponent cannot quickly escape the skill's effective range, and the chance of the special skill missing is low. This can be understood as special skills being restrained by the second attribute value to a certain extent. Thus, based on the cyclical restraint relationship in the aforementioned triangular game, a higher-level game relationship is derived, namely, the game relationship between resources.

[0266] In one embodiment, when the first virtual object hits any other virtual object, the first attribute value of the first virtual object is increased by a first amount. Hitting any other virtual object includes hitting the virtual object through any of the following attack methods: normal attack, throw attack, counterattack attack, regular skill, or special skill. Optionally, the first amount increased after hitting a virtual object by different attack methods may be equal or unequal.

[0267] In another embodiment, if the first virtual object is hit by any other virtual object, a second quantity is added to the first attribute value of the first virtual object. The first virtual object being hit includes being hit by any of the following attack methods: normal attack, throw attack, counterattack attack, regular skill, or special skill. Optionally, the second quantity added after being hit by different attack methods may be equal or unequal. Optionally, if the first virtual object is hit by a second virtual object, the second quantity of the first attribute value of the second virtual object is transferred to the first virtual object.

[0268] For example, each first virtual object can have a maximum of the target number of first attribute values. Releasing a special skill requires consuming the target number of first attribute values; that is, releasing a special skill requires consuming all of the first virtual object's first attribute values.

[0269] For example, in response to the start of a game, the first virtual object has a first attribute value equal to the initial quantity, such as one-quarter of the target quantity. Optionally, the game consists of multiple rounds, and at the start of the first round, the first virtual object has a first attribute value equal to the initial quantity. For each round after the first round, the first attribute value from the previous round is inherited.

[0270] In one embodiment, if the second attribute value has not reached its maximum value, the second attribute value is increased by a third value every preset time interval. Optionally, if the second attribute value of the virtual object is less than a fourth value, a prompt effect is displayed on the virtual object. For example, if the second attribute value is stamina, with a maximum value of 5, and the third and fourth values ​​are both 1, meaning the virtual object can have a maximum of 5 stamina points, and 1 stamina point is restored every preset time interval. When the virtual object's stamina value is less than 1 point, a prompt effect, such as a flashing red effect, is displayed on the virtual object.

[0271] For example, performing a fast movement operation consumes 1 stamina point, performing an action termination operation consumes 2 stamina points, and performing a hit-and-run operation consumes 3 stamina points. For example, the hit-and-run operation has a cooldown period, while the fast movement and action termination operations do not.

[0272] For example, if a virtual object achieves a perfect dodge by performing a quick movement, the virtual object's second attribute value will be increased by a fifth amount. A perfect dodge means successfully avoiding an attack within a preset timeframe before being hit by a fast movement. For instance, if an attack is successfully avoided within 0.5 seconds before being hit by a fast movement, the virtual object's stamina will increase by 1 unit.

[0273] Based on the above implementation methods, such as Figure 10As shown, in the three-dimensional action game provided in this application embodiment, in a triangular game, normal attack 101 counters defense 102. After hitting defense 102 with normal attack 101, normal attack 101 is converted into a throw attack, which can interrupt defense 102. Defense 102 counters regular skill 103. After successfully defending against regular skill 103 with defense 102, a counterattack is triggered, releasing a counterattack attack. Regular skill 103 counters normal attack 101. Special skill 105 is not bound by the cyclical counter relationship in the triangular game. Special skill 105 can counter normal attack 101, defense 102, and regular skill 103 in the triangular game. However, special skill 105 is countered by the second attribute value. By consuming the second attribute value to perform a quick movement operation 104, one can escape the effective range of special skill 105. In the triangular game battle, virtual objects consume the second attribute value to increase the success rate of a single game. When the second attribute value is scarce, there is a risk of being suppressed by special skill 105. Players can adopt different behavioral strategies depending on the situation of the game. For example, players can continuously reduce the opponent's health through high-frequency triangular games. Players can also gain a game advantage by consuming secondary attribute values ​​in continuous offensive and defensive transitions. Players can also increase the hit rate of special skills by continuously suppressing the opponent's secondary attribute values.

[0274] Figure 11 The diagram illustrates a game interface provided in an exemplary embodiment of this application. The game interface allows for actions such as normal attacks, defense, skill activation, rapid movement, being hit and disengaging, and action termination.

[0275] like Figure 11 As shown, the game interface provides a normal attack button 20, a defense button 21, a first skill release button 22, a second skill release button 23, a third skill release button 24, a fast movement button 25, a control button 26, a fourth skill release button 27, and a mode switch button 28.

