Plot processing method and device, electronic equipment, computer readable storage medium and computer program product
By introducing a combination of random number generation controls and virtual objects into an interactive application, the plot can be dynamically adjusted, solving the problem of high user memory costs in existing technologies and enhancing user engagement and participation.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2026-03-26
- Publication Date
- 2026-06-19
AI Technical Summary
In existing technologies, the way storylines are handled in interactive applications often increases the user's memory burden but fails to enhance the user's interest in interacting with the content.
By displaying the test attributes and difficulty levels associated with the interactive story options, and using a combination of random number generation controls and virtual objects to generate test values and results, the storyline can be dynamically adjusted, enhancing the logical consistency and dynamic changes of human-computer interaction.
It enhances user engagement and participation, making the plot more concrete and challenging through visual interactions.
Smart Images

Figure CN122230318A_ABST
Abstract
Description
Technical Field
[0001] This application relates to human-computer interaction technology, and more particularly to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing plots. Background Technology
[0002] With the rapid development of computer graphics and human-computer interaction technologies, various interactive applications with rich narratives, character exploration, and multi-branch event choices (such as role-playing games, interactive narrative software, and metaverse virtual social platforms) have become widely popular and applied. In these applications, to enhance the fun, immersion, and unpredictability of virtual scene exploration, interactions with the player are typically triggered at key plot points. However, the interaction methods in these technologies often involve automatically executing a connecting plot segment, which merely increases the user's memory burden and fails to enhance their engagement. Summary of the Invention
[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing plots, which can enhance user interaction interest.
[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for processing plot data, the method comprising: In response to meeting the conditions for a plot branch, at least one plot interaction option is displayed, which is associated with a check attribute and a difficulty level. In response to a selection operation on a target plot interaction option, a random number generation control and a combination of virtual objects matching the check attribute associated with the target plot interaction option are displayed, the combination of virtual objects including a master virtual object and a cooperative virtual object. In response to a trigger operation on the random number generation control, a first check value and a first check result corresponding to the trigger operation are displayed. The first check value is obtained based on a base random number generated by the random number generation control, the attribute bonus of the master virtual object, and the cooperative bonus of the cooperative virtual object. The first check result is determined by comparing the first check value with the difficulty level associated with the target plot interaction option. In response to a confirmation operation on the first check result, corresponding plot content is triggered based on the first check result.
[0005] This application provides a plot processing apparatus, including: The first display module is used to display at least one plot interaction option in response to the fulfillment of plot branching conditions, the plot interaction option being associated with a check attribute and a difficulty level; The second display module is used to display a random number generation control and a combination of virtual objects that match the verification attributes associated with the target plot interaction option in response to the selection operation of the target plot interaction option. The combination of virtual objects includes a master virtual object and a cooperative virtual object. The third display module is used to respond to a trigger operation on the random number generation control and display the first verification value and the first verification result corresponding to the trigger operation; The first test value is obtained based on the base random number generated by the random number generation control, the attribute bonus of the main virtual object, and the collaborative bonus of the collaborative virtual object; the first test result is determined by comparing the first test value with the difficulty level associated with the target plot interaction option. The plot triggering module is used to respond to the confirmation operation of the first test result and trigger corresponding plot content based on the first test result.
[0006] In the above scheme, the first display module is further configured to, during the process of the main virtual object performing the plot, display multiple plot interaction options in response to the plot node associated with multiple plot branches; different plot interaction options correspond to different plot branches; or, during the process of the main virtual object performing the plot, in response to the existence of a plot task, display plot interaction options for instructing the execution of the plot task.
[0007] In the above scheme, the first display module is further configured to display an attribute enhancement viewing control at the associated position of the plot interaction option; update the plot interaction option to an attribute enhancement option in response to a trigger operation on the attribute enhancement viewing control; display the master virtual object in the attribute enhancement option in response to the existence of a master virtual object that enhances the test attribute associated with the plot interaction option; and display a first prompt message in the attribute enhancement option in response to the absence of a master virtual object that enhances the test attribute associated with the plot interaction option. The first prompt message is used to indicate that there is no master virtual object that enhances the test attribute.
[0008] In the above scheme, the first display module is further configured to display a scenario restriction identifier at the associated location of the plot interaction option; wherein, the scenario restriction identifier is configured to indicate at least one of a restriction state or a bonus state for the verification attribute associated with the plot interaction option; the restriction state includes at least one of the following: the current verification result is a failure, the collaborative virtual object is in a collaborative failure state, and the current verification result has an additional numerical reduction; the bonus state includes at least one of the following: the current verification result is a success, and the current verification result has an additional numerical bonus.
[0009] In the above scheme, the second display module is also used to display the verification interaction interface, and display a combination of random number generation control and verification attributes associated with the target plot interaction option in the verification interaction interface; or, display a verification interaction pop-up window, and display a combination of random number generation control and verification attributes associated with the target plot interaction option in the verification interaction pop-up window.
[0010] In the above scheme, the virtual object combination is used to add attribute bonuses to the corresponding test attributes; the second display module is also used to display the first virtual object combination that adds the most attribute bonuses to the test attributes in response to the number of multiple candidate virtual object combinations that match the test attributes associated with the target plot interaction option; wherein, the multiple candidate virtual object combinations include at least the first virtual object combination.
[0011] In the above scheme, the second display module is further configured to, in response to a trigger operation of a combination replacement control associated with the first virtual object combination, display a combination replacement interface and display the plurality of candidate virtual object combinations in the combination replacement interface; and, in response to a selection operation of a second virtual object combination among the plurality of candidate virtual object combinations, replace the first virtual object combination with the second virtual object combination.
[0012] In the above scheme, the second display module is further configured to display the master virtual object and the cooperative virtual object that match the verification attribute associated with the target plot interaction option using a first style, and display the number of cooperative actions at the associated position of the cooperative virtual object; wherein, the number of cooperative actions is used to indicate the remaining number of times the cooperative value of the cooperative virtual object is used for attribute enhancement within a preset time period; in response to the number of cooperative actions of the cooperative virtual object being zero in the current time period, the display style of the cooperative virtual object is updated from the first style to the second style; wherein, the second style is different from the first style, the first style is used to indicate that the cooperative virtual object is in a cooperative active state, and the second style is used to indicate that the cooperative virtual object is in a cooperative inactive state.
[0013] In the above scheme, the second display module is further configured to, in response to a details viewing operation for the random number generation control, display a first details interface, and highlight the target basic attribute associated with the random number generation control and the target specialty attribute under the target basic attribute in the first details interface; in response to a details viewing operation for the virtual object combination, display a second details interface, and display the attribute bonus values of the master virtual object under the target basic attribute and the target specialty attribute respectively, and the number of collaborations corresponding to the collaborative virtual object in the second details interface; wherein, the target basic attribute and the target specialty attribute correspond to the check attribute associated with the target story interaction option.
[0014] In the above scheme, the second display module is also used to display multiple specialty attributes under the other basic attributes in the first details interface in response to the details viewing operation of other basic attributes associated with the random number generation control; wherein, the other basic attributes are basic attributes that are different from the target basic attribute among the multiple basic attributes associated with the random number generation control.
[0015] In the above scheme, the second display module is further configured to: display an item addition control in response to the existence of a virtual item with a check attribute associated with the target story interaction option; display an item selection interface in response to a trigger operation on the item addition control, and display at least one virtual item with a check attribute associated with the target story interaction option on the item selection interface; and cancel the display of the item selection interface in response to a selection operation on the target virtual item, and display the target virtual item at the associated position of the item addition control; wherein, the item bonus of the target virtual item is used to determine the first check value by combining the base random number, the attribute bonus, and the synergistic bonus.
[0016] In the above scheme, the third display module is also used to display the throwing animation of the random number generation control, and when the throwing animation is completed, display the first check value and the first check result corresponding to the trigger operation; or, during the display of the throwing animation of the random number generation control, display a skip control; in response to the trigger operation for the skip control, stop displaying the throwing animation, and display the first check value and the first check result corresponding to the trigger operation.
[0017] In the above scheme, the third display module is further configured to display the basic random number generated by the random number generation control at the associated position of the random number generation control, display the attribute bonus value corresponding to the attribute bonus at the associated position of the main virtual object, and display the collaborative bonus value corresponding to the collaborative bonus at the associated position of the collaborative virtual object; display the cumulative animation of the basic random number, the attribute bonus value and the collaborative bonus value in a preset order, and display the first verification value and the corresponding first verification result obtained by accumulating the basic random number, the attribute bonus value and the collaborative bonus value at the end of the cumulative animation display.
[0018] In the above scheme, after displaying the first verification value and the first verification result corresponding to the trigger operation, the third display module is further configured to display the re-throw control for the random number generation control and the remaining re-throw count; in response to the trigger operation for the re-throw control, if the remaining re-throw count is greater than zero, display the second verification value and the second verification result corresponding to the trigger operation; or, in response to the trigger operation for the re-throw control, if the remaining re-throw count is equal to zero, display a second prompt message, the second prompt message being used to indicate that a re-throw cannot be performed for the random number generation control.
[0019] In the above scheme, the second display module is also used to respond to the selection operation of the target plot interaction option, display an operation guidance animation for the random number generation control when the random number generation control is first displayed, and display a combination of virtual objects that match the check attributes associated with the target plot interaction option when the operation guidance animation ends.
[0020] In the above scheme, the second display module is further configured to display a first random number generation control and a second random number generation control in response to the collaborative enhancement mode of the collaborative virtual object being a dual random mode; the third display module is further configured to display a synchronous throwing animation of the first random number generation control and the second random number generation control in response to a throwing operation on the first random number generation control and the second random number generation control; in response to the end of the synchronous throwing animation display, the first check value is displayed, the first check value being obtained based on the target base random number and the attribute of the master virtual object, the target base random number being a base random number that conforms to a preset value mode among the first base random number generated by the first random number generation control and the second base random number generated by the second random number generation control; the preset value mode is the value mode indicated by the collaborative enhancement mode.
[0021] In the above scheme, after triggering the corresponding plot content based on the first verification result, the plot triggering module is further configured to: display a plot rewind control in response to the completion of the plot content; display the plot branch structure of the complete plot in response to the trigger operation of the plot rewind control, the plot branch structure including multiple plot nodes; display a rewind interface in response to the trigger operation of a target plot node among the multiple plot nodes, if the performance status of the target plot node is completed; and display the plot content corresponding to the target plot node in response to the rewind confirmation operation triggered based on the rewind interface, and transmit the main control virtual object to the virtual position in the plot content corresponding to the target plot node.
[0022] In the above scheme, the plot triggering module is also used to display plot nodes in the completed state in a third style and plot nodes in the locked state in a fourth style in the plot branch structure of the complete plot where the plot content is located; the third style and the fourth style are different.
[0023] In the above scheme, the plot processing device further includes a fourth display module, which is used to display the random number generation control in response to the main virtual object triggering the target plot task during the plot performance; to display the third check value and the third check result corresponding to the trigger operation in response to the trigger operation of the random number generation control; and to trigger the corresponding plot content according to the third check result in response to the confirmation operation of the third check result.
[0024] This application provides an electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the plot processing method provided in the embodiments of this application.
[0025] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing the plot processing method provided in this application when executed by a processor.
[0026] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the plot processing method provided in this application.
[0027] The embodiments of this application have the following beneficial effects: Through the embodiments of this application, during the user's execution of the storyline, in response to the fulfillment of the storyline branching conditions, at least one storyline interaction option (associated with a check attribute and difficulty level) can be displayed. In response to the selection operation of the target storyline interaction option, a combination of a random number generation control and virtual objects (including a master virtual object and cooperative virtual objects) matching the check attribute associated with the target storyline interaction option are displayed. Subsequently, in response to the triggering operation of the random number generation control, a first check value and a first check result are displayed. Here, the first check value is obtained based on the base random number generated by the random number generation control, the attribute bonus of the master virtual object, and the cooperative bonus of the cooperative virtual object. In this way, the direction of the storyline is transformed into a concrete visual operation based on the combination of the random number generation control and virtual objects, making the human-computer interaction process both dynamic and logically consistent, thereby increasing the user's interactive interest. Attached Figure Description
[0028] Figure 1 This is a schematic diagram of the architecture of the plot processing system provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a flowchart illustrating the plot processing method provided in the embodiments of this application; Figure 4 This is a first schematic diagram of the plot branching options provided in the embodiments of this application; Figure 5 This is a second schematic diagram of the plot branching options provided in the embodiments of this application; Figure 6 This is a schematic diagram of the attribute enhancement viewing control provided in the embodiments of this application; Figure 7 This is a schematic diagram of the attribute enhancement options provided in the embodiments of this application; Figure 8 This is a third schematic diagram of the plot interaction options provided in the embodiments of this application; Figure 9 This is a first schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 10 This is a first schematic diagram of the verification interactive pop-up window provided in the embodiments of this application; Figure 11 This is a schematic diagram of the operation guidance animation provided in the embodiments of this application; Figure 12 This is a schematic diagram of the combined replacement interface provided in an embodiment of this application; Figure 13 This is a schematic diagram of the collaborative failure state provided in the embodiments of this application; Figure 14This is a schematic diagram of the first details interface provided in an embodiment of this application; Figure 15 This is a schematic diagram of the second details interface provided in an embodiment of this application; Figure 16 This is a second schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 17 This is a schematic diagram of the item selection interface provided in the embodiments of this application; Figure 18 This is a third schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 19 This is a fourth schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 20 This is the fifth schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 21 This is the sixth schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 22 This is the seventh schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 23 This is the eighth schematic diagram of the verification interaction interface provided in the embodiments of this application; Figure 24 This is a schematic diagram of the story completion interface provided in an embodiment of this application; Figure 25 This is a schematic diagram of the plot branching structure provided in the embodiments of this application. Detailed Implementation
[0029] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0030] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0031] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0032] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0033] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.
[0034] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0035] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0036] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0037] 2) A virtual scene is a virtual scene displayed (or provided) by an application while it is running on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional. For example, a virtual scene can include the sky, land, ocean, etc., and the land can include environmental elements such as deserts and cities. The user (i.e., the player) can control virtual objects to perform activities within the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these activities. The virtual scene can be displayed from a first-person perspective (e.g., the user plays as a virtual object in the game from their own perspective); from a third-person perspective (e.g., the user chases after a virtual object in the game); or from a bird's-eye view. These perspectives can be switched arbitrarily.
[0038] 3) A random number generation control is an interactive interface element provided to the user to trigger the underlying random number generation algorithm and present the random result in a visual manner. Specifically, the random number generation control can respond to user triggering operations (such as clicking, swiping, long pressing, shaking the device, etc.) and call the system's underlying random or pseudo-random function to obtain a basic random number. In terms of visual presentation, the random number generation control usually has three states: initial waiting state (indicating that the user can operate), dynamic generation state (playing visual transition animations such as scrolling, flipping, and jumping to simulate the random selection process in reality), and result settling state (stationary and displaying the final generated basic random number).
[0039] To adapt to the art styles and worldviews of different applications (such as games of different themes, metaverse scenes, etc.), the "random number generation control" can adopt a variety of specific visual and interactive forms. Specific examples include, but are not limited to: virtual dice, which can be represented on the interface as a three-dimensional or two-dimensional dice icon with multiple faces (such as 6-sided, 20-sided, etc.); virtual roulette, which can be represented on the interface as a circular roulette divided into multiple fan-shaped areas, each area marked with different numbers or numerical ranges, and equipped with a fixed pointer (or the roulette is fixed and the pointer rotates); number wheel or holographic jumper, commonly found in science fiction, cyberpunk, or modern themes, which can be represented on the interface as a combination lock wheel or holographic number panel; virtual cards or virtual tarot cards, which can be represented on the interface as a card face down, or a stack of cards unfolded in a fan shape.
[0040] 4) Master Virtual Object: This refers to the various interactive figures and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc. The master virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple master virtual objects, each with its own shape and volume, occupying a portion of the virtual scene's space. For example, the master virtual object can be a player character controlled through client-side operations, or it can be artificial intelligence (AI) trained and set up for virtual scene battles. The number of interactive virtual objects in the virtual scene can be pre-set or dynamically determined based on the number of clients joining the interaction.
[0041] 5) A collaborative virtual object refers to a digital entity in a virtual scene that is independent of the main virtual object but has a binding, bond, or team relationship with the main virtual object, and is used to assist in executing nonlinear interactive logic. In the embodiments of this application, the collaborative virtual object carries a specific collaborative bonus or a special collaborative bonus mode (such as a double random mode), and the collaborative bonus value it provides can produce an additional correction effect on the first test value on the basis of the basic random number and attribute bonus.
[0042] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing plots, which can transform the direction of the plot into a concrete visual operation based on a combination of random number generation controls and virtual objects, making the human-computer interaction process both dynamic and logically consistent, thereby increasing the user's interactive interest.
[0043] The following describes the application scenarios of the plot processing method provided in the embodiments of this application. The plot processing method of this application can be applied to all interactive applications with plot interpretation. Examples are given below.
[0044] In some embodiments, the plot processing method of this application can be applied to role-playing games. Role-playing games are a type of game with rich narrative and character development as their core gameplay. They typically have a large and complex world setting, where players (i.e., users) can control a main virtual object (i.e., a game character) to explore, interact, and make plot choices in a virtual scene. Different choices made by the player will lead to drastically different plot developments and game endings. Here, a check mechanism can be introduced when the player explores the virtual scene and triggers key events. The development of the plot is determined by the combined result of a base random number generated by a random number generation control and the virtual object's enhancement. For example, when a player-controlled virtual object encounters a non-player object (such as a guard) in a virtual scene, in response to meeting the plot branch conditions for dialogue with this non-player object, plot interaction options such as "attempt to persuade" and "resolve by force" are displayed. The "attempt to persuade" plot interaction option is associated with the "Charisma" check attribute and a set difficulty level. In response to the player's selection of the "attempt to persuade" plot interaction option, a random number generation control (such as virtual dice) and a combination of virtual objects matching the "Charisma" check attribute are displayed. This combination of virtual objects includes the player-controlled virtual object and the main virtual object directly controlled by the player. The object is bound to a collaborative virtual object (such as a virtual pet). In response to the player's trigger action on the virtual dice, the first check value and the first check result corresponding to the trigger action are displayed. The first check value is calculated based on the base random number rolled by the virtual dice, the "Charm" attribute bonus of the main virtual object, and the collaborative bonus of the virtual pet. The first check result (such as success or failure) is obtained by comparing the first check value with the aforementioned difficulty level. Finally, in response to the confirmation action on the first check result, if the result is successful, the guard is allowed to pass and the hidden clues are provided in the story content.