[0276] The standard attack button 20 is used to perform a standard attack, the defense button 21 is used to perform a defense, and the quick movement button 25 is used to perform a quick movement. The mode switch button 28 is used to switch between target acquisition modes, which include free mode, smart mode, and lock-on mode.

[0277] The four skill release buttons, 22, 23, 24, and 27, are used to release different skills. Buttons 22 and 23 release regular skills, while button 24 releases a special skill. For example, the skills released by buttons 22, 23, and 24 are inherent skills of the virtual object itself. Button 27 releases a skill configured before the game starts; players can freely configure which skills to use. The skill released by button 27 can be either a regular or a special skill. Control button 26 is used to perform a hit-and-run or action termination operation. When the virtual object is under attack, clicking control button 26 controls the virtual object to break free from attack. When the virtual object is under attack, clicking control button 26 controls the virtual object to terminate its current attack.

[0278] The game interface also displays the aforementioned first, second, and third attribute values. For example, the first attribute value is energy, the second attribute value is stamina, and the third attribute value is health. Figure 11 As shown, the game interface displays the energy value of the player character (29) and the energy value of the enemy character (30). The player character's energy value (29) is displayed on the border of their portrait, and the enemy character's energy value (30) is displayed on the border of their portrait. Both energy values ​​are displayed as energy bars. The game interface also displays the player character's health value (31) and the enemy character's health value (32), displayed as health bars. Finally, the game interface displays the player character's stamina value (33) and the enemy character's stamina value (34), displayed as squares.

[0279] exist Figure 11 In this example, the player's virtual object's health value of 33 is displayed in the lower right corner of the player's virtual object's health bar. In another implementation, such as... Figure 12 As shown, the player's virtual object's health value of 33 can also be displayed in the lower center of the game interface. The display position of the player's virtual object's health value of 33 can be customized by performing user actions.

[0280] like Figure 11 As shown, in normal gameplay, the game interface displays the nine function buttons mentioned above. In the practice arena, the game interface displays, in addition to the nine function buttons mentioned above, the following: Figure 13As shown, a configuration button 35 and a reset button 36 are also displayed. The configuration button 35 is used to configure resource data in the practice area, such as the virtual objects used in practice and whether to enable the unlimited firepower function. The reset button 36 is used to reset the resource data configured in the practice area to its initial values.

[0281] Figure 14 A block diagram of a combat mode switching device provided in an exemplary embodiment of this application is shown. The device includes:

[0282] Display module 1010 is used to display the first virtual character and combat controls located in the virtual environment.

[0283] In some embodiments, a game interface for virtual characters to perform activities is displayed, which includes at least virtual characters located in a virtual environment and combat controls.

[0284] In some embodiments, the virtual environment includes at least one virtual character. Optionally, different virtual characters are controlled by different users. For example, a first user controls a first virtual character, and a second user controls a second virtual character. Alternatively, different virtual characters are controlled by the same user. For example, a first user controls both a first virtual character and a second virtual character simultaneously.

[0285] In some embodiments, the virtual images corresponding to different virtual characters are the same. For example, the image of the first virtual character controlled by the first user and the image of the second virtual character controlled by the second user are both the same cartoon character. In some embodiments, the virtual images corresponding to different virtual characters are different. For example, the image of the first virtual character controlled by the first user is a cartoon character, and the image of the second virtual character controlled by the second user is an anime character.

[0286] In some embodiments, the virtual roles in the virtual environment include a master virtual role (or, as understood, a virtual role controlled by a first user, who is a user using a first terminal). Optionally, the virtual environment may also include virtual roles controlled by other users, who use terminals different from the first terminal.

[0287] In this embodiment of the application, the first virtual character is used as the main controlling virtual character for illustration.

[0288] In some embodiments, the combat controls are used to control a first virtual character to use one of at least two combat modes. Optionally, the combat mode includes at least one of an attack mode, a defense mode, and a support mode. An attack mode refers to the method of attacking an opponent during combat. A defense mode refers to the method of protecting oneself during combat. A support mode refers to the method of supporting teammates during combat.

[0289] Optionally, the display format of the battle controls is arbitrary. For example, the battle controls can be displayed as a circle, a square, or other shapes.

[0290] It should be noted that the combat methods include, but are not limited to, the ones mentioned above. Those skilled in the art should be able to understand that any combat method that can be triggered by UI controls falls within the protection scope of the embodiments of this application.