[0045] In some embodiments, the plot processing method of this application can also be applied to interactive narrative games or electronic tabletop role-playing games. Interactive narrative games are a type of game with text dialogue, clue reasoning, and event deduction as their core gameplay. Their core characteristic is providing players with a highly free script interaction experience, relying on character attribute cards and random event judgments to simulate the uncertainty of the real world. Here, similarly, when players encounter difficulties and challenges in script deduction, a multi-subject-based random check mechanism can be used to determine the subsequent plot. For example, taking a player-controlled virtual agent character (the main virtual object) investigating a crime scene, when the virtual agent character attempts to open a locked safe, in response to meeting the plot branch conditions for opening the safe, the plot interaction option "Technical Cracking" is displayed. This plot interaction option is associated with the "Intelligence" check attribute and the corresponding difficulty level. In response to the player selecting the "Technical Cracking" plot interaction option, a check wheel (i.e., a random number generator) and the virtual agent character (i.e., the main virtual object) and its equipped intelligent auxiliary object (i.e., a cooperative virtual object) are displayed. In response to the player's trigger operation of spinning the check wheel, data is fused based on the base random number generated by the check wheel, the virtual agent character's Intelligence attribute bonus, and the intelligent auxiliary object's computing power cooperative bonus to obtain the first check value. Then, by comparing the first check value with the difficulty level of the safe, the first check result is obtained. After confirming the result, if the check value is greater than the difficulty level, the plot content of successfully opening the safe and obtaining key evidence is triggered.
[0046] In some embodiments, the plot processing method of this application can also be applied to metaverse games. Metaverse games are built on the concept of metaverse technology and emphasize highly immersive social interaction and multi-source scene integration. Their virtual scenes not only include game scenes but can also integrate diverse functional scenes such as social, commercial, and entertainment scenes. Players can enter the virtual scene by controlling personalized virtual humans (i.e., master virtual objects), where they can engage in real-time social interaction with other players, participate in gamified tasks, or create their own spaces. These games can support cross-metaverse platform access. Here, in the multi-source scenes of the metaverse (such as immersive interactive script spaces, virtual commercial districts, etc.), when players control personalized virtual humans to participate in multi-interactive narratives or sudden event simulations, a dynamic verification mechanism based on the collaboration of virtual humans and their digital companions (i.e., collaborative virtual objects) can be introduced to determine the course of events in the virtual scene. For example, taking the scenario where a player controls a personalized virtual avatar (i.e., the main virtual object) and triggers a plot event of "obtaining confidential business data" in a cyberpunk commercial district in the metaverse, in response to fulfilling the plot branch conditions of interacting with virtual intelligence merchants in the virtual scene, plot interaction options such as "hacking" and "bribing" are displayed. The "hacking" plot interaction option is associated with the "Intelligence" check attribute and an extremely high difficulty level. In response to the player's selection of the "hacking" plot interaction option, a holographic virtual wheel (i.e., a random number generation control) and a combination of virtual objects matching the "Intelligence" check attribute are displayed in the immersive interface of the metaverse. This combination of virtual objects includes the player's personalized virtual avatar and the virtual racer it carries. Cyber Assistant (i.e., collaborative virtual object): In response to the player's trigger operation of rotating the holographic virtual wheel via gestures or interactive devices, it performs data fusion calculations based on the basic random number generated after the holographic virtual wheel lands, the intelligence attribute bonus of the personalized virtual human, and the computing power collaboration bonus of the virtual cyber assistant to obtain the first check value; then, by comparing the first check value with the defense difficulty level of the virtual intelligence merchant, the first check result is obtained. After the player performs a confirmation operation on the first check result, if the first check value is greater than or equal to the difficulty level (i.e., check successful), the plot content of the virtual intelligence merchant handing over the data key and unlocking the corresponding metaverse hidden space entrance for the personalized virtual human is triggered.
[0047] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the plot processing system 100 provided in the embodiments of this application. In order to support the processing application of a plot, the terminal 401 connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0048] In practical applications, the terminal 401 or server 200 has a game application (such as a game client) installed. The game can be any of the following: open-world game with storyline, multiplayer online role-playing game, interactive narrative game, electronic tabletop role-playing game, first-person shooter game, third-person shooter game, multiplayer online tactical competitive game, virtual reality application, 3D map program, or multiplayer interactive survival game.
[0049] In practical applications, the plot processing method of this application embodiment can be executed by either terminal 401 or server 200 alone. The description focuses on execution by terminal 401 alone. Terminal 401 has a game client with plot processing installed. During the execution of the plot in the game client, in response to meeting plot branching conditions, at least one plot interaction option is displayed. Each plot interaction option is associated with a check attribute and a difficulty level. In response to the player's selection of a target plot interaction option, a random number generation control and a combination of virtual objects matching the check attribute associated with the target plot interaction option are displayed. The virtual object combination includes a master virtual object and a cooperative virtual object. In response to a trigger operation on the random number generation control, a first check value and a first check result corresponding to the trigger operation are displayed. The first check value is obtained based on a base random number generated by the random number generation control, the attribute bonus of the master virtual object, and the cooperative bonus of the cooperative virtual object. The first check result is determined by comparing the first check value with the difficulty level associated with the target plot interaction option. In response to a confirmation operation on the first check result, corresponding plot content is triggered based on the first check result.
[0050] In practical applications, the plot processing method of this embodiment can also be executed collaboratively by terminal 401 and server 200. Specifically, terminal 401 is equipped with a game client that handles plot processing. During the execution of the plot in the game client, in response to meeting the plot branching conditions, at least one plot interaction option is displayed. The plot interaction option is associated with a check attribute and a difficulty level. In response to the player's selection operation for the target plot interaction option, a random number generation control and a combination of virtual objects matching the check attribute associated with the target plot interaction option are displayed. The combination of virtual objects includes a master virtual object and a cooperative virtual object. In response to the trigger operation of the random number generation control, terminal 401 sends a check request to server 200. In response to the check request, server 200 determines a first check value and a corresponding first check result based on the base random number generated by the random number generation control, the attribute bonus of the master virtual object, and the cooperative bonus of the cooperative virtual object, and sends the first check value and the first check result to terminal 401. Terminal 401 displays the first check value and the first check result corresponding to the trigger operation. In response to the confirmation operation of the first check result, the corresponding plot content is triggered according to the first check result.
[0051] The following describes an electronic device that executes the plot processing method provided in the embodiments of this application. The electronic device that implements the plot processing method of the embodiments of this application can be a terminal, a server, or a combination of both. Therefore, the executing entity of each step will not be described again below. In some embodiments, the terminal can be implemented as a laptop computer, tablet computer, desktop computer, set-top box, smartphone, smart speaker, smartwatch, smart TV, vehicle terminal, and other types of terminals.
[0052] In some embodiments, the server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal and server can be connected directly or indirectly via wired or wireless communication, which is not limited in this embodiment.
[0053] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Figure 2 The illustrated electronic device 400 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the electronic device 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.
[0054] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0055] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0056] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.
[0057] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.
[0058] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0059] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with user interface 430 (e.g., a display screen, a speaker, etc.). The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.
[0060] In some embodiments, the plot processing apparatus provided in this application can be implemented in software. Figure 2A plot processing device 455 storing a plot in memory 450 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a first display module 4551, a second display module 4552, a third display module 4553, and a plot triggering module 4554. These modules are logically connected and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.
[0061] In some embodiments, the terminal or server can implement the plot processing method provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.
[0062] Below, the plot processing method provided in the embodiments of this application will be described in conjunction with the accompanying drawings. As mentioned above, the electronic device 400 that implements the plot processing method of the embodiments of this application can be a terminal, a server, or a combination of both. Therefore, the executing entity of each step will not be described again below.
[0063] The method for processing the plot in this application embodiment will be described using a terminal as the executing entity as an example. See also Figure 3 , Figure 3 This is a flowchart illustrating the plot processing method provided in the embodiments of this application, which will be combined with... Figure 3 The steps shown are explained.
[0064] In step 101, in response to the fulfillment of the plot branching conditions, at least one plot interaction option is displayed, which is associated with a check attribute and a difficulty level.
[0065] In practical applications, plot branching conditions are preset prerequisites for triggering non-linear interaction logic. The logic by which the terminal determines that the plot branching conditions are met can include at least one of the following: detecting that the main virtual object has moved into the trigger coordinate system range set in the virtual scene; receiving a dialogue command triggered by the main virtual object for a specific non-player character; determining that the main virtual object's virtual inventory contains a key plot item that matches the current task; or detecting that the system time in the virtual scene has reached a preset time threshold, etc.
[0066] When the conditions for a plot branch are met, the terminal renders and presents plot interaction options on the plot display interface. If multiple plot interaction options are extracted, the terminal can display them in a vertical list format or a circular-radial format. The visual presentation of the plot interaction options includes text buttons or image icons.
[0067] The story interaction options are logically linked to check attributes and difficulty levels, manifested in the binding relationships within the underlying data structure and the visual presentation on the front-end interface. In the underlying data structure, story interaction options map specific check attribute labels to fixed difficulty level values using key-value pairs. In the front-end interface, the terminal overlays attribute identifiers and difficulty labels at the edges of the story interaction options. Attribute identifiers directly map to check attributes, such as customized icons or text representing strength, intelligence, or dexterity; difficulty labels directly map to difficulty levels, such as using specific Arabic numerals or different colored borders to indicate varying degrees of difficulty. The difficulty level value is pre-fixed by the underlying story configuration table, or dynamically calculated by the terminal based on the current level of the main virtual object and the dynamic difficulty coefficient of the virtual scene.
[0068] Here, the "test attribute" refers to the ability dimension label required by the story interaction options. In this embodiment, it is used to filter and match combinations of virtual objects that meet the requirements. The hierarchy of test attributes can be set according to the actual situation; for example, basic attributes can be configured, and multiple feat attributes can be configured under each basic attribute.
[0069] In some embodiments, the step 101 of "displaying at least one plot interaction option in response to meeting the plot branch conditions" can be implemented in the following ways: during the plot performance of the main virtual object, in response to the plot performance reaching a plot node associated with multiple plot branches, multiple plot interaction options are displayed; different plot interaction options correspond to different plot branches; or, during the plot performance of the main virtual object, in response to the existence of a plot task, plot interaction options for indicating the execution of the plot task are displayed.
[0070] In related technologies, when handling branching storylines in games, the conditions for triggering interactive storyline options are often fixed and singular, lacking a dynamic triggering mechanism based on the progress of the storyline or specific storyline tasks. These fixed and singular triggering conditions result in an inflexible human-computer interaction process, limiting the dimensions of user participation in storyline interactions and failing to promptly present appropriate interactive storyline options based on changes in storyline nodes or the status of storyline tasks, thus reducing overall human-computer interaction efficiency.
[0071] In practical applications, during the story progression of the main virtual object (e.g., displaying dynamic visuals and dialogue text of non-player characters on the interface), in response to story nodes with multiple story branches, the terminal displays multiple story interaction options in a list box or array overlaid in a preset interactive area of the story display interface (e.g., in the center of the screen or below the dialogue text). Within the display area of multiple story interaction options, the terminal configures different text descriptions, serial numbers, or check attribute icons for different story interaction options, making it visually clear that different story interaction options correspond to different story branch directions.
[0072] In another scenario, during the execution of a storyline by the controlled virtual object (e.g., exploring and moving within a virtual scene), in response to the existence of a storyline task (e.g., the controlled virtual object entering the interaction range of a specific non-player character), the terminal, near the location of the specific non-player character in the storyline display interface, will pop up and display a floating storyline interaction option to instruct the execution of the storyline task. The terminal can also simultaneously display operation key prompt icons (e.g., identifiers of specific keyboard keys) and task action text within the storyline interaction option instructing the execution of the storyline task.
[0073] Here, "storytelling" refers to the process by which a controlled virtual object performs dialogues, actions, or experiences events according to a preset script in a virtual scene. In this embodiment, it serves as a dynamic background process that triggers story interaction options, such as the continuous dialogue playback between the controlled virtual object and a non-player character in a game. "Story nodes" refer to preset key turning points or event trigger points during storytelling. In this embodiment, they serve as trigger conditions for displaying multiple story interaction options, such as the moment when a character completes a dialogue and waits to make a story branch choice. "Story tasks" refer to specific goals or action instructions assigned to the controlled virtual object during storytelling. In this embodiment, they serve to trigger the display of story interaction options that instruct the execution of specific operations, such as a "take" task requiring the controlled virtual object to acquire an item from a target character.
[0074] Specifically, the terminal acquires the story progression data of the main virtual object and compares it with a preset set of story nodes. If the story progression data matches a story node associated with multiple story branches, the terminal acquires the configuration information corresponding to those branches. Based on this configuration information, the terminal renders and displays multiple story interaction options. If the story progression data does not match a story node associated with multiple story branches, the terminal continues to acquire story progression data. The terminal detects task status data during the story progression. If a story task exists, the terminal acquires the task type data and the spatial coordinate data of the main virtual object. Based on these data, it renders and displays story interaction options at the corresponding screen coordinates to indicate the execution of the story task. If no story task exists, the terminal maintains the current story display interface state.
[0075] In some cases, the terminal may also update the content of the story display interface in response to detecting a swipe touch operation on a story interaction option, and scroll through the arrangement of multiple story interaction options within a fixed area of the display interface. Alternatively, in response to detecting a hover operation on a story interaction option that instructs the execution of a story task, a detailed description panel of the story task may be expanded and displayed at the edge of the story interaction option that instructs the execution of the story task.
[0076] As an example, Figure 4 This is a first schematic diagram of the plot branching options provided in the embodiments of this application, such as... Figure 4 As shown, during the story progression of the main virtual object (i.e., the main virtual object interacts with a non-player character), when the story progresses to a node with multiple story branches (i.e., the non-player character serves food and asks, "How is it? Do you want to drink it now?"), the terminal determines that the conditions for displaying story branch options are met. Therefore, the terminal displays the four story interaction options indicated by label 1101 in the dialogue interface. Each of these four story interaction options corresponds to a different story branch. Taking story interaction option 1, one of the four story interaction options indicated by label 1101, as an example, this story interaction option 1 contains the text "I would prefer you to eat it" (i.e., story branch information), and displays the labels "Persuasion, Charm" (representing the check attributes associated with this story interaction option) on the side.
[0077] Figure 5 This is a second schematic diagram of the plot branching options provided in the embodiments of this application, such as... Figure 5As shown, during the storyline unfolding by the main virtual object (i.e., the main virtual object explores the virtual scene and approaches the target non-player character), the terminal backend determines that the current storyline contains a "take" storyline task involving a specific character (Lei XX). Therefore, the terminal displays a floating storyline interaction option 1102 next to the non-player character "Xia X" to instruct the execution of the storyline task. The storyline interaction option 1102 includes the key prompt "F" and the action text "With Xia X: Take".
[0078] Ultimately, in the game's virtual environment, users can see a list of options containing different plot branches as the dialogue progresses, or intuitively see action prompts for the current plot task while exploring the scene, thus making choices smoothly and advancing the game's storyline.
[0079] The above method, which dynamically displays interactive story options based on the progress of the storyline or story missions, allows for the display of multiple interactive story options containing branching information on the interface as the main virtual object progresses through the story. Alternatively, based on the existence of story missions, interactive story options with button prompts can be displayed floating in specific locations. This visualized, dynamic triggering mechanism solves the problem of rigid operation processes caused by single, inflexible interaction conditions in related technologies. It ensures that the visual presentation of interactive story options highly matches the current storyline progression, providing users with clear visual guidance and significantly improving the efficiency of human-computer interaction during game story processing.
[0080] In some embodiments, after displaying the story interaction option, the terminal may also display an attribute enhancement viewing control at the associated location of the story interaction option; in response to a trigger operation on the attribute enhancement viewing control, the story interaction option is updated to an attribute enhancement option; in response to the existence of a master virtual object that enhances the test attribute associated with the story interaction option, the master virtual object is displayed in the attribute enhancement option; in response to the absence of a master virtual object that enhances the test attribute associated with the story interaction option, a first prompt message is displayed in the attribute enhancement option; the first prompt message is used to indicate that there is no master virtual object that enhances the test attribute.
[0081] In related technologies, when handling story branch choices with random judgments, users typically cannot intuitively predict whether their currently owned characters can meet the requirements of the story options, nor can they know which characters can provide attribute bonuses. The lack of a preview mechanism to display the bonus matching situation before the selection operation forces users to make decisions blindly, resulting in low human-computer interaction efficiency, and the story interaction process has logical flaws in the information assistance transmission level.
[0082] Here, the attribute bonus viewing control refers to an interactive element that users can trigger to view the current bonus status of the story interaction options. In this embodiment, its purpose is to trigger an update of the interface display state and invoke the bonus preview logic. The attribute bonus option refers to the interface display form evolved from the story interaction options. In this embodiment, its purpose is to visually display to the user the specific object information that can provide the attribute bonus, such as a rectangle displaying a character's portrait or prompt text within the attribute bonus option. The first prompt information refers to the feedback content displayed to the user when it is determined that there is no master virtual object that meets the conditions. In this embodiment, its purpose is to clearly indicate that there is no master virtual object providing attribute bonuses for the test attribute, avoiding cognitive bias in the user.
[0083] In practical applications, after the terminal displays the plot interaction options on the plot display interface, it can overlay an attribute enhancement viewing control at the associated location of the plot interaction options. Here, the associated location of the plot interaction options refers to the display area that has a subordinate or corresponding relationship with the plot interaction options in terms of spatial coordinate layout or visual presentation. The purpose of setting the associated location of the plot interaction options is to intuitively convey to the user, through the principle of proximity in the interface layout, that the attribute enhancement viewing control is specifically designed to serve the currently displayed plot interaction options, thereby reducing visual cognitive load and error rate during human-computer interaction. Subsequently, in response to the trigger operation of the attribute enhancement viewing control, the terminal updates the plot interaction options to attribute enhancement options on the display interface. If a master virtual object exists that enhances the check attributes associated with the plot interaction options, the terminal displays the master virtual object within the internal area of the attribute enhancement option. The master virtual object is displayed as an avatar icon. If no master virtual object exists that enhances the check attributes associated with the plot interaction options, the terminal displays a first prompt message within the internal area of the attribute enhancement option. The first prompt message is presented as specific prompt text content. The first message indicates that there is no master virtual object that adds attributes to the test attributes.