[0291] Furthermore, the terms "combat controls" and / or "combat methods" used in the embodiments of this application are merely one way of expressing the concept. In some other possible embodiments, "combat controls" can also be understood as a type of "skill control." Similarly, a combat method can be understood as a skill.

[0292] In this embodiment, a battle control is used to control a first virtual character to use a first battle mode or a second battle mode. The first battle mode and the second battle mode are different. In some other possible embodiments, the battle control can also control the first virtual character to use a first battle mode, a second battle mode, or a third battle mode. The first battle mode, the second battle mode, and the third battle mode are all different.

[0293] In some embodiments, the first combat mode is the normal combat mode, the initial combat mode, or the basic combat mode. Alternatively, it can be understood as the first combat mode being a normal attack, or the first combat mode being basic defense. In some embodiments, the first combat mode is a frequently used combat mode. For example, normally, a normal attack is a frequently used attack mode during gameplay.

[0294] In some embodiments, the second combat mode is a combat mode that includes a target action. Optionally, the target action includes a grabbing action and / or a throwing action. Optionally, the target action includes raising a protective shield. In some embodiments, the second combat mode is a combat mode used less frequently. Or, the second combat mode is used less frequently than the first combat mode. In some embodiments, the second combat mode is a combat mode with greater attack power. Or, the attack power of the second combat mode is greater than that of the first combat mode. In some embodiments, the second combat mode is a combat mode with greater defensive power. Or, the defensive power of the second combat mode is greater than that of the first combat mode.

[0295] The interaction module 1020 is used to respond to the trigger operation of the combat control, and to control the first virtual character to use the first combat mode if the conversion conditions are not met; and to control the first virtual character to use the second combat mode if the conversion conditions are met.

[0296] In some embodiments, the triggering operation for the combat controls includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the triggering operation for the combat controls includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.

[0297] In some embodiments, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a combat mode. Alternatively, this can be understood as follows: when the combat controls are used to control the first virtual character to use one of at least two combat modes, in response to a trigger operation on the combat controls, the first virtual character is controlled to use one of at least two combat modes. Optionally, the combat mode used by the first virtual character is the most suitable combat mode among the at least two combat modes for the current combat situation. For example, suppose the at least two combat modes include an attack mode and a defense mode. Then, when the first virtual character is currently being attacked by an opponent or needs to defend, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the defense mode.

[0298] In some embodiments, the choice of which of the at least two combat modes the first virtual character uses is determined based on switching conditions.

[0299] For example, when the battle control is used to control the first virtual character to use a first battle mode or a second battle mode, based on whether the conversion condition is met, it is determined that in response to a trigger operation on the battle control, the first virtual character will be controlled to use one of the first battle mode and the second battle mode.

[0300] The interaction module 1020 is used to respond to the trigger operation of the combat controls and, if the conversion conditions are not met, control the first virtual character to use the first combat mode.

[0301] The interaction module 1020 is used to respond to the trigger operation of the combat controls and, when the conversion conditions are met, control the first virtual character to use the second combat mode.

[0302] In some embodiments, the first combat mode is the initial combat mode corresponding to the combat controls. For example, the first combat mode is a normal attack. Alternatively, it can be understood that the majority of cases do not meet the conversion conditions, while the minority of cases meet the conversion conditions.

[0303] The interaction module 1020 is used to respond to the trigger operation of the battle control, and control the first virtual character to stop using the first battle mode and use the second battle mode when the conversion conditions are met.

[0304] For example, in a combat control scheme used to control a first virtual character to use a first, second, or third combat mode: If a first switching condition is met, the first virtual character is controlled to use the first combat mode. If a second switching condition is met, the first virtual character is controlled to use the second combat mode. If a third switching condition is met, the first virtual character is controlled to use the third combat mode.

[0305] It should be noted that the above combat controls only need to be triggered once to enable the first virtual character to use any of the two combat modes.

[0306] In some embodiments, the client runs a state machine that builds the virtual environment frame by frame. Alternatively, the state machine can be understood as building the virtual environment in units of display frames.

[0307] Interaction module 1020 is used to respond to triggered operations on the combat controls.

[0308] In some embodiments, the triggering operation for the combat controls includes at least one of the following: single click, double click, left / right swipe, up / down swipe, long press, hover, facial recognition, and voice recognition. It is worth noting that the triggering operation for the combat controls includes, but is not limited to, the aforementioned methods. Those skilled in the art should understand that any operation capable of achieving the above functions falls within the protection scope of this application.