[0084] Specifically, the terminal reads the check attribute associated with the story interaction option from memory, obtains the set of master virtual objects currently owned by the user account, and extracts the attribute data contained in the master virtual object set. The terminal receives a trigger operation command for the attribute enhancement viewing control. The terminal replaces the interface component corresponding to the story interaction option with the interface component corresponding to the attribute enhancement option. The terminal executes comparison logic, comparing the attribute data with the check attribute. If the attribute data contains an attribute tag matching the check attribute, the terminal determines that a master virtual object exists that enhances the check attribute associated with the story interaction option. If a master virtual object exists that enhances the check attribute associated with the story interaction option, the terminal obtains the image resource data of the master virtual object and renders the image resource data of the master virtual object in the screen coordinate system of the attribute enhancement option. If the attribute data does not contain an attribute tag matching the check attribute, the terminal determines that no master virtual object exists that enhances the check attribute associated with the story interaction option. In the absence of a master virtual object that provides attribute bonuses for the test attributes associated with the story interaction options, the terminal generates a text string for the first prompt message and renders the text string for the first prompt message within the screen coordinates of the attribute bonus option.
[0085] In some cases, the terminal can also respond to a long press on the main virtual object displayed in the attribute bonus options by floating a detailed value panel of the main virtual object in the display interface. Alternatively, in response to a trigger operation that exits the preview control in the display interface, the attribute bonus options can be hidden, and the story interaction options can be redisplayed in the display interface.
[0086] As an example, Figure 6 This is a schematic diagram of the attribute enhancement viewing control provided in an embodiment of this application. For example... Figure 6 As shown, after the terminal displays four story interaction options, the terminal displays the attribute bonus viewing control 120 (Spirit Bond) in the associated position of the story interaction options (e.g., below the four story interaction options). Figure 7 This is a schematic diagram of the attribute enhancement options provided in the embodiments of this application, which will be followed by... Figure 6 In response to a triggered action on the attribute enhancement view control 120, see [link / reference] Figure 7The terminal updates the four story interaction options to four attribute bonus options 130. Taking the attribute bonus option in the upper right corner of the four attribute bonus options 130 as an example, in response to the terminal determining that there is a master virtual object that provides an attribute bonus for the test associated with the story interaction option, the terminal displays the master virtual object (i.e., the master virtual object's avatar) in the attribute bonus option, thus presenting it as attribute bonus option 1301 displaying the master virtual object. Taking the attribute bonus option in the lower right corner of the four attribute bonus options 130 as an example, in response to the terminal determining that there is no master virtual object that provides an attribute bonus for the test associated with the story interaction option, the terminal displays a first prompt message in the attribute bonus option. The first prompt message contains the text "No character can provide a bonus at the moment," indicating that there is no master virtual object providing an attribute bonus for the test, thus presenting it as attribute bonus option 1302 displaying the first prompt message. In addition, the terminal displays an exit preview control 140 below the attribute bonus options. In response to the triggering operation of the exit preview control 140, the terminal hides the four attribute bonus options 130 and returns to display the four story interaction options.
[0087] By employing the aforementioned method of previewing attribute bonus matching, and displaying attribute bonus viewing controls in associated locations within the story interaction options, and dynamically updating the story interaction options to attribute bonus options upon receiving a trigger operation, this solves the problem of low human-computer interaction efficiency caused by users' inability to predict the bonus status during story checks in related technologies. Based on the underlying attribute matching results, the main virtual object or the first prompt information is intuitively categorized and displayed in the attribute bonus options, providing users with clear visual decision-making assistance. The visual preview mechanism allows users to clearly grasp the ability matching status of the main virtual object, significantly improving the logical rigor of the interaction flow and the intuitiveness of the interface information.
[0088] In some embodiments, after displaying the story interaction option, the terminal may also display a scenario limitation indicator at the associated location of the story interaction option; wherein, the scenario limitation indicator is used to indicate at least one of the limitation state or bonus state of the test attribute associated with the story interaction option; the limitation state includes at least one of the following: the test result is a failure, the cooperative virtual object is in a cooperative failure state, and the test result has an additional numerical reduction; the bonus state includes at least one of the following: the test result is a success, and the test result has an additional numerical bonus.
[0089] In related technologies, when dealing with story branching choices involving random decisions, users typically cannot anticipate the specific impact of the current virtual environment or particular scenario on the judging logic (e.g., inevitable failure or additional bonuses) before performing the interaction. The lack of visual prompts for specific underlying judging rules in the interface leads to a flawed information presentation logic in the interaction flow, causing users to make blind decisions due to a lack of information, resulting in numerous invalid interaction attempts. These numerous invalid attempts not only lead to low efficiency in human-computer interaction but also increase the computational resource overhead of the terminal in processing invalid judging requests.
[0090] Here, a contextual restriction indicator refers to a visual element used to intuitively indicate the rules that the current virtual context has a special impact on the testing process. In this embodiment, its purpose is to indicate at least one of a restriction state or a boost state for testing attributes associated with story interaction options. A restriction state refers to a state indicator that reduces the probability of a successful test or results in a direct failure due to a specific context trigger. In this embodiment, its purpose is to constrain the testing results of the controlling virtual object and the cooperative virtual object. A boost state refers to a state indicator that increases the probability of a successful test or results in a direct pass due to a specific context trigger. In this embodiment, its purpose is to improve the testing results of the controlling virtual object and the cooperative virtual object.
[0091] In practical applications, after displaying the story interaction options on the terminal's display interface, a scenario restriction indicator can also be displayed in an associated location. The purpose of setting the associated location for the story interaction options is to intuitively convey to the user, through the spatial proximity principle of the graphical user interface, that the scenario restriction indicator is specifically targeted at and applies to a particular story interaction option. By displaying the scenario restriction indicator in an associated location, a visual binding relationship can be established between the scenario restriction indicator and the story interaction option, thereby reducing visual cognitive load and information misreading rate during human-computer interaction.
[0092] Context restriction indicators appear as interface components containing text or graphic symbols. Context restriction indicators are used to indicate at least one of the restriction or bonus states for a check of a test attribute associated with a story interaction option. If the restriction state includes a failed check, the context restriction indicator may appear as an indicator containing the text "Failed". If the restriction state includes a cooperative virtual object being in a disabled state, the context restriction indicator may appear as an indicator containing a disabled icon. If the restriction state includes an additional numerical penalty for the check, the context restriction indicator may appear as an indicator containing a minus sign and a numerical value. If the bonus state includes a successful check, the context restriction indicator may appear as an indicator containing the text "Success" or "Victory". If the bonus state includes an additional numerical bonus for the check, the context restriction indicator may appear as an indicator containing the text "Additional Bonus" or a plus sign and a numerical value.
[0093] Specifically, the terminal acquires the environment variable data of the current virtual scene and the configuration data of the story interaction options. The terminal compares the scenario determination conditions in the environment variable data with those in the configuration data. If the environment variable data meets the scenario determination conditions corresponding to the restricted state, the terminal determines that the test attribute associated with the story interaction option is in a restricted state. The terminal reads the specific type of the restricted state (at least one of the following: the test result is a failure, the collaborative virtual object is in a collaborative failure state, or the test result has an additional numerical reduction). If the environment variable data does not meet the scenario determination conditions corresponding to the restricted state, the terminal determines that the test attribute associated with the story interaction option is not in a restricted state. If the environment variable data meets the scenario determination conditions corresponding to the bonus state, the terminal determines that the test attribute associated with the story interaction option is in a bonus state. The terminal reads the specific type of the bonus state (at least one of the following: the test result is a success, or the test result has an additional numerical bonus). If the environment variable data does not meet the scenario determination conditions corresponding to the bonus state, the terminal determines that the test attribute associated with the story interaction option is not in a bonus state. If the terminal determines that the test attribute associated with the story interaction option is in at least one of a restricted state or an enhanced state, the terminal generates a rendering instruction for the corresponding context restriction indicator and renders the context restriction indicator at the associated position in the screen coordinate system of the story interaction option. If the terminal determines that the test attribute associated with the story interaction option is neither in a restricted state nor an enhanced state, the terminal does not generate a rendering instruction for the context restriction indicator and maintains the current display state of the story interaction option.
[0094] In some cases, the terminal can also respond to the detection of a hover operation on a context restriction icon by displaying a detailed status text box corresponding to the context restriction icon in a position near the context restriction icon. Alternatively, in response to the detection that the hover operation has ended, the detailed status text box can be hidden.
[0095] As an example, Figure 8 This is a third schematic diagram of the plot interaction options provided in the embodiments of this application, see below. Figure 8 After the terminal displays four story interaction options, it can display a scenario limitation indicator in the relevant location of some story interaction options (such as the upper or lower edge area of the story interaction options). Figure 8 As shown in the dashed box on the left, the terminal displays the story interaction option 1103 marked with a scenario restriction label. For the story interaction option 1103 at the top, the terminal determines that the current scenario meets the restriction state that the current check result will fail; therefore, the terminal displays a scenario restriction label containing the text "Failure" directly above the story interaction option. For the story interaction option 1103 at the bottom, the terminal determines that the current scenario meets the bonus state that the current check result will have an additional numerical bonus; therefore, the terminal displays a scenario restriction label containing the text "Additional Bonus" directly below the story interaction option.
[0096] By employing the aforementioned method of displaying contextual limitation indicators, and placing these indicators in relevant locations within the story interaction options, the underlying abstract limitations of the check (such as a failed check or a failed collaboration) or bonus states (such as a successful check or an additional numerical bonus) are transformed into intuitive visual elements. This method overcomes the logical deficiency of insufficient information prompts in related technologies, allowing users to clearly anticipate the specific check context of the current story interaction option before making a selection. Clear visual feedback effectively prevents users from making inevitably failed, invalid interaction attempts due to information asymmetry, thereby reducing the computational overhead of the terminal in processing invalid check requests and significantly improving the accuracy and overall efficiency of the human-computer interaction process.
[0097] See also Figure 3 The following explanation follows step 101 above.
[0098] In step 102, in response to a selection operation for a target story interaction option, a combination of virtual objects is displayed, including a master virtual object and a cooperative virtual object, which match the check attributes associated with the target story interaction option.
[0099] Here, the random number generation control is an interface element that allows users to interact by clicking, swiping, or dragging. It triggers the underlying probability algorithm and visually presents the basic random number generation process. Visually, the random number generation control can appear as a multi-dimensional virtual die, a two-dimensional virtual wheel, or a dynamically scrolling number dial. The random number generation control can be displayed in the central visual area of the graphical interface or adjacent to the target storyline interaction option to guide the user to perform subsequent triggering actions. Subsequent examples will use a virtual die as an example for explanation.
[0100] A virtual object combination is a visual unit composed of a master virtual object and cooperative virtual objects that have a binding, bond, or team relationship. The terminal compares attribute tags in the underlying database based on the check attributes associated with the target story interaction options. It then selects the master virtual object whose attribute data contains the check attributes, as well as the cooperative virtual objects paired with the master virtual object, from the user's character library. The master virtual object and cooperative virtual objects are then combined into a virtual object combination matching the check attributes associated with the target story interaction options. The master virtual object is the primary virtual entity representing the user's core operational intent in the virtual scene, carrying basic attribute bonuses. A user can have multiple master virtual objects simultaneously in the game. Cooperative virtual objects are secondary virtual entities that assist the master virtual object in executing non-linear interaction logic in the virtual scene. Cooperative virtual objects carry cooperative bonuses independent of the master virtual object. Cooperative virtual objects can manifest as virtual pets, virtual spirits, virtual companions, or auxiliary intelligent agents.
[0101] In some embodiments, the terminal may display a combination of a random number generation control and a virtual object of a test attribute associated with a target story interaction option in the following ways: displaying a test interaction interface and displaying a combination of a random number generation control and a virtual object of a test attribute associated with a target story interaction option in the test interaction interface; or, displaying a test interaction pop-up and displaying a combination of a random number generation control and a virtual object of a test attribute associated with a target story interaction option in the test interaction pop-up.
[0102] In related technologies, when triggering the game's underlying verification logic, the interface display often lacks a unified and clear container, with verification-related interactive elements abruptly superimposed on the current game scene. This display method easily obscures key game screen information, causing the user's visual focus to be scattered, making it difficult to intuitively and centrally obtain the core parameters required for the verification. The chaotic interface layout leads to low human-computer interaction efficiency and increases the user's visual cognitive load when performing story verifications.
[0103] Here, the check interaction interface refers to a dedicated interactive container displayed as an independent layer or occupying a major visual area in the graphical interface, used to carry and execute the plot check logic. In this embodiment, its purpose is to centrally display a combination of virtual objects representing random number generation controls and check attributes associated with matching target plot interaction options. The check interaction pop-up essentially refers to a local interactive container displayed in a floating, side-sliding, or partially covered form, used to carry and execute plot check logic. In this embodiment, its purpose is to display a combination of virtual objects representing random number generation controls and check attributes associated with matching target plot interaction options without completely obscuring the underlying game scene.
[0104] In practical applications, in response to a selection of a target story interaction option, the terminal can hide the original dialogue interface and display a test interaction interface. The terminal displays a random number generation control in the center area of the test interaction interface. The terminal displays a combination of virtual objects matching the test attributes associated with the target story interaction option in the lower area of the test interaction interface. Alternatively, in response to a selection of a target story interaction option, the terminal, while maintaining the original virtual scene content display, overlays a test interaction pop-up in a partial area of the display interface. The terminal displays a random number generation control within the test interaction pop-up. The terminal also displays a combination of virtual objects matching the test attributes associated with the target story interaction option within the test interaction pop-up.
[0105] In some cases, the terminal can respond to the detection of a drag operation on the edge of the verification interaction pop-up window, update the content of the display interface, and change the coordinates of the display position of the verification interaction pop-up window on the display interface. Alternatively, in response to the detection of a click operation on the outer area of the verification interaction pop-up window, it can execute a close command and hide the verification interaction pop-up window and the random number generation control contained within the verification interaction pop-up window on the display interface.
[0106] As an example, Figure 9 This is a first schematic diagram of the verification interaction interface provided in the embodiments of this application. For example... Figure 9 As shown, in response to a selection of a target story interaction option, the terminal displays a check interaction interface occupying the main visual area. The terminal displays a random number generation control 1501 (presented as a twenty-sided virtual die) in the check interaction interface. Simultaneously, the terminal displays a virtual object combination 160 matching the check attributes associated with the target story interaction option at the bottom of the check interaction interface. The virtual object combination 160 includes a master virtual object 1601 and a cooperative virtual object 1602.
[0107] Figure 10 This is a first schematic diagram of the verification interactive pop-up window provided in the embodiments of this application. For example... Figure 10As shown, in response to a selection operation for a target story interaction option, the terminal can also overlay a check interaction pop-up window located in a partial area on the right side of the current virtual scene. The terminal displays a random number generation control 1502 in the check interaction pop-up window. Simultaneously, the terminal displays a virtual object combination 170 that matches the check attributes associated with the target story interaction option in the check interaction pop-up window. The virtual object combination 170 includes a master virtual object 1701 and a cooperative virtual object 1702.
[0108] By employing the methods described above, such as displaying a verification interaction interface or displaying verification interaction pop-ups, and by providing a dedicated structured interface container for the combination of random number generation controls and virtual objects, the technical problems of chaotic display of verification elements and easy obscuring of key information, leading to low human-computer interaction efficiency, in related technologies are solved. A full-screen verification interaction interface provides a highly focused visual feedback experience, while partial verification interaction pop-ups offer a lightweight operating space without interrupting the underlying virtual scene context information. Clear interface hierarchy and structured component display significantly reduce the user's visual cognitive load and improve the interface cleanliness and interaction smoothness in complex storyline interaction processes.
[0109] In some embodiments, the terminal may also display a combination of a random number generation control and a virtual object matching the check attribute associated with the target story interaction option in response to a selection operation on the target story interaction option: in response to a selection operation on the target story interaction option, when the random number generation control is first displayed, an operation guidance animation for the random number generation control is displayed, and when the operation guidance animation ends, a combination of virtual objects matching the check attribute associated with the target story interaction option is displayed.
[0110] In related technologies, when handling the interaction logic of branching storylines in games, terminals typically display all check-related interactive controls and complex attribute bonus data panels on the interface at once. For users encountering the check mechanism for the first time, the sudden influx of numerous interface elements can easily lead to visual distraction and cognitive overload. The lack of a progressive operation guidance mechanism for core interactive controls results in a high learning cost for users in the early stages, reducing human-computer interaction efficiency, and the interaction flow has logical flaws in the hierarchical order of information display.
[0111] The first display of the random number generation control refers to the situation where the current user account or terminal has no history of displaying the random number generation control in its interaction records, and the random number generation control is loaded and rendered for the first time in the current interaction flow. In this application embodiment, it is used as a prerequisite condition for triggering operation guidance animations, for example, in a scenario where a novice player triggers a story interaction option requiring numerical judgment for the first time in the early stages of the game.
[0112] Operation guidance animations refer to visual elements used to explain to users how to operate a random number generation control and its underlying judgment rules. In this embodiment, their purpose is to reduce the user's learning curve and delay the display of the virtual object combination until the animation ends. For example, a sequence of dynamically displayed and highlighted text boxes indicating the difficulty level, the clickable area of the control, and the judgment rule explanation.
[0113] In practical applications, in response to a selection of a target story interaction option, upon initial display of the random number generator control, the terminal displays an operation guidance animation for the random number generator control. This guidance animation manifests as dynamic indicator arrows, highlight effects, or prompt text boxes appearing sequentially around the random number generator control. During the guidance animation, the terminal can hide or delay the display of the virtual object combination matching the check attributes associated with the target story interaction option. Upon completion of the guidance animation, the terminal displays the virtual object combination matching the check attributes associated with the target story interaction option. This virtual object combination includes a master virtual object and cooperative virtual objects.
[0114] Specifically, the terminal receives a selection operation instruction for the target story interaction option. The terminal reads the historical interaction log data of the current user account. The terminal compares the call record identifier for the random number generation control in the historical interaction log data. If the call record identifier is empty or has a preset initial value, the terminal determines that the current state is the first display of the random number generation control. If the random number generation control is displayed for the first time, the terminal loads the resource file of the operation guidance animation into memory. The terminal executes the playback instruction for the operation guidance animation on the preset rendering layer of the display interface. The terminal intercepts the rendering request for the virtual object combination and suspends the drawing process for the virtual object combination. The terminal checks the playback progress status of the operation guidance animation. If the playback progress status of the operation guidance animation is complete (i.e., the operation guidance animation has ended), the terminal resumes the drawing process of the virtual object combination. The terminal obtains the image data of the virtual object combination that matches the check attribute associated with the target story interaction option and renders and displays the virtual object combination in the graphical user interface. If the call record identifier is not empty, the terminal determines that the current state is not the first display of the random number generation control. Without initially displaying the random number generation control, the terminal skips the playback operation guide animation step and directly renders the combination of the random number generation control and the virtual object of the check attribute associated with the target plot interaction option in the graphical user interface.
[0115] In some cases, the terminal can also respond to a screen touch operation detected during the display of the operation guide animation by executing a skip command, interrupting the playback of the operation guide animation, and directly displaying the virtual object combination that matches the check attributes associated with the target plot interaction option on the display interface. Alternatively, in response to a trigger operation on the replay control in the operation guide animation, the operation guide animation for the random number generation control can be replayed on the display interface, and the virtual object combination can be reset to a hidden state.
[0116] As an example, Figure 11 This is a schematic diagram of the operation guidance animation provided in an embodiment of this application. In response to a selection operation for a target storyline interaction option, and when the terminal determines that this is the first time the random number generation control is displayed, the terminal first displays the random number generation control (a virtual die with numerical faces) in the center of the interface and begins playing an operation guidance animation for the random number generation control. For example... Figure 11 As shown in the upper part of the screen, the operation guidance animation first displays a tooltip containing the text "Difficulty value of this action" in the area above the random number generation control, indicating the difficulty level of the target story interaction options. Then, as... Figure 11 As shown in the middle of the screen, the operation guidance animation displays a tooltip with the text "Click the gear on the dice" and an indicator cursor on the edge area of the random number generation control to guide the user to perform a trigger operation on the random number generation control. Then, as... Figure 11 As shown in the lower part of the screen, the operation guidance animation displays a prompt box with the text "Success if the dice roll is greater than the difficulty value, otherwise failure" to the lower right of the random number generation control, explaining the underlying comparison rules. After the operation guidance animation finishes displaying, the terminal unlocks the screen and displays a virtual object combination (not shown in the figure) at a designated position below the display interface, matching the check attributes associated with the target story interaction options. This completes the smooth transition from learning basic operations to displaying complex ability enhancement elements.
[0117] By employing the method described above, which introduces an operation guidance animation upon the initial display of the random number generation control, and by delaying the display of the combination of virtual objects including the main virtual object and cooperative virtual objects, the technical problem of visual focus dispersion and cognitive overload caused by a one-time concentrated display of interface elements in related technologies is solved. The progressive interface rendering strategy ensures that users can quickly grasp the operation methods of core controls and basic judgment rules in the early stages of complex interaction processes. The layered information display visualization mechanism effectively reduces the user's learning cost and significantly improves the human-computer interaction efficiency in the early stages of the game.
[0118] In some embodiments, virtual object combinations are used to add attribute bonuses to corresponding test attributes; the terminal can display virtual object combinations that match the test attributes associated with the target story interaction option in the following manner: in response to the number of multiple candidate virtual object combinations that match the test attributes associated with the target story interaction option, the first virtual object combination that adds the most attribute bonus to the test attribute is displayed; wherein, the multiple candidate virtual object combinations include at least the first virtual object combination.
[0119] In related technologies, when handling the logic of checks in game story branches, if a user account has multiple virtual objects that meet the check conditions (such as multiple characters and auxiliary pets with different attributes), the system usually follows a default order or requires the user to manually select the combination. This interaction logic has obvious flaws: users need to frequently check the attribute panels of different virtual objects and perform mental calculations to find the optimal combination that is conducive to passing the check. The cumbersome manual selection and comparison process greatly increases the user's cognitive load and operational steps, resulting in low human-computer interaction efficiency and seriously disrupting the continuity of the story experience.
[0120] Here, "candidate virtual object combination" refers to a combination of virtual entities whose attribute configuration includes the test attributes associated with the target plot interaction options and which are qualified to participate in the current test. In this embodiment, it is used as a set of candidates for the system to perform attribute bonus value comparison calculations. "First virtual object combination" refers to a specific combination of virtual entities among multiple candidate virtual object combinations that can provide the highest numerical attribute bonus for the current test attribute. In this embodiment, it is used as the optimal virtual object combination that is automatically selected and displayed by default.
[0121] In practical applications, in response to a selection of a target storyline interaction option, the terminal displays a random number generation control on the test interface. When there are multiple candidate virtual object combinations matching the test attribute associated with the target storyline interaction option, the terminal can directly display the model or image of the first virtual object combination on the test interface. The first virtual object combination includes the master virtual object and the cooperative virtual object that provide the largest attribute bonus to the test attribute. The terminal displays the text indicating the maximum numerical value of the attribute bonus provided by the first virtual object combination in the area surrounding the first virtual object combination.
[0122] Specifically, the terminal obtains the test attributes associated with the target story interaction option. The terminal traverses the object database currently owned by the user account. The terminal performs tag matching between the object attributes in the object database and the test attributes. The terminal filters out multiple candidate virtual object combinations containing the test attributes. Each candidate virtual object combination must include at least one first virtual object combination. The terminal counts the number of candidate virtual object combinations matching the test attributes associated with the target story interaction option. When there are multiple candidate virtual object combinations, the terminal extracts the attribute bonus parameters of the master virtual object and the collaborative bonus parameters of the collaborating virtual objects from each candidate virtual object combination. The terminal executes summation logic to calculate the total attribute bonus value provided by each candidate virtual object combination to the test attributes. The terminal executes sorting and comparison logic to compare multiple total attribute bonus values and determines the first virtual object combination with the largest total attribute bonus value. The terminal obtains the interface rendering resources for the first virtual object combination and renders the first virtual object combination on the display interface. When there is only one candidate virtual object combination, the terminal directly obtains the interface rendering resources for the unique candidate virtual object combination and renders the unique candidate virtual object combination on the display interface.
[0123] In some cases, the terminal may also, in response to detecting a swipe operation on a first virtual object combination in the display interface, overlay a replacement list panel containing multiple candidate virtual object combinations on the display interface. Alternatively, in response to detecting a click operation on a target candidate virtual object combination in the replacement list panel, the terminal may hide the first virtual object combination and update the display of the target candidate virtual object combination in its original position on the display interface.
[0124] By employing the above method, which automatically filters and displays the first virtual object combination, the underlying logic calculates and compares the attribute bonus values of multiple candidate virtual object combinations, and directly displays the first virtual object combination with the largest attribute bonus in the graphical user interface. This solves the technical problem of low human-computer interaction efficiency caused by reliance on manual calculation and comparison by users in related technologies. The mechanism of automatically selecting and displaying the first virtual object combination eliminates redundant interface switching and manual filtering steps, significantly reducing the user's cognitive load and operational costs, ensuring that users participate in numerical judgment in the optimal state, and improving the smoothness and intelligence level of the plot interaction process.
[0125] In some embodiments, after displaying the first virtual object combination that provides the greatest attribute bonus to the test attribute, the terminal may also display a combination replacement interface in response to a triggering operation of a combination replacement control associated with the first virtual object combination, and display multiple candidate virtual object combinations in the combination replacement interface; in response to a selection operation of a second virtual object combination among the multiple candidate virtual object combinations, the first virtual object combination may be replaced with the second virtual object combination.
[0126] Here, the second virtual object combination refers to the alternative entity combination scheme that the user can choose to replace the first virtual object combination from among multiple candidate virtual object combinations.
[0127] In practical applications, after the first virtual object combination with the highest attribute bonus is displayed on the verification interaction interface, the terminal displays a combination replacement control adjacent to the first virtual object combination. In response to a trigger operation on the combination replacement control associated with the first virtual object combination, the terminal displays a combination replacement interface on the verification interaction interface. The terminal displays multiple candidate virtual object combinations in a list or grid array format on the combination replacement interface. These candidate virtual object combinations include both the first and second virtual object combinations. In response to a selection operation on the second virtual object combination among the multiple candidate virtual object combinations, the terminal hides the combination replacement interface. The terminal then displays the image and parameter text of the second virtual object combination in the original display position of the first virtual object combination, visually replacing the first virtual object combination with the second virtual object combination.
[0128] In some cases, the terminal can also respond to a swipe operation on the combination switching interface, update the displayed content of the combination switching interface, and scroll through multiple candidate virtual object combinations that are not within the current viewport. Alternatively, in response to a long press operation on a target candidate virtual object combination among multiple candidate virtual object combinations, a detailed skill attribute panel of the target candidate virtual object combination can be displayed in a floating position adjacent to the target candidate virtual object combination.
[0129] As an example, Figure 12 This is a schematic diagram of the combination replacement interface provided in an embodiment of this application. After the terminal displays the first virtual object combination that provides the largest attribute bonus to the test attribute, in response to a triggering operation of the combination replacement control associated with the first virtual object combination (e.g., the first virtual object combination itself), the terminal displays a combination replacement interface containing the text "Select Spirit Bond". Figure 12 As shown, the terminal displays multiple candidate virtual object combinations in the combination switching interface. The first virtual object combination 1801, which is in "current use" mode, includes the name of the "Ambition Monarch" cooperating virtual object, its associated avatar image, description text for specific skills, and attribute bonus information for the master virtual object. Simultaneously, the combination switching interface also displays a second virtual object combination 1802 for selection. In response to a selection operation on the second virtual object combination 1802 (e.g., clicking the rectangular area containing the second virtual object combination 1802), the terminal hides... Figure 12 The interface shown is for changing combinations, and the bottom-level battle combination is changed from the first virtual object combination 1801 to the second virtual object combination 1802.
[0130] By employing the aforementioned method, which provides a combination-changing interface and supports user-selectable virtual object combinations, and by introducing a combination-changing control after displaying the first virtual object combination, and centrally displaying multiple candidate virtual object combinations for users to choose from in the combination-changing interface, the technical problem of insufficient strategic depth caused by rigid battle logic in related technologies is solved. The mechanism allowing users to change the first virtual object combination to a second virtual object combination grants users the right to adjust their battle lineup according to the specific game situation (e.g., needing to utilize the re-throw skill or specific bonus status of the second virtual object combination). This self-selection mechanism significantly improves the flexibility of the interaction process and the strategic depth of the game's story checks, thereby improving the overall human-computer interaction efficiency.
[0131] In some embodiments, the terminal can display a combination of virtual objects that match the test attributes associated with the target story interaction option in the following manner: Using a first style, the terminal displays the master virtual object and the cooperative virtual object that match the test attributes associated with the target story interaction option, and displays the number of cooperative actions at the associated position of the cooperative virtual object; wherein the number of cooperative actions is used to indicate the remaining number of times the cooperative value of the cooperative virtual object will be used to add attributes within a preset time period; in response to the cooperative action count of the cooperative virtual object being zero within the current time period, the display style of the cooperative virtual object is updated from the first style to the second style; wherein the second style is different from the first style, the first style is used to indicate that the cooperative virtual object is in a cooperative active state, and the second style is used to indicate that the cooperative virtual object is in a cooperative inactive state.
[0132] Here, the first style refers to the visual rendering effect indicating that the virtual object is available and can provide normal numerical bonuses, such as a full-color virtual character avatar icon without any obstructions. The second style refers to the visual rendering effect indicating that the virtual object is unavailable and cannot provide numerical bonuses. The second style differs from the first style in visual appearance, such as a virtual character avatar icon with a grayscale filter, reduced transparency, or an overlay of disabled text masking. The number of collaboration attempts refers to the remaining usage quota within a preset time period for collaborative virtual objects to legally output collaborative values to participate in the final attribute bonus calculation.
[0133] In practical applications, the terminal uses the first style to display the master virtual object that matches the check attribute associated with the target story interaction option on the check interaction interface. If the number of collaborations of the collaborative virtual object is greater than zero within the current time period, the terminal also uses the first style to display the collaborative virtual object that matches the check attribute associated with the target story interaction option. The first style indicates that the master virtual object and the collaborative virtual object are in a collaborative state. The terminal can also display the number of collaborations at the associated location of the collaborative virtual object (e.g., above or to the side of the collaborative virtual object). The number of collaborations indicates the remaining number of times the collaborative value of the collaborative virtual object can be used to add attributes within a preset time period. In response to the collaborative virtual object's number of collaborations being zero within the current time period, the terminal updates the display style of the collaborative virtual object from the first style to the second style. The second style differs from the first style. The second style indicates that the collaborative virtual object is in a collaborative inactive state.
[0134] Specifically, the terminal obtains the system timestamp for the current time period. Based on the system timestamp, the terminal queries the database for interaction record data of the collaborative virtual object within the current time period. The terminal calculates the remaining collaboration count for the collaborative virtual object based on the interaction record data. The terminal obtains the rendering resources of the master virtual object and executes the rendering instruction by calling the first style parameter. The terminal converts the collaboration count into text character data and renders this text character data at the associated position of the collaborative virtual object in the screen coordinate system. The terminal compares the collaboration count with a value of zero. If the collaboration count is greater than zero, the terminal calls the first style parameter (e.g., normal saturation and transparency parameters) to render the rendering resources of the collaborative virtual object. If the collaboration count is equal to zero, the terminal generates a state update instruction. The terminal calls the second style parameter (e.g., grayscale filter parameters or invalid mask layer parameters) to redraw and render the rendering resources of the collaborative virtual object, updating the display style of the collaborative virtual object from the first style to the second style.
[0135] In some cases, the terminal may also respond to a long-press operation detected on a collaborative virtual object displayed in the second style by displaying a status description panel floating beside the collaborative virtual object and showing a prompt message containing a method to restore the number of collaborations. Alternatively, in response to a trigger operation detected on the restore control in the status description panel, the terminal may execute a logic instruction to deduct virtual items, restore the number of collaborations to a preset initial value, and update the display style of the collaborative virtual object from the second style to the first style.
[0136] As an example, Figure 13This is a schematic diagram of the collaborative failure state provided in this application embodiment. When displaying a combination of virtual objects associated with the verification attributes of the target plot interaction options, the terminal displays the master virtual object 2101 in a first style. The master virtual object 2101 is presented in a normal highlighted color state, indicating that it is in an active state. At the same time, the terminal displays the collaborative count 190 in the upper right corner of the collaborative virtual object, which is used to indicate the remaining number of times the collaborative value of the collaborative virtual object can be used to add attributes within a preset time period. In response to determining that the collaborative count of the collaborative virtual object is zero in the current time period, the terminal updates the display style of the collaborative virtual object 2102 from the first style with normal color to a second style that is grayed out and covered with the text "Ineffective". Through the visual comparison between the master virtual object 2101 displayed in the first style and the collaborative virtual object 2102 displayed in the second style, it is intuitively indicated that the collaborative virtual object is currently in a collaborative failure state.
[0137] By employing the method described above, which displays the number of collaboration attempts and updates the display style based on those attempts, the remaining available attempts are visually displayed in the associated location. When the attempts are exhausted (i.e., the number of collaboration attempts reaches zero), the display style of the collaborative virtual object explicitly switches from the first style indicating an active collaboration to the second style indicating an inactive collaboration. This solves the cognitive bias and ineffective interaction problems caused by insufficient status prompts in related technologies. This mechanism provides users with accurate and immediate visual feedback, enabling them to clearly assess the actual synergistic capabilities of the current virtual object combination before triggering an operation. This significantly reduces the user's trial-and-error costs and substantially improves the logical clarity of the interaction process and the efficiency of human-computer interaction.
[0138] In some embodiments, after displaying the combination of virtual objects with the random number generation control and the check attributes associated with the target story interaction option, the terminal may further: in response to a details viewing operation on the random number generation control, display a first details interface, and highlight the target basic attribute associated with the random number generation control and the target specialty attribute under the target basic attribute in the first details interface; in response to a details viewing operation on the combination of virtual objects, display a second details interface, and display the attribute bonus values of the master virtual object under the target basic attribute and the target specialty attribute, and the number of collaborations corresponding to the collaborative virtual objects in the second details interface; wherein the target basic attribute and the target specialty attribute correspond to the check attributes associated with the target story interaction option.
[0139] In related technologies, when performing game attribute checks, the interactive interface often only displays the final total bonus value or a simple check result. Users cannot intuitively and in detail obtain the specific basic attributes and expertise attributes on which the current check is based, nor can they break down and view the specific attribute bonus values and collaboration counts provided by the main virtual object and the cooperative virtual objects. The lack of transparency in the display of underlying attribute information leads to a lack of decision-making basis for users when performing complex numerical checks. The logical flaws in the human-computer interaction process at the information display level increase the user's trial and error costs, resulting in low efficiency in human-computer interaction.
[0140] Here, "view details" refers to an interactive action in a graphical interface (such as an inspection interaction interface) that allows users to view detailed attributes or configuration information of an object. For example, clicking on a "view details" control or clicking on a combination of virtual objects.
[0141] The first details interface is a separate graphical container used to display the underlying judgment rules and attribute explanations of the random number generation control. The second details interface is a separate graphical container used to display the specific bonus details of each virtual entity participating in the verification. Target basic attributes refer to the macro-level capability dimension tags used by the current random number generation control when making judgments. Target expertise attributes refer to more detailed micro-level capability dimension tags that fall under the target basic attributes and are specific to particular scenarios.
[0142] In practical applications, after displaying the combination of the random number generation control and the virtual object representing the test attributes associated with the target story interaction options, the terminal can also display a detailed viewing control (such as...) on the test interaction interface. Figure 13 (The "Dice Attribute Description" control in the context of the random number generation control). In response to a detail viewing operation on the random number generation control (e.g., a click on the detail viewing control), the terminal displays a first details interface, showing multiple basic attributes. The terminal highlights the target basic attribute associated with the random number generation control and the target specialty attributes under that target basic attribute in the first details interface. The highlighting style is indicated by the target basic attribute's icon area being larger than the icons of other basic attributes, or by the target basic attribute's icon having a highlighted halo around it, to distinguish it from other basic attributes.
[0143] In response to actions that view details of a combination of virtual objects (such as clicking on the combination), the terminal can also display a second details screen. This second details screen displays the attribute bonuses of the controlling virtual object under the target's base attributes and target's specialization attributes, as well as the number of collaborations for the collaborating virtual objects. The target's base attributes and target's specialization attributes correspond to the check attributes associated with the target's story interaction options.
[0144] In some cases, the terminal may also respond to a long press operation detected on a target perk attribute in the first details screen by executing a floating window rendering command and overlaying a detailed description text box of the target perk attribute on the first details screen. Alternatively, in response to a click operation detected on the number of co-op attempts in the second details screen, an item consumption prompt box may be displayed, along with an option to reset the number of co-op attempts.