[0309] The interaction module 1020 is used to determine whether the conversion conditions are met frame by frame.

[0310] In some embodiments, the conversion condition is determined frame by frame, on a per-frame basis. For example, suppose the conversion condition is determined frame by frame, starting from the first frame after a trigger action on the combat controls.

[0311] The interaction module 1020 is used to control the first virtual character to use the first combat mode when the conversion conditions are not met.

[0312] The interaction module 1020 is used to control the first virtual character to use the second combat mode when the conversion conditions are met.

[0313] In some embodiments, the initial attack identifier of the state machine is a first identifier, which corresponds to a first combat mode. For example, such as... Figure 8 As shown, in response to the trigger operation of the combat control 16, the initial attack flag of the state machine in the first frame is the first flag 17 (combat flag: 101). That is, it is used to indicate that the combat control 16 is used to control the first virtual character 11 to use the first combat mode.

[0314] In some embodiments, if conversion conditions are met, the first identifier is converted to a second identifier, and the second identifier corresponds to a second combat mode. For example, such as... Figure 8 As shown, in response to a trigger operation on combat control 16, the initial attack identifier of the state machine in the first frame is first identifier 17 (combat identifier: 101). If the conversion condition is met, first identifier 17 (combat identifier: 101) is converted to second identifier 18 (combat identifier: 201).

[0315] Next, let's introduce the conversion conditions:

[0316] In some embodiments, the conversion conditions include at least one of the following:

[0317] • The first virtual character meets the first condition;

[0318] • The second virtual character meets the second condition: the second virtual character and the first virtual character are controlled by different accounts;

[0319] The first virtual character and the second virtual character together satisfy the third condition.

[0320] Regarding the first condition:

[0321] In some embodiments, the combat controls determine which of the at least two combat modes the first virtual character uses, as determined by the first virtual character itself. Alternatively, it can be understood as determining which of the at least two combat modes the first virtual character uses in response to a triggering operation on the combat controls, based on whether the first virtual character meets a first condition. For example, if the first virtual character does not meet the first condition, the first virtual character uses the first combat mode in response to a triggering operation on the combat controls; if the first virtual character meets the first condition, the first virtual character uses the second combat mode in response to a triggering operation on the combat controls.

[0322] In some embodiments, the first virtual character satisfies a first condition, including at least one of the following:

[0323] • The first ability value of the first virtual character is greater than or equal to the first ability threshold;

[0324] • The first virtual character's first ability value is less than the second ability threshold;

[0325] • The first virtual character uses the first skill, which is used in conjunction with the second combat method;

[0326] • The first virtual character uses a second skill, which has a defensive function.

[0327] In some embodiments, if the first ability value of the first virtual character is greater than or equal to the first ability threshold, then the first virtual character is determined to meet the first condition. Conversely, if the first ability value of the first virtual character is less than the first ability threshold, then the first virtual character is determined not to meet the first condition. The first ability value of the first virtual character refers to the combat ability value of the first virtual character. Optionally, the first ability threshold is a preset value.

[0328] If the first virtual character's first ability value is greater than or equal to the first ability threshold, it indicates that the first virtual character has strong combat ability. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This allows the first virtual character to achieve a more favorable combat outcome by using the second combat method when its combat ability is already strong.

[0329] If the first virtual character's first ability value is less than the first ability threshold, it indicates that the first virtual character's combat ability is insufficient. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the first combat mode. This helps to prevent the first virtual character from using more aggressive combat methods when its combat ability is insufficient.

[0330] In some embodiments, if the first ability value of the first virtual character is less than a second ability threshold, then the first virtual character is determined to meet the first condition. Conversely, if the first ability value of the first virtual character is greater than or equal to the second ability threshold, then the first virtual character is determined not to meet the first condition. Optionally, the second ability threshold is a preset value. Optionally, the second ability threshold is less than or equal to the first ability threshold.

[0331] If the first virtual character's first ability value is less than the second ability threshold, it indicates that the first virtual character's combat ability is weak. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This allows the first virtual character to attempt to turn the tide of battle by using the second combat method even when their combat ability is weak.

[0332] If the first virtual character's first ability value is greater than or equal to the second ability threshold, it indicates that the first virtual character's combat ability is not too bad. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the first combat mode. This is beneficial for maintaining the current battle situation and making it more stable even when the first virtual character's combat ability is insufficient.

[0333] In some embodiments, if the first virtual character uses the first skill, then the first virtual character is determined to meet the first condition. Conversely, if the first virtual character does not use the first skill, then the first virtual character is determined not to meet the first condition. Optionally, the first skill is used in conjunction with a second combat method.

[0334] Since the first skill is used in conjunction with the second combat mode, controlling the first virtual character to use the second combat mode while the first virtual character is using the first skill will enhance the first virtual character's combat capabilities. Conversely, when the first virtual character is not using the first skill, it means that the first virtual character does not need to use the second combat mode, and in response to the trigger operation of the combat controls, the first virtual character can be controlled to use the first combat mode.

[0335] In some embodiments, if the first virtual character uses the second skill, then the first virtual character is determined to meet the first condition. Conversely, if the first virtual character does not use the second skill, then the first virtual character is determined not to meet the first condition. Optionally, the second skill has a defensive function.

[0336] Since the second skill has a defensive function, controlling the first virtual character to use the second combat mode when the first virtual character uses the second skill helps ensure the first virtual character's combat safety. Conversely, when the first virtual character does not use the second skill, it indicates that using the second combat mode is more dangerous; in this case, responding to the trigger operation on the combat controls, the first virtual character should be controlled to use the first combat mode.

[0337] Regarding the second condition:

[0338] In some embodiments, the choice of which of at least two combat modes the first virtual character uses, controlled by the combat controls, is determined by a second virtual character. The second virtual character is a different virtual character from the first virtual character in the virtual environment. Optionally, the second virtual character and the first virtual character are teammates. Or, the second virtual character and the first virtual character are opponents. Alternatively, it can be understood that, based on whether the second virtual character meets a second condition, the choice of which of at least two combat modes the first virtual character uses is determined in response to a triggering operation on the combat controls. For example, if the second virtual character does not meet the second condition, the first virtual character uses the first combat mode in response to a triggering operation on the combat controls; if the second virtual character meets the second condition, the first virtual character uses the second combat mode in response to a triggering operation on the combat controls.

[0339] In some embodiments, the second virtual character satisfies a second condition, including at least one of the following:

[0340] • The second ability value of the second virtual character is greater than or equal to the third ability threshold;

[0341] • The second ability value of the second virtual character is less than the threshold of the fourth ability;

[0342] • The second virtual character uses a third skill, which triggers the first virtual character to use a second combat style;

[0343] The second virtual character did not use the fourth skill, which was used to counter the second combat style.

[0344] In some embodiments, if the second ability value of the second virtual character is greater than or equal to the third ability threshold, then the second virtual character is determined to meet the second condition. Conversely, if the second ability value of the second virtual character is less than the third ability threshold, then the second virtual character is determined not to meet the second condition. The second ability value of the second virtual character refers to the combat ability value of the second virtual character. Optionally, the third ability threshold is a preset value.

[0345] If the second virtual character's second ability value is greater than or equal to the third ability threshold, it indicates that the second virtual character has stronger combat capabilities. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This can be advantageous for the first virtual character to assist the second virtual character by using the second combat method (when the first and second virtual characters are teammates), or advantageous for the first virtual character to contend with the second virtual character by using the second combat method (when the first and second virtual characters are opponents).

[0346] If the second virtual character's second ability value is less than the third ability threshold, it indicates that the second virtual character's combat ability is insufficient. In this case, the first virtual character does not need to use the second combat method, and in response to the trigger operation of the combat control, it is controlled to use the first combat method.

[0347] In some embodiments, if the second ability value of the second virtual character is less than the fourth ability threshold, then the second virtual character is determined to meet the second condition. Conversely, if the second ability value of the second virtual character is greater than or equal to the fourth ability threshold, then the second virtual character is determined not to meet the second condition. Optionally, the fourth ability threshold is a preset value. Optionally, the fourth ability threshold is less than or equal to a third ability threshold.

[0348] If the second virtual character's second ability value is less than the fourth ability threshold, it indicates that the second virtual character's combat ability is weak. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the second combat method. This allows the first virtual character to achieve a more favorable combat outcome by using the second combat method.

[0349] If the second virtual character's second ability value is greater than or equal to the fourth ability threshold, it indicates that the second virtual character's combat ability is not poor. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use the first combat style. This helps prevent the first virtual character from using more aggressive combat styles.

[0350] In some embodiments, if the second virtual character uses the third skill, then the second virtual character is determined to meet the second condition. Conversely, if the second virtual character does not use the third skill, then the second virtual character is determined not to meet the second condition. Optionally, the third skill is used to trigger the first virtual character to use the second combat mode.