[0145] As an example, Figure 14 This is a schematic diagram of the first details interface provided in the embodiments of this application. After the terminal displays a combination of a random number generation control and a virtual object representing the test attribute associated with the target story interaction option, in response to a details viewing operation on the random number generation control (e.g., clicking the details viewing control containing the text "Dice Attribute Description" in the upper left corner of the test interaction interface), the terminal displays as follows: Figure 14 The first details screen is shown. In this screen, the terminal displays basic attributes such as Agility, Charisma, Strength, Perception, and Intelligence. It also highlights the target basic attribute 2201 (i.e., "Charisma") associated with the random number generation control. Target basic attribute 2201 is presented as a larger icon with an internal wireframe texture, distinguishing it from other basic attributes presented with simple concentric circle wireframes. Simultaneously, the terminal highlights several specialty attributes 2202 (including target specialty attributes such as Deception, Lobbying, and Intimidation) under the target basic attribute in the first details screen. Furthermore, text descriptions of the target basic attribute "Charisma" and the target specialty attribute "Deception" are displayed at the bottom of the first details screen.
[0146] Figure 15 This is a schematic diagram of the second details interface provided in the embodiments of this application. In response to a details viewing operation for a virtual object combination (e.g., clicking the area displaying the character combination at the bottom of the verification interaction interface), the terminal displays as shown below. Figure 15 The second details screen is shown below. In this screen, the terminal displays the current matching status at the top, including the attribute "Charm" and the feat "Persuasion" (i.e., the target's base attribute and feat attribute). At the bottom, the terminal displays the attribute bonuses of the controlling virtual object under the target's base attribute and feat attribute (containing the text "Attribute: Charm +1" and "Feat attribute: Allure +1"). Simultaneously, the terminal displays the number of collaborations corresponding to the collaborating virtual object (containing the text "4 times").
[0147] By employing the method described above, which involves displaying a first details interface and a second details interface separately, and responding to details viewing operations, the macroscopic attribute rule structure (target basic attributes and target specialty attributes) and the microscopic entity parameter details (attribute bonus values and collaboration times) are layered, decomposed, and visualized. This solves the technical problem of low human-computer interaction efficiency caused by the opaque display of underlying attribute information in related technologies. Highlighting associated attributes and clearly displaying specific numerical components provides users with complete and transparent verification decision-making basis, greatly reducing the cognitive difficulty and trial-and-error costs for users in complex numerical systems, and improving the logical clarity of the overall interaction process and the intuitiveness of interface information delivery.
[0148] In some embodiments, the terminal may also, in the first details interface, in response to a details viewing operation for other basic attributes associated with the random number generation control, display a variety of specialty attributes under other basic attributes; wherein, other basic attributes are basic attributes that are different from the target basic attribute among the multiple basic attributes associated with the random number generation control.
[0149] In practical applications, on the first details screen, the terminal receives a request to view details of other basic attributes associated with the random number generation control. In response to this request, the terminal hides the target specialty attribute under the target basic attribute in the preset display area of the first details screen (e.g., the right side of the first details screen). The terminal then displays multiple specialty attributes (referring to subdivided capability dimension tags belonging to other basic attributes) under the other basic attributes in the preset display area of the first details screen. These multiple specialty attributes are represented in the first details screen as multiple circular icons arranged radially around the text name of the other basic attribute, or as a vertically arranged list of attribute text.
[0150] In some cases, the terminal may also respond to the detection of a click on a specific feat attribute among multiple feat attributes under other basic attributes by displaying a detailed skill description of the specific feat attribute in the bottom text area of the first details screen. Alternatively, in response to the detection of a re-click on a target basic attribute in the first details screen, the terminal may hide multiple feat attributes in the first details screen and restore the display of the target feat attribute under the target basic attribute.
[0151] As an example, see Figure 14In the first details screen, the terminal displays several basic attributes such as "Agility," "Charm," "Strength," "Perception," and "Intelligence" horizontally in the left area. At this time, the terminal highlights the target basic attribute 2201 ("Charm") and displays several target specialty attributes 2202 (including "Deception," "Persuasion," etc.) under the target basic attribute within the dotted box on the right. In response to a detail viewing operation on other basic attributes associated with the random number generation control (e.g., the user clicks the icon for the "Agility" basic attribute on the left, where "Agility" is a different basic attribute from the target basic attribute "Charm"), the terminal updates the content within the dotted box on the right. The terminal displays various specialty attributes under other basic attributes within the dotted box on the right (e.g., displaying "Agility" as the central text, surrounded by icons for various specialty attributes such as "Stealth," "Dexterity," and "Gymnastics"), while simultaneously updating the text area at the bottom of the screen to display "Agility" and the corresponding text description for the selected specialty attribute.
[0152] By employing the above method, which responds to the detailed viewing operations of other basic attributes and displays multiple specialty attributes within the first details interface, and by supporting seamless switching and drill-down to different hierarchical structures of basic attributes within the same details interface, this solves the technical problem of low human-computer interaction efficiency caused by frequent interface jumps and closing operations required to view attributes other than the current test in related technologies. Achieving the aggregated display and dynamic switching of global attribute branches within a unified first details interface ensures visual continuity for users when obtaining underlying game rule information, significantly reduces unnecessary operation steps, and improves the logical rigor of the interface interaction flow and user experience.
[0153] In some embodiments, after displaying the combination of a random number generation control and a virtual object that matches the check attribute associated with the target story interaction option, the terminal may further display an item addition control in response to the existence of a virtual item that matches the check attribute associated with the target story interaction option; in response to a trigger operation on the item addition control, display an item selection interface and display at least one virtual item that matches the check attribute associated with the target story interaction option in the item selection interface; in response to a selection operation on the target virtual item, cancel the display of the item selection interface and display the target virtual item at the associated position of the item addition control; wherein, the item bonus of the target virtual item is used to determine the first check value by combining the base random number, attribute bonus, and synergistic bonus.
[0154] In related technologies, during story-based checks, terminals typically only allow judgments based on the inherent attributes of the main virtual object or the auxiliary attributes of collaborating virtual objects. When basic attribute bonuses are insufficient to handle high-difficulty checks, users cannot dynamically intervene during the check interaction and use external resources (such as consumable items in the virtual inventory) to correct the probability of the check. This interaction process lacks support for dynamic external gain mechanisms, thus limiting the user's interaction strategies. When facing high-difficulty story branches, the lack of a dynamic adjustment mechanism can easily lead to consecutive check failures, thereby reducing the efficiency of human-computer interaction and the overall strategic depth of the game.
[0155] Here, virtual props refer to digital items that are collected or acquired by users in virtual scenes, have consumable attributes, and can provide specific numerical benefits.
[0156] In practical applications, after the terminal displays a combination of a random number generation control and a virtual object that matches the check attribute associated with the target story interaction option, and if a virtual item matches the check attribute associated with the target story interaction option, the terminal can display an item addition control in the check interaction interface. In response to a triggering operation on the item addition control, the terminal displays an item selection interface in the check interaction interface. The terminal displays at least one virtual item in the item selection interface that matches the check attribute associated with the target story interaction option. In response to a selection operation on the target virtual item among the at least one virtual item, the terminal hides the item selection interface to cancel its display. Then, the terminal displays the target virtual item in the associated position of the item addition control. The target virtual item's interface elements include an item icon and numerical text representing the item bonus. The target virtual item's item bonus is used to determine the first check value by combining the base random number, attribute bonus, and synergy bonus.
[0157] Specifically, the terminal obtains the virtual inventory data of the current user account and the attribute identifier of the check attribute associated with the target story interaction option. The terminal iterates through the virtual inventory data, comparing the tags and attribute identifiers of each virtual item in the data. If a virtual item containing the attribute identifier exists in the virtual inventory data, the terminal determines that a virtual item matching the check attribute associated with the target story interaction option exists. If a virtual item matching the check attribute associated with the target story interaction option exists, the terminal loads the UI resources for the item addition control and renders the item addition control in the check interaction interface.
[0158] In some cases, the terminal can also respond to the detection of a cancel trigger operation on the target virtual item in the display interface by hiding the target virtual item in the display interface and restoring the item addition control in the original screen coordinates. Alternatively, in response to the detection of a long press operation on the target virtual item in the display interface, a detailed attribute prompt box of the target virtual item is displayed floating in the display interface, showing the specific calculation rules of the item bonus and the remaining quantity of the target virtual item in the virtual inventory.
[0159] As an example, Figure 16 This is a second schematic diagram of the verification interaction interface provided in the embodiments of this application. For example... Figure 16 As shown, after the terminal displays a combination of a random number generation control and a virtual object that matches the check attribute associated with the target story interaction option (such as "Agility"), in response to the determination that there is a virtual item that matches the check attribute associated with the target story interaction option, the terminal displays an item adding control 230 in the area directly below the random number generation control. The item adding control 230 is presented as an empty slot icon with a cross plus sign inside.
[0160] Figure 17 This is a schematic diagram of the item selection interface provided in an embodiment of this application. For example... Figure 17 As shown, in response to Figure 16 When the item addition control 230 is triggered (e.g., by clicking), the terminal displays an item selection interface 240 overlaid in the central area of the check interaction interface. The item selection interface 240 displays at least one virtual item that matches the check attribute associated with the target story interaction option. At least one virtual item contains textual and graphic information such as the name "XXXX Potion," the bonus "Agility +1," and "Quantity 10."
[0161] Figure 18 This is a third schematic diagram of the verification interaction interface provided in the embodiments of this application. For example... Figure 18 As shown, in response to Figure 17 When selecting the target virtual item (i.e., "XXXX Potion"), the terminal cancels the display of the item selection interface 240. Simultaneously, the terminal displays the target virtual item 250 at the associated location of the item adding control 230 (e.g., the adjacent position to the left of the item adding control 230). The target virtual item 250 includes a potion icon and a "+1" bonus prompt text. In subsequent calculations, the item bonus (i.e., "+1") of the target virtual item 250 is used to determine the final first check value by combining the base random number generated by the random number generation control, the attribute bonus of the main virtual object, and the collaborative bonus of the cooperative virtual objects.
[0162] By employing the aforementioned method of displaying item addition controls and target virtual items, a dynamic external item bonus mechanism is introduced into the story check phase. This allows users to actively access the item selection interface and configure target virtual items with check attributes associated with the target story interaction options before performing the trigger action. This solves the technical problems of rigid numerical judgment mechanisms and lack of external adjustment methods, leading to low human-computer interaction efficiency in related technologies. Introducing the item bonus of the target virtual item into the calculation logic of the first check value empowers users to actively intervene and increase the success rate of checks by consuming in-game resources. The visualized item addition and display process provides users with clear decision feedback, significantly enhancing the strategic depth and interactive flexibility of the check process.
[0163] See also Figure 3 The following explanation follows step 102 above.
[0164] In step 103, in response to a trigger operation on the random number generation control, the first verification value and the first verification result corresponding to the trigger operation are displayed.
[0165] The first check value is obtained by using a base random number generated by a random number generation control, the attribute bonus of the master virtual object, and the collaborative bonus of the cooperative virtual object; the first check result is determined by comparing the first check value with the difficulty level associated with the target plot interaction options.
[0166] Here, the base random number refers to a quantified value randomly generated based on a preset probability distribution. In this embodiment, it is used to provide the uncertainty base in the testing logic. Attribute bonus refers to the gain value provided by the inherent attributes (such as base attributes and specialty attributes) of the main virtual object. In this embodiment, it is used to represent the ability level of the player's core avatar and positively or negatively correct the testing result. Cooperative bonus refers to the additional auxiliary gain provided by cooperative virtual objects. In this embodiment, it is used to reflect the cooperative corrective role of auxiliary entities in the current testing process. The first testing value refers to the final quantified value obtained by combining the base random number and various bonus parameters. The first testing result refers to the qualitative conclusion drawn by comparing the first testing value with the difficulty level.
[0167] In practical applications, in response to a trigger operation on the random number generation control, the terminal plays a dynamic evolution animation of the random number generation control in the verification interface. After the dynamic evolution animation stops, the terminal displays the first verification value in the focus area of the verification interface. The first verification value is represented by specific Arabic numeral characters. When the duration of displaying the first verification value reaches a preset duration, the terminal automatically displays the first verification result in the verification interface. Visually, the first verification result replaces the original partial graphic of the random number generation control, or is overlaid on the area surrounding the first verification value. The first verification result is displayed as text content containing a successful or failed qualitative evaluation, supplemented by specific color or light effect components to enhance visual feedback.
[0168] As an example, Figure 19 This is a fourth schematic diagram of the verification interaction interface provided in the embodiments of this application. For example... Figure 19 As shown, in response to a trigger operation on the random number generation control, the terminal displays a first check value of 260 in the center area of the display interface. The first check value of 260 is represented by the number "14". This first check value is calculated by the terminal based on the base random number generated by the random number generation control (e.g., the base number 12 rolled by the virtual dice), the attribute bonus of the main virtual object (e.g., the "+1" bonus corresponding to the character in the lower left corner of the interface), and the collaborative bonus of the cooperative virtual objects (e.g., the "+1" bonus generated by the cooperative virtual object activating a skill in the lower right corner of the interface).
[0169] Accept Figure 19 , Figure 20 This is the fifth schematic diagram of the verification interaction interface provided in the embodiments of this application. For example... Figure 20 As shown, the terminal determines the first check result by comparing the first check value with the difficulty level associated with the target story interaction option. Specifically, the terminal compares the first check value "14" with the difficulty level "10" displayed above. Since the first check value "14" is greater than the difficulty level "10", the terminal displays the first check result containing the text "Triumphant Victory" in the interface, while retaining the number "14" referring to the first check value below.
[0170] In some embodiments, the terminal may display the first check value and the first check result corresponding to the trigger operation in the following ways: displaying a throwing animation of the random number generation control, and displaying the first check value and the first check result corresponding to the trigger operation when the throwing animation finishes playing; or, displaying a skip control during the display of the throwing animation of the random number generation control; and stopping the display of the throwing animation and displaying the first check value and the first check result corresponding to the trigger operation in response to a trigger operation for the skip control.
[0171] In related technologies, when users need to frequently perform checks or are in repetitive game processes, forcing them to watch lengthy animations increases unnecessary waiting time. The lack of an autonomous skipping mechanism leads to inefficient human-computer interaction, affecting the overall game flow and the efficiency with which users obtain judgment results.
[0172] Here, the throwing animation refers to the dynamic visual effect of presenting the random number generation control in the process of generating random values. In the embodiments of this application, it is used to intuitively show users the simulated generation process of random numbers, such as the dynamic process of a virtual die rolling on the screen and finally stopping.
[0173] In practical applications, the terminal displays a throwing animation of the random number generation control on the verification interaction interface. When the throwing animation completes, the terminal can display the first verification value and the first verification result corresponding to the triggered operation in a preset area of the verification interaction interface. Alternatively, while the terminal is displaying the throwing animation of the random number generation control, the terminal displays a skip control in a related position around the throwing animation (e.g., above the throwing animation). In response to a trigger operation on the skip control, the terminal stops displaying the throwing animation and directly displays the first verification value and the first verification result corresponding to the triggered operation in the verification interaction interface.
[0174] In some cases, the terminal may also respond to a long press operation on the skip control by executing an animation acceleration command and playing the throwing animation of the random number generation control on the display interface at a preset speed parameter (e.g., double the rendering frame rate). Alternatively, in response to a swipe operation on a blank area of the display interface, it may execute an interface closing command to hide the throwing animation, the first check value, and the first check result.
[0175] As an example, Figure 21 This is a sixth schematic diagram of the verification interaction interface provided in this application embodiment. During the process of displaying the throwing animation of the random number generation control on the terminal, the terminal displays a skip control 270 in the area directly above the throwing animation. The skip control 270 includes a fast-forward icon and the text "Skip". In response to a trigger operation (e.g., a click operation) on the skip control 270, the terminal immediately stops displaying the rolling throwing animation and directly displays the first verification value and the first verification result corresponding to the trigger operation in the center of the interface.
[0176] By employing the method described above, which displays a skip control and directly shows the first check value and result upon triggering, and by providing the user with an interactive entry point to actively interrupt the animation rendering process during the throwing animation playback, the technical problem of low human-computer interaction efficiency caused by the forced playback of lengthy animations in related technologies is solved. Providing a throwing animation skip mechanism effectively reduces unnecessary waiting time for users, meets their need for quick calculation results when frequently performing check operations, and significantly improves the smoothness of interface interaction and overall information transmission efficiency.
[0177] In some embodiments, the terminal may display the first verification value and the first verification result corresponding to the triggered operation in the following manner: displaying the basic random number generated by the random number generation control at the associated position of the random number generation control, displaying the attribute bonus value corresponding to the attribute bonus at the associated position of the main virtual object, and displaying the collaborative bonus value corresponding to the collaborative bonus at the associated position of the collaborative virtual object; displaying the cumulative animation of the basic random number, attribute bonus value and collaborative bonus value in a preset order, and displaying the first verification value and the corresponding first verification result obtained by accumulating the basic random number, attribute bonus value and collaborative bonus value at the end of the cumulative animation display.
[0178] Here, attribute bonus value refers to the quantified numerical gain provided by the inherent attributes of the master virtual object. Collaborative bonus value refers to the quantified numerical gain provided by collaborating virtual objects. Accumulation animation refers to the visual effect that dynamically displays the process of merging and calculating multiple discrete values.
[0179] In practical applications, the terminal displays the base random number generated by the random number generation control at the associated location of the random number generation control, the attribute bonus value corresponding to the attribute bonus at the associated location of the main virtual object, and the collaborative bonus value corresponding to the collaborative virtual object. Then, the terminal displays an animation of the accumulation of the base random number, attribute bonus value, and collaborative bonus value in a preset order. Visually, the accumulation animation includes the coordinate translation of the numerical text and the updated display of the merged values. At the end of the accumulation animation, the terminal displays the first verification value obtained by accumulating the base random number, attribute bonus value, and collaborative bonus value in the verification interaction interface, and simultaneously displays the corresponding first verification result.
[0180] By employing the aforementioned method, which involves displaying the cumulative animation of basic random numbers, attribute bonus values, and collaborative bonus values, the abstract calculation process of the first verification value is transformed into an intuitive visual animation. Specific bonus values are then displayed at the corresponding virtual entity's associated location. This solves the technical problems of low human-computer interaction efficiency caused by the black-box nature of the numerical judgment process and the lack of transparency in numerical composition in related technologies. The sequential visualization mechanism of numerical merging allows users to clearly understand the specific numerical contributions of the controlling virtual object and collaborative virtual objects to the final verification result. This visualization mechanism, combining numerical decomposition with animation display, greatly enhances the transparency of the underlying numerical logic, reduces the user's cognitive and computational burden, and improves the logical rigor and intuitiveness of the overall storyline interaction flow.
[0181] In some embodiments, after displaying the first verification value and the first verification result corresponding to the trigger operation, the terminal may also display a re-throw control for the random number generation control and the remaining number of re-throws; in response to the trigger operation for the re-throw control, if the remaining number of re-throws is greater than zero, the terminal displays the second verification value and the second verification result corresponding to the trigger operation; or, in response to the trigger operation for the re-throw control, if the remaining number of re-throws is equal to zero, the terminal displays a second prompt message, which indicates that a re-throw cannot be performed for the random number generation control.
[0182] In related technologies, irreversible single-response decision-making mechanisms are typically used when handling interactive logic for game plot checks. Once a random decision result is generated, the user cannot correct or retry an unsatisfactory result. Furthermore, even if some interactive processes allow retrying, there is a lack of transparent display of retry resource constraints (such as the remaining number of attempts). This lack of interactive fault tolerance mechanisms and opaque state information results in users having limited strategic adjustment space when facing key plot branches, reducing the flexibility and overall efficiency of human-computer interaction.
[0183] Remaining re-throw attempts refer to the remaining available amount of data that allows the user to trigger the re-throw control in the current verification interaction process. Second Verification Value: This refers to the new comprehensive quantitative value obtained by the underlying logic re-extracting random numbers and calculating them after responding to the trigger operation of the re-throw control. Second Verification Result: This refers to the new qualitative conclusion drawn after comparing the second verification value with the difficulty level. Second Prompt Message: This refers to the feedback displayed to the user when re-throw resources are exhausted, clearly indicating that a re-throw cannot be performed on the random number generation control.
[0184] In practical applications, after displaying the first check value and the first check result corresponding to the triggered operation, the terminal can also simultaneously display the re-throw control for the random number generation control and the remaining re-throw count. In response to a triggered operation for the re-throw control, if the remaining re-throw count is greater than zero, the terminal hides the first check value and the first check result, and displays the second check value and the second check result corresponding to the triggered operation. Alternatively, in response to a triggered operation for the re-throw control, if the remaining re-throw count is equal to zero, a second prompt message is displayed. The second prompt message appears as a floating prompt bar containing warning text or a centered pop-up window. The second prompt message indicates that a re-throw cannot be performed for the random number generation control.
[0185] As an example, Figure 22 This is the seventh schematic diagram of the verification interaction interface provided in the embodiments of this application. After the terminal displays the first verification value (the number "14") and the first verification result (the text "Triumphant Victory"), as follows... Figure 22 As shown, the terminal displays a re-roll control 2801 in the lower left corner of the interface. The re-roll control 2801 includes an icon that consumes a specific item and the text "Re-roll". Simultaneously, the terminal displays the remaining re-roll count 2802 in the upper right corner of the interface. The remaining re-roll count 2802 is represented by a graphic label with an hourglass icon and the number "3". In response to a triggering action (e.g., a click) on the re-roll control 2801, the terminal's backend determines that the current remaining re-roll count "3" is greater than zero. Therefore, the terminal deducts one re-roll count, re-displays the dice rolling animation in the center area of the interface, and finally displays the calculated second check value and the second check result (the latest result is not shown in the figure). Conversely, when the remaining re-roll count is zero, in response to a triggering action on the re-roll control 2801, the terminal does not execute the re-roll animation on the interface, but instead directly displays a second prompt message in the center of the interface containing the text "Available re-roll counts exhausted". The second prompt message is used to clearly indicate to the user that a re-roll cannot be performed on the random number generation control.
[0186] By providing a re-throw control and indicating the remaining re-throw attempts, and by giving users an interactive entry point to actively trigger the retry logic after the first round of testing, and by intuitively displaying the remaining retry resources on the interface, this solves the technical problem of low human-computer interaction flexibility caused by the lack of fault tolerance in the single-shot judgment mechanism in related technologies. The clear display of the number of attempts and the conditional restrictions (different feedback for values greater than zero or equal to zero) provide users with transparent decision-making basis and a trial-and-error buffer. The re-throw mechanism effectively mitigates the negative experience caused by unfavorable random results, enhances the strategic depth of the testing interaction process, and significantly improves the user's sense of control and overall human-computer interaction efficiency.
[0187] In some embodiments, the terminal may also display the random number generation control in the following ways: in response to the collaborative enhancement mode of the collaborative virtual object being a dual random mode, a first random number generation control and a second random number generation control are displayed; correspondingly, in response to a throwing operation on the first random number generation control and the second random number generation control, the terminal may display a synchronous throwing animation of the first random number generation control and the second random number generation control; in response to the end of the synchronous throwing animation display, a first check value is displayed, the first check value being obtained based on the target base random number and the attribute of the master virtual object, the target base random number being a base random number that conforms to a preset value mode among the first base random number generated by the first random number generation control and the second base random number generated by the second random number generation control; the preset value mode is the value mode indicated by the collaborative enhancement mode.
[0188] Here, "Double Random Mode" refers to a special collaborative enhancement mode attached to the collaborative virtual object. For example, it can be used to trigger the simultaneous loading and display of two random number generation controls to provide two independent samples of random values. "Preset Value Selection Mode" refers to the underlying logic rules for selecting valid values from multiple generated random numbers in Double Random Mode. The preset value selection mode is the value selection mode indicated by the collaborative enhancement mode, such as selecting the larger or smaller value of two values. "Target Base Random Number" refers to the random number that conforms to the preset value selection mode between the first and second base random numbers.
[0189] In practical applications, responding to the collaborative enhancement mode of the collaborative virtual object being a dual-random mode, the terminal displays the first random number generation control and the second random number generation control side-by-side within a preset area of the verification interaction interface. In response to a throwing operation on the first and second random number generation controls (such as a trigger operation on the first or second random number generation control), the terminal displays a synchronized throwing animation of the first and second random number generation controls on the verification interaction interface. Visually, the synchronized throwing animation is represented by the first and second random number generation controls simultaneously undergoing dynamic graphic changes and then stopping. Upon the end of the synchronized throwing animation, the terminal displays the first verification value. Here, the first verification value is obtained by adding the target base random number and the attributes of the master virtual object. The target base random number is a base random number that conforms to a preset value pattern, which is the base random number generated by the first base random number generation control and the second base random number generation control. The preset value pattern is the value pattern indicated by the collaborative enhancement mode.
[0190] In some cases, the terminal can also respond to the end of the synchronized throwing animation by highlighting the random number generation control corresponding to the base random number that matches the preset value pattern, and displaying a discarded shadow layer on the surface of the random number generation control corresponding to the base random number that does not match the preset value pattern. Alternatively, in response to detecting a click operation on the discarded shadow layer, the terminal can hide the random number generation control corresponding to the base random number that does not match the preset value pattern, and move the random number generation control corresponding to the base random number that matches the preset value pattern to the center of the interface.
[0191] As an example, Figure 23 This is the eighth schematic diagram of the verification interaction interface provided in the embodiments of this application, in which the terminal determines the collaborative virtual object ( Figure 23 The synergy bonus mode for the character named "Vision or Dream" in the lower right corner is a double random mode. For example... Figure 23 As shown, the terminal displays a first random number generation control and a second random number generation control (presented as two virtual twenty-sided dice side by side) in the center area of the verification interaction interface, and displays the text "Advantage" below the first random number generation control and the second random number generation control.
[0192] By employing the above method, which displays both a first and a second random number generation control in a dual-random mode and determines the target base random number based on a preset value pattern, and by visually rendering a dual-throw animation in the graphical user interface and automatically filtering valid values, this approach solves the technical problem in related technologies where a single random judgment mechanism cannot reflect the influence of complex states. The visual design of the dual random number generation control accurately conveys the probability correction rules under special scenarios, compensates for the deficiencies in the underlying logic, significantly enhances the strategic depth of the verification interaction process, and improves the efficiency for users to obtain judgment information in complex interaction scenarios.
[0193] See also Figure 3 The following explanation follows step 103 above.
[0194] In step 104, in response to the confirmation operation for the first test result, the corresponding plot content is triggered based on the first test result.
[0195] In practical applications, different test results correspond to different plot developments. Within a single plot, there can be different plot branches, and the test results are used to determine which plot branches to take.
[0196] Through the embodiments of this application, during the user's execution of the storyline, in response to the fulfillment of the storyline branching conditions, at least one storyline interaction option (associated with a check attribute and difficulty level) can be displayed. In response to the selection operation of the target storyline interaction option, a combination of a random number generation control and virtual objects (including a master virtual object and cooperative virtual objects) matching the check attribute associated with the target storyline interaction option are displayed. Subsequently, in response to the triggering operation of the random number generation control, a first check value and a first check result are displayed. Here, the first check value is obtained based on the base random number generated by the random number generation control, the attribute bonus of the master virtual object, and the cooperative bonus of the cooperative virtual object. In this way, the direction of the storyline is transformed into a concrete visual operation based on the combination of the random number generation control and virtual objects, making the human-computer interaction process both dynamic and logically consistent, thereby increasing the user's interactive interest.
[0197] In some embodiments, after the terminal triggers the corresponding plot content based on the first verification result, it can also display a plot rewind control in response to the completion of the plot content; in response to the trigger operation on the plot rewind control, display the plot branch structure of the complete plot in which the plot content is located, the plot branch structure including multiple plot nodes; in response to the trigger operation on the target plot node among the multiple plot nodes, if the performance status of the target plot node is completed, display a rewind interface; in response to the rewind confirmation operation triggered based on the rewind interface, rewind and display the plot content corresponding to the target plot node, and transmit the main control virtual object to the virtual position in the plot content corresponding to the target plot node.
[0198] In related technologies, multi-branch interactive storylines typically employ unidirectional progression or linear saving mechanisms. When a user completes a storyline and wishes to return to a previous point to experience other storylines, they often need to re-experience the entire preceding storyline. This logical flaw of lacking a node-jumping mechanism forces users to perform numerous repetitive and meaningless interactive operations, increasing the time cost of interaction and resulting in low human-computer interaction efficiency.
[0199] A branching narrative structure refers to a visual topology that graphically presents the logical progression of a complete storyline using nodes and connections. In this embodiment, it is used to globally display the plot's outline to the user and provide specific node interaction entry points. A target plot node refers to a specific plot anchor point in the branching narrative structure that the user expects to re-experience or change the branch's direction. In this embodiment, it is used to locate the specific timeline and spatial position for performing a backtracking operation.
[0200] In practical applications, upon completion of the storyline, the terminal displays a storyline completion screen with a storyline rewind control. Upon triggering the rewind control, the terminal displays the storyline branching structure of the complete storyline. This branching structure is represented as a mesh topology containing multiple storyline nodes and connecting lines. Upon triggering a target storyline node, if the target node's storyline is in a completed state, the terminal overlays the rewind screen adjacent to the target node. Upon confirming the rewind based on the rewind screen, the storyline branching structure and the rewind screen are hidden, and the storyline content corresponding to the target node is directly rewound and displayed. Additionally, the terminal transmits the main virtual object within the virtual scene to the virtual location within the storyline content corresponding to the target node for display.
[0201] As an example, Figure 24 This is a schematic diagram of the story completion interface provided in an embodiment of this application. For example... Figure 24 As shown, in response to the completion of the current storyline's plot (e.g., "Ending Unlocked" displayed at the top of the screen and the video playback finished), the terminal displays a plot rewind control 2901 at the bottom of the plot completion screen. The plot rewind control 2901 contains the interactive text "Enter Rewind Screen".
[0202] Figure 25 This is a schematic diagram of the plot branching structure provided in the embodiments of this application, in response to... Figure 24 The terminal displays the following when the triggering operation (e.g., click operation) of the plot rewind control 2901 is executed: Figure 25 The plot branching structure is shown below. The plot branching structure is presented as a tree-like topology diagram, showing multiple plot nodes from the starting point to each ending. Each plot node is marked "Completed" or has a play icon (indicating it's not unlocked). In response to a trigger operation targeting the target plot node 3101 among the multiple plot nodes, the terminal backend confirms that the performance status of the target plot node 3101 is "Completed." The terminal then displays a rewind interface 3102 around the target plot node 3101. The rewind interface 3102 includes a "Rewind Point" description and a confirmation control containing the text "Start Rewind." Finally, in response to the rewind confirmation operation triggered by the rewind interface 3102 (i.e., clicking the "Start Rewind" interactive control), the terminal executes scene reloading logic, rewinds and displays the plot content corresponding to the target plot node 3101, and directly transmits the main virtual object to the virtual position within the plot content corresponding to the target plot node 3101.
[0203] By employing the above method, which displays a branching storyline architecture and provides a backtracking interface, the underlying mesh-like storyline logic structure is visualized as a branching storyline architecture. This allows users to directly trigger backtracking operations and transfer the main virtual object to target storyline nodes whose execution state is completed. This solves the technical problem of low human-computer interaction efficiency caused by numerous repetitive operations required to experience multi-branching storylines in related technologies. The visualized storyline backtracking mechanism significantly shortens the interaction path for storyline transitions, avoids redundant repetitive operation steps, and significantly improves users' sense of control over the flow and overall human-computer interaction efficiency in complex multi-branching interaction scenarios.
[0204] In some embodiments, the terminal can display the plot branch structure of the complete plot in which the plot content is located in the following ways: in the plot branch structure of the complete plot in which the plot content is located, a third style is used to display plot nodes in a completed state, and a fourth style is used to display plot nodes in an unlocked state; the third style and the fourth style are different.
[0205] The third style is a visual rendering effect used to indicate that a virtual event has been experienced or triggered. In this embodiment, it is used to highlight or clearly mark plot nodes in a completed state within the plot branching structure, such as a node panel containing a character avatar icon and the text label "Completed". The fourth style is a visual rendering effect used to indicate that a virtual event has not yet been experienced or that the prerequisites have not been met. It differs from the third style in visual characteristics. In this embodiment, it is used to mark plot nodes in an unlocked state within the plot branching structure, such as a node panel containing only a simple play icon and no character image. A completed state refers to a data marker state in which the plot content corresponding to a plot node has been fully experienced by the main virtual object. An unlocked state refers to a data marker state in which the prerequisites for a plot node have not been met or have not been experienced by the main virtual object.
[0206] In practical applications, during the display of the plot's branching structure within the complete storyline on the terminal, for plot nodes in a completed state, the terminal uses a third style to display them. This third style involves displaying specific text labels, highlighted borders, or complete character images within the inner area of the completed plot node. For plot nodes in an unlocked state, the terminal uses a fourth style to display them. This fourth style involves displaying simplified generic icons or a grayscale mask effect within the inner area of the unlocked plot node. The third and fourth styles differ, thus creating a clear contrast in the visual presentation of the plot branching structure.
[0207] As an example, such as Figure 25As shown, when the terminal displays the complete storyline branching structure of the plot content, the branching structure contains multiple plot nodes arranged in a box format. The terminal applies different rendering styles to different plot nodes based on the underlying storyline state data. For plot nodes that have already been experienced, the terminal uses the third style to display them as completed within the complete storyline branching structure. Specifically, plot nodes displayed in the third style include a clear character portrait and a "Completed" text label. For plot nodes that have not yet been experienced, the terminal uses the fourth style to display them as locked. Specifically, plot nodes displayed in the fourth style contain only a simple double-triangle play icon. The difference between the third and fourth styles, through the clear visual difference between plot nodes displayed in the third style (completed) and those displayed in the fourth style (locked), allows users to quickly locate target plot nodes for revisiting when browsing the storyline branching structure.
[0208] By employing different styles to display completed and locked story nodes respectively, and by establishing a visual contrast mechanism using the third and fourth styles within the same story branch structure, this approach solves the technical problem of high visual retrieval costs caused by opaque node status display in related technologies. The distinct visual features of the third and fourth styles provide users with an intuitive basis for status differentiation, enabling them to instantly identify target story nodes with actionable actions. This significantly reduces the cognitive load in complex story topology maps and substantially improves the human-computer interaction efficiency when performing story rewind operations.
[0209] In some embodiments, the terminal may also directly display a random number generation control in response to the main virtual object triggering a target plot task during the plot unfolding; in response to a trigger operation on the random number generation control, display the third check value and the third check result corresponding to the trigger operation; and in response to a confirmation operation on the third check result, trigger corresponding plot content based on the third check result.
[0210] When handling unexpected tasks or real-time action judgments within virtual scenarios, users are typically forced to navigate through cumbersome dialogue interfaces or multiple levels of option selection before triggering subsequent numerical judgment logic. This redundant logical flaw in the interaction process results in high operational costs for users facing unexpected events requiring rapid responses. The complex pre-interaction steps disrupt the continuity of the storyline, slow down the game's pace, and lead to inefficient human-computer interaction in specific unexpected scenarios.
[0211] In practical applications, during the storyline unfolding by the main virtual object, in response to the main virtual object triggering a target storyline task, the terminal can directly display a random number generation control. In response to the triggering operation on the random number generation control, a dynamic scrolling animation of the random number generation control is played. When the dynamic scrolling animation ends, the third check value and the third check result corresponding to the triggering operation are displayed. The third check result is represented by a text label containing a success or failure judgment, superimposed on the third check value. In response to the confirmation operation on the third check result, the terminal hides the third check value, the third check result, and the random number generation control, and plays the corresponding storyline content triggered based on the third check result.
[0212] As an example, during the story progression (e.g., walking and exploring) of a virtual dungeon scene, the main virtual object triggers a hidden mechanism, thus initiating the objective storyline task of "dodging virtual arrows." In response to the main virtual object triggering the objective storyline task of "dodging virtual arrows," the terminal directly displays a virtual die (i.e., a random number generator). In response to a click on the virtual die, the virtual die spins and displays the third check value corresponding to the trigger operation (e.g., the number "16") when it stops, along with the successful third check result (e.g., "Successfully dodged the arrow" text). In response to a confirmation action on the third check result (e.g., clicking the confirmation button), the terminal hides the check interaction interface and triggers an animation (i.e., the corresponding storyline content) of the main virtual object perfectly rolling to dodge the virtual arrow based on the third check result.
[0213] By employing the method described above, which directly displays a random number generation control and generates a third-party check result in response to the target storyline task, a direct interaction mechanism from task triggering to numerical judgment is achieved by eliminating redundant pre-selection steps when triggering unexpected tasks. This direct interaction mechanism resolves the logical defects caused by redundant interaction steps in related technologies, significantly shortening the user's operation path when facing unexpected events. The flat and real-time interaction design effectively reduces operation latency, greatly improves human-computer interaction efficiency in unexpected task scenarios, and simultaneously ensures a high degree of coherence and immersion in the storyline unfolding.
[0214] The following will describe an exemplary application of the embodiments of this application in a real game scenario, using a virtual die with 20 faces as the random number generation control. First, the terms used in the embodiments of this application will be explained, including: 1) Virtual Dice Attributes: Define 5 basic attributes (Strength, Intelligence, Agility, Perception, Charisma). Each character (i.e., the main virtual object) has 1 virtual dice attribute bonus value.