[0351] Since the third skill is used to trigger the first virtual character to use the second combat mode, controlling the first virtual character to use the second combat mode when the second virtual character uses the third skill is beneficial to improving the first virtual character's combat ability. Conversely, when the second virtual character does not use the third skill, it means the first virtual character does not need to use the second combat mode; therefore, responding to the trigger operation on the combat controls, controlling the first virtual character to use the first combat mode is sufficient.

[0352] In some embodiments, if the second virtual character does not use the fourth skill, then the second virtual character is determined to meet the second condition. Conversely, if the second virtual character uses the fourth skill, then the second virtual character is determined not to meet the second condition. Optionally, the fourth skill is used to counter the second combat method.

[0353] Since the fourth skill is designed to counter the second combat style, if the second virtual character doesn't use the fourth skill, it means the first virtual character won't be countered when using the second combat style. In this case, controlling the first virtual character to use the second combat style helps ensure the first virtual character's safety in battle. However, when the second virtual character uses the fourth skill, it indicates a higher risk for the first virtual character to use the second combat style. Therefore, in response to the trigger operation on the combat controls, controlling the first virtual character to use the first combat style is sufficient.

[0354] Regarding the third condition:

[0355] In some embodiments, the combat control determines which of at least two combat modes a first virtual character uses, jointly by the first and second virtual characters. The second virtual character is a different virtual character from the first virtual character in the virtual environment. Optionally, the second virtual character and the first virtual character are teammates. Or, the second virtual character and the first virtual character are opponents. Alternatively, it can be understood that, based on whether both the first and second virtual characters satisfy a third condition, it determines which of at least two combat modes the first virtual character uses in response to a triggering operation on the combat control. For example, if neither the first nor the second virtual character satisfies the third condition, the first virtual character uses the first combat mode in response to a triggering operation on the combat control; if both the first and second virtual characters satisfy the third condition, the first virtual character uses the second combat mode in response to a triggering operation on the combat control.

[0356] In some embodiments, the first virtual character and the second virtual character together satisfy a third condition, including at least one of the following:

[0357] • The distance between the first virtual character and the second virtual character is less than or equal to a first distance threshold;

[0358] • The distance between the first virtual character and the second virtual character is greater than the second distance threshold;

[0359] • The first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character;

[0360] The first virtual character's first ability value is greater than the second virtual character's second ability value;

[0361] The first virtual character interrupted the second virtual character's defense using the first combat method;

[0362] The first virtual character and the second virtual character are teammates;

[0363] The first virtual character and the second virtual character are rivals.

[0364] In some embodiments, if the distance between the first virtual character and the second virtual character is less than or equal to a first distance threshold, then it is determined that both the first virtual character and the second virtual character satisfy the third condition. Conversely, if the distance between the first virtual character and the second virtual character is greater than the first distance threshold, then it is determined that neither the first virtual character nor the second virtual character satisfies the third condition. Optionally, the first distance threshold is a preset value.

[0365] In some embodiments, the first distance threshold is the maximum attack distance threshold for the first virtual character using the second combat mode. If the distance between the first and second virtual characters is less than or equal to the first distance threshold, it indicates that the first virtual character's use of the second combat mode is effective. However, if the distance between the first and second virtual characters is greater than the first distance threshold, it indicates that the first virtual character's use of the second combat mode may be ineffective. Therefore, in response to a trigger operation on the combat controls, the first virtual character can be controlled to use the first combat mode.

[0366] In some embodiments, if the distance between the first virtual character and the second virtual character is greater than a second distance threshold, then it is determined that both the first virtual character and the second virtual character satisfy the third condition. Conversely, if the distance between the first virtual character and the second virtual character is less than or equal to the second distance threshold, then it is determined that neither the first virtual character nor the second virtual character satisfies the third condition. Optionally, the second distance threshold is a preset value. Optionally, the first distance threshold is greater than or equal to the second distance threshold.

[0367] In some embodiments, the second distance threshold is the minimum protection range threshold for the first virtual character. If the distance between the first and second virtual characters is greater than the second distance threshold, it indicates that the first virtual character is using the second combat mode within a sufficiently large protection range. Conversely, if the distance between the first and second virtual characters is less than or equal to the second distance threshold, it indicates that the first virtual character is at higher risk using the second combat mode, and in response to a trigger operation on the combat controls, the first virtual character can be controlled to use the first combat mode.

[0368] In some embodiments, if the first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character, then it is determined that both the first and second virtual characters satisfy the third condition. Conversely, if the first ability value of the first virtual character is greater than the second ability value of the second virtual character, then it is determined that neither the first nor the second virtual character satisfies the third condition. Optionally, the first ability value of the first virtual character refers to the combat ability value of the first virtual character. The second ability value of the second virtual character refers to the combat ability value of the second virtual character.

[0369] If the first virtual character's first ability value is less than or equal to the second virtual character's second ability value, it indicates that the first virtual character's combat ability is inferior to that of the second virtual character. If the first and second virtual characters are teammates, the first virtual character can enhance its own abilities by using the second combat method, thereby indirectly supporting its teammate. If the first and second virtual characters are opponents, it allows the first virtual character, even with a weaker combat ability, to attempt to turn the tide of battle by using the second combat method.

[0370] In some embodiments, if the first ability value of the first virtual character is greater than the second ability value of the second virtual character, then it is determined that both the first and second virtual characters satisfy the third condition. Conversely, if the first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character, then it is determined that neither the first nor the second virtual character satisfies the third condition.

[0371] If the first virtual character's first ability value is greater than the second virtual character's second ability value, it indicates that the first virtual character's combat ability is higher than the second virtual character's. In this case, in response to a trigger operation on the combat controls, the first virtual character is controlled to use a second combat method. This allows the first virtual character, with its superior combat ability, to achieve a more favorable combat outcome by using the second combat method.

[0372] In some embodiments, if the first virtual character and the second virtual character are teammates, then it is determined that both the first and second virtual characters share the third condition. In this case, using the second combat method can yield greater benefits. Conversely, if the first and second virtual characters are not teammates, then it is determined that neither the first nor the second virtual character meets the third condition.

[0373] In some embodiments, if the first virtual character and the second virtual character are adversaries, then it is determined that both the first and second virtual characters share the third condition. In this case, using the second combat method can enhance combat power. Conversely, if the first and second virtual characters are not adversaries, then it is determined that neither the first nor the second virtual character satisfies the third condition.

[0374] Figure 15A schematic diagram of a computer device provided in an exemplary embodiment of this application is shown. Indicatively, the computer device 1100 includes a Central Processing Unit (CPU) 1101, a system memory 1104 including Random Access Memory (RAM) 1102 and Read-Only Memory (ROM) 1103, and a system bus 1105 connecting the system memory 1104 and the CPU 1101. The computer device 1100 also includes a basic input / output system 1106 to facilitate information transfer between various devices within the computer, and a mass storage device 1107 for storing an operating system 1113, application programs 1114, and other program modules 1115.

[0375] The basic input / output system 1106 includes a display 1108 for displaying information and an input device 1109 for user input, such as a mouse or keyboard. Both the display 1108 and the input device 1109 are connected to the central processing unit 1101 via an input / output controller 1110 connected to the system bus 1105. The basic input / output system 1106 may also include the input / output controller 1110 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1110 also provides output to a display screen, printer, or other types of output devices.

[0376] The mass storage device 1107 is connected to the central processing unit 1101 via a mass storage controller (not shown) connected to the system bus 1105. The mass storage device 1107 and its associated computer-readable media provide non-volatile storage for the computer device 1100. That is, the mass storage device 1107 may include computer-readable media (not shown) such as a hard disk or a compact disc read-only memory (CD-ROM) drive.

[0377] The computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer storage media are not limited to the above-mentioned types. The system memory 1104 and mass storage device 1107 described above can be collectively referred to as memory.

[0378] According to various embodiments of this application, the computer device 1100 can also be connected to a remote computer on a network, such as the Internet. That is, the computer device 1100 can be connected to the network 1112 via the network interface unit 1111 connected to the system bus 1105, or the network interface unit 1111 can be used to connect to other types of networks or remote computer systems (not shown).

[0379] An exemplary embodiment of this application also provides a computer-readable storage medium storing at least one program, which is loaded and executed by a processor to implement the combat mode conversion method provided in the above-described method embodiments.

[0380] An exemplary embodiment of this application also provides a computer program product, which includes at least one program segment stored in a readable storage medium; the processor of the communication device reads signaling from the readable storage medium, and the processor executes the signaling to cause the communication device to perform a combat mode switching method provided in the above-described method embodiments.

[0381] It should be understood that "a plurality of" as used herein refers to two or more. Other embodiments of this application 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 application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this application are indicated by the following claims.