[0215] 2) Attribute checking mechanism: Each roll of the virtual die is a comparison of sizes. The checking attributes (including basic attributes and feat attributes) and difficulty value (i.e. difficulty level) of the virtual dice to be compared are set according to the plot scenario. The success is determined by comparing the final virtual die number (i.e., basic random number) with the difficulty value.
[0216] 3) Specialty attributes: Each basic attribute is further subdivided into 5 specialty attributes. A character can have 1 specialty attribute, which is divided into three levels: normal, advanced, and master. Players will have different usage limits and attribute bonuses depending on the level of the corresponding attribute.
[0217] 4) The "Big Success or Big Failure" mechanism stipulates a special judgment rule that the character rolls the highest number as a "Big Success" and rolls the lowest number as a "Big Failure".
[0218] 5) Human-Spirit Bond Bonus, also known as Spirit Bond, is a mechanism that provides additional attribute bonuses or skill effects to a character after they are bound to a spirit (i.e., a cooperative virtual object), affecting the outcome of the virtual dice.
[0219] 6) Spirit Skills, also known as Spirit Synergy Bonuses, are the effects of Spirits on the results of virtual dice rolls within the Spirit Bond effect.
[0220] 7) Virtual dice judgment and result feedback: The final number (i.e. the test value) is calculated through the judgment formula. According to the result type (success, failure, big success, big failure), the corresponding plot, real-time performance and reward difference are triggered.
[0221] 8) Rewind and reset: Record the progress of story and gameplay branches, and allow players to choose a specific rewind point to reset and re-experience different story branches.
[0222] 9) Virtual items: When rolling dice, you can consume items that affect the dice result to modify the probability or even directly obtain the desired random number result.
[0223] 10) Scenario Dice: Based on the customized scenario requirements of the storyline, certain mechanisms of the virtual dice, such as critical success, spirit bond effects, and item effects, are restricted. Restrictions include, but are not limited to: a. Guaranteed Victory—This roll is guaranteed to succeed; b. Guaranteed Defeat—This roll is guaranteed to fail; c. Spirit bond effects will not be active this time; d. Blessing—This roll grants an additional dice point bonus; e. This roll results in an additional dice point reduction; f. Sure Victory—This roll uses two dice, and the higher number is used; g. Perilous Situation—This roll uses two dice, and the lower number is used; h. Déjà Vu—After each roll, an additional dice point bonus is gained, which can be accumulated until a successful roll is achieved.
[0224] As games evolve, players demand increasingly higher levels of freedom and immersion in their gaming experiences. In games employing related technologies, branching storylines are often determined by fixed options or simple numerical values, failing to deliver a truly high degree of freedom. While virtual dice exist in various games and offer randomness, they are often not tightly integrated with the game's plot and character design, lacking deep fusion with in-game character attributes and specializations, resulting in a fragmented player experience. In open-world games with time loops, players must alter the plot's direction through different choices within a limited time. Linear, cinematic dialogue and presentation in related technologies often make players feel like detached observers, while pseudo-branching dialogue options seem more like a preventative measure to prevent users from being inactive.
[0225] It is evident that the game currently faces the following technical challenges in handling the storyline: 1. Insufficient freedom: The plot branching in the related technology uses fixed options or simple numerical judgments, making it difficult to achieve a truly high degree of freedom experience. 2. Weak integration with character settings: The virtual dice are not closely integrated with the game's plot and character settings, lacking deep fusion with in-game character attributes and specialties, resulting in a fragmented player experience. 3. Lack of reasonableness and strategy in difficulty settings: The difficulty settings for plot branches often lack reasonableness and strategy; player choices are more based on personal preference than strategic considerations, making it difficult to generate meaningful feedback. 4. Insufficient character uniqueness: The bonus mechanisms for characters and their spirits (or similar partners) are usually quite simple, failing to reflect the uniqueness and value of characters' specialties. 5. Repetitive experience issues: The cutscenes for rolling the virtual dice and the inability to skip to choice points make repeated playthroughs very frustrating. 6. Poor experience of consecutive failures: There is a possibility of consecutive failures and continuous battles, leading to a strong sense of frustration.
[0226] Therefore, to solve the above problems, the inventors proposed a plot processing method according to the embodiments of this application, which can achieve the following technical effects: 1. High degree of freedom and immersion: Through a large number of differentiated plot options and a virtual dice mechanism, players can freely choose the plot direction, gaining a strong sense of immersion and protagonist. 2. Strategy and rationality: The reasonable setting of difficulty levels and the deep integration of character specialties make player choices strategic, rather than simply based on personal preferences, enhancing the game's playability. 3. Maximizing character value: Each character's basic attributes and specialties can play a unique role in specific plot scenarios, avoiding character homogenization and enhancing the value of character development. 4. Multiple branches and multiple endings: The combination of the randomness of the virtual dice and the rewind system allows players to experience different plot branches and endings, increasing the game's replay value. 5. Scalability: The modular design makes the plot processing system easy to expand, allowing the addition of new attributes, specialties, spirit skills, etc., according to game needs. 6. Optimized repetitive experience: The addition of a dice playback acceleration scheme and a plot skip function allows players to directly go to the option selection page, improving the comfort of repetitive experiences. 7. Reduce frustration by allowing for replays and re-investment of items, as well as doubling the cost of repeated re-investments, ensuring that re-investments also have a cost and cannot be re-invested indefinitely, while avoiding the negative experience of consecutive failures.
[0227] This section explains the player's interaction process in the game.
[0228] First, see Figure 4 When players encounter story branches in the game, multiple story interaction options are generated according to the design configuration, and each story interaction option is configured with associated check attributes, feat attributes and difficulty levels.
[0229] Secondly, see Figure 9 After a player selects a story interaction option to enter the dice rolling interface (i.e. the aforementioned check interaction interface), the system will automatically recommend the Spirit Bond (character and spirit combination) with the highest attribute matching degree.
[0230] Then, players can click on the character or spirit to... Figure 12 The interface shown allows you to manually switch Spirit Bonds. Here, Figure 12 The interface shown can display only the characters corresponding to the check attributes and highlight characters with the feat attribute.
[0231] Afterwards, the player clicks on the virtual dice to roll, and the terminal calculates the base dice roll (i.e., the base random number) and the final roll (i.e., the check value) based on the character's base attributes, special attributes, spirit synergy bonuses, and item bonuses.
[0232] Next, compare the final score with the difficulty level to determine the result type (i.e., the check result, such as success, failure, great success, or major failure). See [link to relevant documentation]. Figure 20 The interface displays the judgment results, including the final score, difficulty level, and bonus details.
[0233] Then, based on the result type, corresponding plot events, real-time performances, and reward distributions are triggered.
[0234] Finally, see Figure 24 and Figure 25 After completing a story segment, players can unlock the rewind function, which allows them to choose a specific rewind point to reset and re-experience different story branches.
[0235] Next, the plot processing system of this application embodiment will be described. The plot processing system adopts the state machine pattern and task-driven architecture, realizing highly modular and scalable dice interaction process management. The plot processing system includes the following core components: 1. Basic rules component: Defines the core rules of the virtual dice, including 20-sided dice, attribute checking mechanism, and big success or big failure mechanism, providing a basic judgment framework for the entire processing system.
[0236] Specifically, the basic rules component defines the basic rules of the virtual dice, with a 5% probability of hitting each face; it implements an attribute check mechanism, where a final roll greater than or equal to the difficulty level constitutes a success; and it implements a critical success or critical failure mechanism, where rolling the highest number results in a critical success and rolling the lowest number results in a critical failure. Critical success, success, failure, and critical failure will correspond to different plot developments.
[0237] 2. Character attributes and specializations components, see [link / reference]. Figure 14 Through the design of 5 basic attributes and 25 specialty attributes, the game achieves differentiation and strategy in character abilities, making player choices meaningful.
[0238] Specifically, the character attributes and feats components define 5 basic attributes (Strength, Intelligence, Dexterity, Wisdom, and Charisma), with each character having 1-5 attribute bonuses. It also defines 25 feats, with each basic attribute further subdivided into 5 feats. A character can possess one feat, divided into three tiers: Normal, Advanced, and Mastery, each with different usage limits and bonus effects.
[0239] 3. The Human-Spirit Bond Component introduces additional attribute bonuses and skill effects through the binding relationship between the character and the spirit, enhancing the strategic depth of the system and the uniqueness of the characters.
[0240] Specifically, the Human-Spirit Bond synergy component establishes a binding relationship between characters and their spirit companions, automatically deploying their exclusive spirit companion when a character is selected. It also implements a spirit bond mechanism, where the outcome of the virtual dice is no longer influenced by the character themselves, but rather by the spirit bond relationship between the character and their spirit companion.
[0241] 4. Story options and difficulty configuration components generate multiple branching options based on the story scenario, and configure associated check attributes, feat attributes and difficulty levels for each option to ensure the rationality and strategy of the option design.
[0242] Specifically, the plot options and difficulty configuration components implement an option generation function, generating multiple plot interaction options based on the plot scenario. Each plot interaction option is associated with specific check attributes and feat attributes. It also implements a difficulty setting function, configuring a difficulty level (1-20) based on the rationality of the options and the plot logic.
[0243] 5. The dice roll judgment and result feedback component calculates the final number using a judgment formula, triggers corresponding plot branches, real-time performances, and reward differences based on the result type, and provides timely and clear feedback.
[0244] Specifically, the dice roll determination and result feedback component implements the determination formula: Final dice roll = Base dice roll + Various bonuses (character attribute bonuses, item bonuses, etc.) + Spirit skill correction. It also implements a result display function, which displays four results—success, failure, great success, and great failure—based on the comparison between the final roll and the difficulty level, and triggers corresponding story branches, real-time animations, and reward differences as feedback.
[0245] 6. The rewind and reset component allows players to select a specific rewind point to reset, re-experience different story branches, and increase the replay value and exploration fun of the game.
[0246] Specifically, the rewind and reset components implement a branch progress recording function, recording the achievement of branching paths in the story gameplay. Rewinding does not reset the progress record. It also implements a rewind point configuration function, allowing designers to configure rewind points in the blueprint. Players can select a specific rewind point to reset, supporting both overall resets and sub-process rewinds.
[0247] Next, we will explain in detail the methods used by the plot processing system to process the plot.
[0248] In some embodiments, the plot processing system may implement plot processing through the following steps S201 to S206: S201, Initialization.
[0249] Specifically, it loads character attribute and feat attribute data, including each character's attribute bonuses, feat attribute types, and levels. Simultaneously, it loads spirit data, including spirit attribute bonuses and skill effects.
[0250] S202, plot interaction options are generated.
[0251] Specifically, based on the current storyline, multiple storyline interaction options are generated, and each storyline interaction option is configured with associated check attributes, feats, and difficulty levels.
[0252] S203, Player Selection and Bonus Configuration.
[0253] Specifically, after players select the story interaction option, the system automatically recommends the character and spirit combination with the highest attribute matching. Players can manually switch characters; the switching interface only displays characters that correspond to the check feat attribute, and characters with the feat are highlighted.
[0254] S204, Dice Rolling and Judgment.
[0255] Specifically, players click on the virtual dice to roll, and the system calculates the base dice roll. Based on character attributes, specializations, spirit skills, and item bonuses, the final roll is calculated. The final roll is then compared to the difficulty level to determine the result type (success, failure, great success, great failure).
[0256] S205, Results Feedback and Plot Progression.
[0257] Specifically, the interface displays the judgment results, including the final score, difficulty level, and bonus details. Based on the result type, corresponding story branches, real-time animations, and reward distribution are triggered.
[0258] S206, Backtracking and Resetting (optional).
[0259] Specifically, after completing a gameplay segment, players unlock the rewind function. Players can choose a specific rewind point to reset and re-experience different story branches.
[0260] The following section details the preparatory work done in advance for the plot processing system to implement the plot processing methods.
[0261] Step 301, process state definition and mapping.
[0262] Various virtual dice process states are predefined via configuration files, including but not limited to the following stages: 1. General process stage.
[0263] The initial dice display includes: initialization of the dice throwing interface (i.e., the check interaction interface), displaying virtual dice, character bonuses, spirit bonuses, and other visual elements.
[0264] Dice throwing animation: Used for the animation playback phase of throwing a single die or two dice.
[0265] End of roll: This means the virtual dice trajectory ends, and the animation switches to the result sequence frame.
[0266] Results Display: Displays the results of the virtual dice roll, including different result types such as Big Success, Success, Failure, and Big Failure.
[0267] Bonus Result Display: Displays the final result including character skill bonuses and spirit skill bonuses.
[0268] Difficulty Adjustment: Adjusts the virtual dice results based on the difficulty level.
[0269] Skip animation: This refers to the quick switching phase when the player actively skips the animation.
[0270] Reconnection Recovery: This refers to the stage where the virtual dice state is restored after a disconnection and reconnection.
[0271] Waiting for server results: This refers to the stage of waiting for the server to return the virtual dice result data.
[0272] 2. Spirituality Flow Phase.
[0273] Define a unique process based on the different characteristics of the spirit: Firstly, predictive spirits.
[0274] When a skill is triggered, a spirit skill trigger animation plays; the prediction panel opens, which is the prediction point selection interface; the prediction result is displayed, which is the result of the predicted skill.
[0275] Secondly, there are consumable spirits.
[0276] When a skill is triggered, a spirit skill trigger animation plays; the consumption panel opens, which is the interface for consuming spirit amber (a virtual item used to re-roll the virtual dice); consuming spirit amber means re-rolling the dice after consuming spirit amber.
[0277] Thirdly, additional throwing-type spirits.
[0278] When a skill is triggered, a skill trigger animation is played; the result is displayed, showing the result of the additional throw.
[0279] Fourth, the skipping type of spirit.
[0280] When a skill is triggered, the skill trigger animation is skipped and the skill is immediately considered successful.
[0281] 3. Guided process stage.
[0282] The initial tutorial begins when the user first uses the game; the affinity tutorial guides players to understand the affinity system; the full disabling tutorial guides players to understand when character skills are disabled; and the end tutorial concludes the tutorial process and returns to normal.
[0283] 4. Process status mapping table.
[0284] The system establishes a mapping table between process states and task class paths, decoupling process states from specific task implementations. For example, the mapping table maps the initial dice display state to its corresponding task class path, the dice rolling animation state to its corresponding task class path, and the result display state to its corresponding task class path, etc. This allows the system to directly look up and dynamically load the corresponding task class for execution based on the current process state, improving componentization and scalability.
[0285] Step 302, design the abstract task base class.
[0286] Define an abstract task base class, which includes the following core interfaces: 1. Core lifecycle interfaces, including: Process Startup Interface, executed when the process starts, receives the status and parameters of the previous process, and is responsible for initializing the current process's interface status, animation playback, data preparation, etc. It can also execute different initialization logic based on the status of the previous process; Continuous Logic Processing Interface, called every frame during process execution, is responsible for handling the process's continuous logic, including animation progress updates, time judgment, status detection, etc. It can also return a boolean value to indicate whether to continue execution; Process End Cleanup Interface, executed when the process ends, receives the status of the next process and a skip flag, and is responsible for cleaning up the current process's resources, stopping animations, resetting the status, etc. It can also determine whether to end normally or quickly clean up based on the flag parameter.
[0287] 2. The process control interface includes: a process switching interface, which allows the task to actively switch to other processes based on conditions and pass parameters to the next process.
[0288] 3. General logic encapsulation: The abstract base class encapsulates general process logic for reuse by subclasses. This includes: general startup logic for the initial dice display, used to reset the interface state, play the entrance animation, initialize the bonus area, and initialize the corresponding interface according to the dice mode (single dice / double dice); and general cleanup logic for the end of the initial display, used to clean up timers, reset button states, and stop the looping animation.
[0289] Step 303, Implementation of specific task classes.
[0290] Concrete task classes are created through a task definition factory function. Each task class inherits from an abstract base class and implements specific process logic, including the following soft task classes: 1. Initial display of dice task.
[0291] When implementing the initial dice display task, process control can be achieved by calling the core lifecycle interface: when the process starts, the process start interface is executed to receive the status of the previous process. If the previous process status is determined to be difficulty correction or end guidance, it is determined to return from a specific process without playing the animation. Otherwise, the general start logic for the initial dice display is executed to play the complete initial animation normally. During the process execution, the system continuously drives the view layer to update the dice rotation animation through the process frame update interface. When the process ends, the general cleanup logic for the end of the initial display is executed through the process end cleanup interface to clean up related resources. At the same time, it is determined whether the dice data contains a stealth dice identifier. If it does, the special hiding logic for the stealth dice is triggered through the view layer. Thus, the closed-loop management of the initial dice display process is completed while maintaining the separation of task logic and view implementation.
[0292] 2. Dice Rolling Task.
[0293] In implementing the dice-rolling task, the system first receives the status and parameters of the previous process through the process initiation interface, and then calls the corresponding interface of the view layer based on the parameters to start playing the dice-rolling animation. During process execution, the view layer is continuously called through the process frame update interface to update the playback progress of the rolling animation in real time, and simultaneously detects whether the timing for switching to the subsequent sequence frame animation has been reached. When the rolling process ends, the view layer is called through the process end cleanup interface to end the playback of the rolling animation and clean up related resources. Thus, while ensuring the separation of the task layer logic and the view layer implementation, the system completes the encapsulation and control of the entire lifecycle of the dice-rolling process.
[0294] 3. Throw to end the mission.
[0295] When implementing the dice roll completion task, the system first receives the previous process status and parameters through the process start interface, and then calls the corresponding interface of the view layer based on the parameters to start playing the sequence frame animation of the dice landing. During process execution, the system continuously calls the view layer using the process frame update interface to detect the completion status of the sequence frame animation in real time. When the dice roll completion process is completed, the system calls the view layer through the process end cleanup interface to clean up the relevant animation resources. This ensures that the task layer logic and the view layer implementation are decoupled, thereby completing the animation control and resource release for the transition phase from the end of the dice roll trajectory to the generation of the judgment result.
[0296] 4. Results Display Task.
[0297] When implementing the result display task, the system first receives the status and parameters of the previous process through the process initiation interface, and calls the corresponding interface of the view layer based on the parameters to play the corresponding animation and sound effects according to the specific result type such as great success, success, failure, or great failure. During the process execution, the system continuously calls the view layer through the process frame update interface to handle the timing control of the result display. When the result display process ends, the system receives the status of the next process and whether to skip it through the process end cleanup interface, and calls the corresponding end interface of the view layer to clean up the UI elements related to the result display. At the same time, the system can determine the cleanup speed of interface elements and resources (i.e., normal cleanup or fast cleanup) based on the skip flag. Thus, while ensuring the decoupling of task logic and view implementation, the system completes the visual presentation and lifecycle management of the throwing judgment result feedback link.