[0382] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0383] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for switching combat modes, characterized in that, The method is executed by the client, and the method includes: Displays a first virtual character and combat controls located in a virtual environment. The combat controls are used to control the first virtual character to use a first combat mode or a second combat mode, wherein the first combat mode and the second combat mode are different. In response to a trigger operation on the combat controls, if the conversion conditions are not met, the first virtual character is controlled to use the first combat mode; if the conversion conditions are met, the first virtual character is controlled to use the second combat mode.

2. The method according to claim 1, characterized in that, The first combat mode is the initial combat mode corresponding to the combat controls. The step of controlling the first virtual character to use the second combat mode when the conversion conditions are met includes: If the switching conditions are met, control the first virtual character to stop using the first combat mode and use the second combat mode.

3. The method according to claim 1 or 2, characterized in that, The condition for satisfying the conversion includes at least one of the following: The first virtual character satisfies the first condition; The second virtual character meets the second condition: the second virtual character and the first virtual character are controlled by different accounts. The first virtual character and the second virtual character together satisfy the third condition.

4. The method according to claim 3, characterized in that, The first virtual character satisfies the first condition, including at least one of the following: The first ability value of the first virtual character is greater than or equal to the first ability threshold; The first ability value of the first virtual character is less than the second ability threshold; The first virtual character uses a first skill, which is used in conjunction with the second combat method. The first virtual character uses a second skill, which has a defensive function.

5. The method according to claim 3, characterized in that, The second virtual character satisfies the second condition, including at least one of the following: The second ability value of the second virtual character is greater than or equal to the third ability threshold; The second ability value of the second virtual character is less than the fourth ability threshold; The second virtual character uses a third skill, which triggers the first virtual character to use the second combat method; The second virtual character did not use the fourth skill, which is used to counter the second combat style.

6. The method according to claim 3, characterized in that, The first virtual character and the second virtual character together satisfy the third condition, including at least one of the following: The distance between the first virtual character and the second virtual character is less than or equal to a first distance threshold. The distance between the first virtual character and the second virtual character is greater than the second distance threshold; The first ability value of the first virtual character is less than or equal to the second ability value of the second virtual character; The first ability value of the first virtual character is greater than the second ability value of the second virtual character; The first virtual character interrupted the second virtual character's defense using the first combat method; The first virtual character and the second virtual character are teammates; The first virtual character and the second virtual character are rivals.

7. The method according to any one of claims 1 to 6, characterized in that, The client runs a state machine, which is used to construct the virtual environment frame by frame. Following the triggering operation on the combat control, the method further includes: Determine whether the conversion conditions are met frame by frame.

8. The method according to claim 7, characterized in that, The initial attack identifier of the state machine is a first identifier, and the first identifier corresponds to the first combat mode; The step of controlling the first virtual character to use the second combat mode when the conversion conditions are met includes: If the conversion conditions are met, the first identifier is converted into a second identifier, and the second identifier corresponds to the second combat mode.

9. The method according to any one of claims 1 to 8, characterized in that, The first combat method is one of the first set of combat methods, and the second combat method is another of the first set of combat methods besides the first combat method. The first set of combat methods includes at least two combat methods.

10. The method according to claim 9, characterized in that, The first combat method is the normal attack method, the initial combat method, or the basic combat method; The second combat mode is a combat mode that includes target actions, which include grabbing actions and / or throwing actions.

11. The method according to claim 10, characterized in that, The step of controlling the first virtual character to use the second combat mode when the conversion conditions are met includes: If the first virtual character interrupts the second virtual character's defense using the normal attack method, the normal attack method is converted into a combat method that includes the target action, and the first virtual character is controlled to use the combat method that includes the target action.

12. A combat mode switching device, characterized in that, The device includes: A display module is used to display a first virtual character and combat controls located in a virtual environment. The combat controls are used to control the first virtual character to use a first combat mode or a second combat mode, wherein the first combat mode and the second combat mode are different. The interaction module is used to respond to a trigger operation on the combat controls, and to control the first virtual character to use the first combat mode if the conversion conditions are not met; and to control the first virtual character to use the second combat mode if the conversion conditions are met.

13. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the combat mode conversion method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one program, which is loaded and executed by a processor to implement the combat mode conversion method as described in any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes at least one program segment stored in a computer-readable storage medium; a processor of a computer device reads the at least one program segment from the computer-readable storage medium, and the processor executes the at least one program segment, causing the computer device to perform the combat mode conversion method as described in any one of claims 1 to 11.