[0298] 5. Separate tasks from views.
[0299] Each task class implements specific interface operations and animation control by calling the corresponding methods in the view layer, maintaining the separation between task logic and view implementation, and improving code maintainability and testability.
[0300] Step 304, Implementation of the process manager.
[0301] Implement the core methods of process management in the main controller, specifically including: 1. Dynamically load and create task instances.
[0302] In the main controller, the core method for dynamically creating task instances is called to dynamically load and create corresponding task instances based on the process state. Specifically, during execution, it first checks whether the task corresponding to the current process state has already been created and cached in the task instance pool. If it already exists, it returns directly to avoid duplicate creation. If not, the system searches for and retrieves the corresponding task class path from the preset process state mapping table based on the passed-in process state, terminating the operation if retrieval fails. Subsequently, a lazy loading strategy is adopted to determine whether the task class has already been loaded into the task class cache. If it is the first time using the task class, it dynamically loads and caches the task class based on the retrieved task class path. Finally, the retrieved task class is instantiated, and the generated task instance object is stored in the task instance pool. Thus, through the aforementioned lazy loading and instance caching strategies, the decoupling of process state and specific task class is achieved, effectively reducing system memory usage and loading time.
[0303] 2. The core method for process switching executes the entire lifecycle.
[0304] In the main controller, the complete lifecycle transition is executed by calling the core method of process switching to achieve the switching of process states: Specifically, after receiving the target process state and associated parameters, the process end phase method is first called to end and clean up the currently executing process; then, the current process state is saved as the old process state, and then the recorded current process state is updated to the received target process state; after the state identifier is updated, the core method of dynamically creating task instances is called to ensure that the task instance corresponding to the new target process has been successfully created and is ready; finally, the process start phase method is called, and the saved old process state and associated parameters are passed in, thereby officially starting the new process and completing the transfer of context information, realizing a decoupled, orderly and safe seamless switching between different process states.
[0305] 3. Start-up process phase.
[0306] In the main controller, the initialization and startup logic of the new process task is executed by calling the startup process phase method. Specifically, after receiving the previous process status and parameters, the corresponding current task instance is first searched for and obtained from the task instance pool based on the current process status. If a valid instance cannot be obtained, it is returned directly to avoid execution exceptions. After confirming that the task instance has been successfully obtained, the process startup interface of the task instance is called, and the previous process status and parameters are passed in to drive the task instance to perform specific startup operations such as interface initialization, animation playback, and data preparation. Finally, the process change notification method is called, and the current process status and the previous process status are passed in to trigger and broadcast a notification that the process status has changed. Thus, the life cycle flow and state synchronization of the process startup phase are completed while ensuring the safe delivery of task logic.
[0307] 4. Frame-by-frame update process.
[0308] In the main controller, the continuous logic processing of the current process task is driven by calling the continuous logic processing interface. Specifically, when this method is executed in each frame, the corresponding current task instance is first searched and obtained from the task instance pool based on the recorded current process state. If a valid instance cannot be obtained, the update logic is terminated directly to avoid causing an execution exception. After confirming that a valid task instance has been successfully obtained, the process frame update interface of the task instance is called to continuously process the continuous logic such as animation progress updates, time judgments and status detection during the execution of the process. Thus, under the unified frame scheduling of the main controller, frame-level driving and precise control of each active process task in its life cycle are realized.
[0309] 5. End of process phase.
[0310] In the main controller, the cleanup and termination logic of the current process task is specifically executed by calling the end process phase method. Specifically, after receiving the next process state, the corresponding current task instance is first searched and obtained from the task instance pool based on the recorded current process state. If a valid instance cannot be obtained, execution is terminated directly to avoid causing an exception. After confirming that a valid task instance has been successfully obtained, the system-level skip animation flag is further read to obtain the current skip flag. Finally, the process end cleanup interface of the task instance is called, and the next process state and the skip flag are passed in together to drive the task instance to decide whether to end normally or quickly clean up the current process resources, stop the animation and reset the state based on the skip flag. Thus, the end of the old process life cycle and resource release are safely and thoroughly completed before the process state changes.
[0311] Step 305, process switching strategy.
[0312] Intelligent process switching based on different conditions includes: 1. Switching based on result type.
[0313] After the dice roll, the next step is determined based on the type of dice result and the effectiveness of the spirit skill: if it is a great success or a great failure, proceed directly to the result display process; if it is a normal result (success or failure), if the spirit skill is effective, proceed to the corresponding spirit skill process; if the spirit skill is ineffective, proceed directly to the result display process.
[0314] 2. Switching based on spirit characteristics.
[0315] Based on the current equipment's spirit characteristics and skill trigger conditions, dynamically switch to the corresponding special process: For predictive spirits, after the throwing phase ends, the process will sequentially proceed to the skill trigger phase to play the spirit skill trigger animation, the prediction panel opening phase to open the prediction point selection interface, the prediction result display phase to display the prediction skill result, and finally to the result display phase.
[0316] For consumable spirits, after the execution reaches the end of the dice roll phase, it will sequentially flow to the skill trigger phase, the consumable panel opening phase to open the consumable spirit amber re-roll interface, then flow to the consumable re-roll phase to re-roll the dice after consuming spirit amber, and finally return to the end of the dice roll phase in a closed loop.
[0317] For extra throwing type spirits, after the throwing end phase, the process will transition to the skill trigger phase, then enter the extra throwing result display phase to show the result of the extra throwing, and finally transition to the result display phase.
[0318] For skip-type spirits, after the throwing phase ends, it only needs to flow to the skill trigger phase to play the skip skill trigger animation and directly determine success. Then, it can skip the intermediate process and directly flow to the result display phase.
[0319] 3. Switching based on user actions.
[0320] The process switches in response to player clicks, confirmations, and other actions. When a player clicks the roll button, the control flow switches from the initial dice display stage to either the single dice roll stage or the double dice roll stage. When the result display stage is in progress and a user clicks the confirm button, the current result display ends and the interface closes. If a user actively clicks the skip button at any stage, the currently executing flow is interrupted, quickly switching to the skip animation stage, and then directly proceeding to the preset target flow.
[0321] 4. Switching based on time conditions.
[0322] In certain processes, time thresholds can be set so that the process automatically switches to the next process after a specified time has elapsed. For example, after a skill trigger animation plays for a certain period of time, the process automatically switches to the result display, and the result display remains for a certain period of time before allowing users to interact with the process.
[0323] 5. Switching based on boot state.
[0324] The system checks the completion status of the tutorial and inserts a tutorial process upon first use: If the detection result indicates that the player is using the game for the first time, after reaching the initial dice display stage, the process will sequentially proceed to the start tutorial stage to initiate the tutorial process for first use, the affinity tutorial stage aimed at guiding players to understand the affinity system, the full ban tutorial stage aimed at guiding players to understand the situation of banned character skills, and the end tutorial stage. After all the tutorial processes are completed, the loop will be closed again and return to the initial dice display stage to restore the subsequent normal flow logic. If the detection result indicates that the player is not using the game for the first time, the normal business process will be entered directly without triggering the above tutorial state switching, thereby ensuring the learning experience for new players while avoiding redundant interference with the normal interaction process of experienced players.
[0325] Step 306, process parameter passing mechanism, that is, passing context information between processes by passing parameters through context information.
[0326] Step 307, process status recovery mechanism, which supports process status recovery after disconnection and reconnection.
[0327] Step 308, process lifecycle management, which is to manage the process lifecycle through a frame update mechanism.
[0328] Below, a piece of pseudocode illustrates the complete processing flow of the plot handling system: graph TB Start [System Startup] --> Init [Initialization Process Manager] Init --> LoadMap [Load process status mapping table] LoadMap --> CreateTask [Create a task instance pool] CreateTask --> StartUpdate [Start Frame Update] StartUpdate --> EnterInit [Enter initial display process] EnterInit --> WaitUser [Wait for player action] WaitUser --> | Click to throw | Rolling [Enter the throwing process] WaitUser --> | Click to close | Close [Close panel] Rolling --> RollingEnd [End of Throwing Process] RollingEnd --> CheckResult {Check Result Type} CheckResult --> | Major Success / Major Failure | ShowResult [Result Display Process] CheckResult -->|Normal Result| CheckFairy {Check Spirit Skills} CheckFairy --> |No Skills| ShowResult CheckFairy --> |Predictive | PredictFlow [Prediction Process] CheckFairy --> | Consumable | ConsumeFlow CheckFairy --> | Additional Throw Type | AgainFlow [Additional Throw Process] CheckFairy --> SkipFlow [Skip Process] ShowResult --> WaitConfirm [Wait for user confirmation] WaitConfirm --> | Confirm | Close WaitConfirm --> | Skip | SkipAni [Skip animation flow] SkipAni --> Close Close --> StopUpdate [Stop frame updates] StopUpdate --> ClearRes [Clean up resources] ClearRes --> End [System End] Through the above methods, this application embodiment implements a highly componentized and scalable virtual dice interaction process management method, which has the following technical effects: high decoupling, the process state and task implementation are decoupled through a mapping table, which facilitates the expansion of new processes; flexible switching, supporting process switching based on multiple conditions such as results, spirit characteristics, player operations, and time; state recovery, supporting process state recovery after disconnection and reconnection, improving the player experience; resource management, ensuring the correct release of resources through lifecycle management and timer mechanisms; maintainability, with separation of tasks and views, clear code structure, and easy maintenance and testing; scalability, allowing for the rapid addition of new process tasks through inheritance of an abstract base class; and performance optimization, employing lazy loading and instance caching strategies to reduce memory usage and loading time.
[0329] The various components in this application embodiment support the implementation of the plot processing method in this application embodiment. By adopting the plot processing method in the game, the following can be achieved: high degree of freedom and immersion: through a large number of differentiated plot options and the fate dice mechanism, players can freely choose the plot direction and obtain a strong sense of immersion and protagonist; strategy and rationality: the reasonable setting of difficulty levels and the deep integration of character specialties make the player's choices strategic, rather than simply based on personal preferences, enhancing the game's playability; maximizing character value: each character's attributes and specialties can play a unique role in specific scenarios, avoiding character homogenization and enhancing the value of character development; multiple branches and multiple endings: the combination of the randomness of the fate dice and the rewind system allows players to experience different plot branches and endings, increasing the game's replay value; scalability: the component-based design makes the system easy to expand. New attributes, specialties, and spirit skills can be added based on game needs; repetitive gameplay is optimized with a new dice roll acceleration scheme and story skip function, allowing players to directly access the choice page and improving the comfort of repetitive gameplay; frustration is reduced by using rewind and reroll item drops, as well as a function that doubles the cost of repeated rerolls, ensuring that rerolls also have a cost and cannot be infinitely rerolled, while avoiding the negative experience of consecutive failures; the immersion in the story is enhanced by giving players a more significant destiny and mission, allowing players' choices to profoundly affect the people and environment around them, creating deeper logical coupling between options, and making certain key plot feedback more intense; differentiated experiences are provided to ensure that failing an option results in a different plot experience rather than a punishment, avoiding the design of continuous battles after consecutive failures; interactive feedback is optimized by adding an interactive feedback prompt system to promptly prompt information such as obtaining key items, increasing favorability, and confirming key plot points.
[0330] The following description continues to illustrate the exemplary structure of the plot processing apparatus 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules stored in the plot processing device 455 of the memory 450 may include: The first display module 4551 is used to display at least one plot interaction option in response to the fulfillment of plot branch conditions. The plot interaction option is associated with a check attribute and a difficulty level.
[0331] The second display module 4552 is used to display a combination of virtual objects, including a master virtual object and a cooperative virtual object, in response to a selection operation for a target plot interaction option.
[0332] The third display module 4553 is used to respond to a trigger operation on the random number generation control and display the first verification value and the first verification result corresponding to the trigger operation.
[0333] The first check value is obtained by using a base random number generated by a random number generation control, the attribute bonus of the master virtual object, and the collaborative bonus of the cooperative virtual object; the first check result is determined by comparing the first check value with the difficulty level associated with the target plot interaction options.
[0334] The plot trigger module 4554 is used to respond to the confirmation operation on the first check result and trigger the corresponding plot content based on the first check result.
[0335] In some embodiments, the first display module 4551 is further configured to display multiple plot interaction options in response to a plot node associated with multiple plot branches during the plot performance of the main virtual object; different plot interaction options correspond to different plot branches; or, during the plot performance of the main virtual object, in response to the existence of a plot task, display plot interaction options for instructing the execution of the plot task.
[0336] In some embodiments, the first display module 4551 is further configured to display an attribute enhancement viewing control at the associated location of the plot interaction option; update the plot interaction option to an attribute enhancement option in response to a trigger operation on the attribute enhancement viewing control; display the master virtual object in the attribute enhancement option in response to the existence of a master virtual object that enhances the test attribute associated with the plot interaction option; and display a first prompt message in the attribute enhancement option in response to the absence of a master virtual object that enhances the test attribute associated with the plot interaction option; the first prompt message is used to indicate that there is no master virtual object that enhances the test attribute.
[0337] In some embodiments, the first display module 4551 is further configured to display a scenario restriction identifier at the associated location of the plot interaction option; wherein the scenario restriction identifier is configured to indicate at least one of a restriction state or a bonus state for testing the test attribute associated with the plot interaction option; the restriction state includes at least one of the following: the test result is a failure, the cooperative virtual object is in a cooperative failure state, and the test result has an additional numerical reduction; the bonus state includes at least one of the following: the test result is a success, and the test result has an additional numerical bonus.
[0338] In some embodiments, the second display module 4552 is further configured to display a verification interaction interface and display a combination of a random number generation control and a virtual object of a verification attribute associated with the target plot interaction option in the verification interaction interface; or, display a verification interaction pop-up window and display a combination of a random number generation control and a virtual object of a verification attribute associated with the target plot interaction option in the verification interaction pop-up window.
[0339] In some embodiments, virtual object combinations are used to add attribute bonuses to corresponding test attributes; the second display module 4552 is further configured to display the first virtual object combination that adds the most attribute bonus to the test attribute in response to the number of multiple candidate virtual object combinations associated with the test attribute matching the target plot interaction option; wherein, the multiple candidate virtual object combinations include at least the first virtual object combination.
[0340] In some embodiments, the second display module 4552 is further configured to display a combination replacement interface in response to a trigger operation of a combination replacement control associated with the first virtual object combination, and display multiple candidate virtual object combinations in the combination replacement interface; and to replace the first virtual object combination with the second virtual object combination in response to a selection operation of the second virtual object combination among the multiple candidate virtual object combinations.
[0341] In some embodiments, the second display module 4552 is further configured to display the master virtual object and the cooperative virtual object associated with the verification attribute matching the target plot interaction option using a first style, and display the number of cooperative actions at the associated position of the cooperative virtual object; wherein the number of cooperative actions is used to indicate the remaining number of times the cooperative value of the cooperative virtual object is used to add attributes within a preset time period; in response to the number of cooperative actions of the cooperative virtual object being zero in the current time period, the display style of the cooperative virtual object is updated from the first style to the second style; wherein the second style is different from the first style, the first style is used to indicate that the cooperative virtual object is in a cooperative active state, and the second style is used to indicate that the cooperative virtual object is in a cooperative inactive state.
[0342] In some embodiments, the second display module 4552 is further configured to, in response to a details viewing operation for the random number generation control, display a first details interface, and highlight the target basic attribute associated with the random number generation control and the target specialty attribute under the target basic attribute in the first details interface; in response to a details viewing operation for a virtual object combination, display a second details interface, and display the attribute bonus values of the master virtual object under the target basic attribute and the target specialty attribute, and the number of collaborations corresponding to the collaborative virtual objects in the second details interface; wherein the target basic attribute and the target specialty attribute correspond to the check attributes associated with the target story interaction options.
[0343] In some embodiments, the second display module 4552 is further configured to, in the first details interface, in response to a details viewing operation for other basic attributes associated with the random number generation control, display multiple specialty attributes under other basic attributes; wherein, other basic attributes are basic attributes among the multiple basic attributes associated with the random number generation control that are different from the target basic attribute.
[0344] In some embodiments, the second display module 4552 is further configured to: display an item adding control in response to the existence of a virtual item with a check attribute associated with the target story interaction option; display an item selection interface in response to a trigger operation on the item adding control, and display at least one virtual item with a check attribute associated with the target story interaction option on the item selection interface; and cancel the display of the item selection interface in response to a selection operation on the target virtual item, and display the target virtual item at the associated position of the item adding control; wherein the item bonus of the target virtual item is used to determine the first check value by combining a base random number, attribute bonus, and synergy bonus.
[0345] In some embodiments, the third display module 4553 is further configured to display a throwing animation of the random number generation control, and display the first check value and the first check result corresponding to the trigger operation when the throwing animation finishes playing; or, during the display of the throwing animation of the random number generation control, display a skip control; in response to the trigger operation for the skip control, stop displaying the throwing animation, and display the first check value and the first check result corresponding to the trigger operation.
[0346] In some embodiments, the third display module 4553 is further configured to display the basic random number generated by the random number generation control at the associated position of the random number generation control, display the attribute bonus value corresponding to the attribute bonus at the associated position of the main virtual object, and display the collaborative bonus value corresponding to the collaborative bonus at the associated position of the collaborative virtual object; display the cumulative animation of the basic random number, attribute bonus value and collaborative bonus value in a preset order, and display the first verification value and the corresponding first verification result obtained by accumulating the basic random number, attribute bonus value and collaborative bonus value at the end of the cumulative animation display.
[0347] In some embodiments, after displaying the first check value and the first check result corresponding to the trigger operation, the third display module 4553 is further configured to display the re-throw control for the random number generation control and the remaining re-throw count; in response to the trigger operation for the re-throw control, if the remaining re-throw count is greater than zero, display the second check value and the second check result corresponding to the trigger operation; or, in response to the trigger operation for the re-throw control, if the remaining re-throw count is equal to zero, display a second prompt message, the second prompt message indicating that a re-throw cannot be performed for the random number generation control.
[0348] In some embodiments, the second display module 4552 is further configured to, in response to a selection operation for a target story interaction option, display an operation guidance animation for the random number generation control when the random number generation control is first displayed, and display a combination of virtual objects matching the check attributes associated with the target story interaction option when the operation guidance animation ends.
[0349] In some embodiments, the second display module 4552 is further configured to display a first random number generation control and a second random number generation control in response to the collaborative enhancement mode of the collaborative virtual object being a double random mode; the third display module 4553 is further configured to display a synchronous throwing animation of the first random number generation control and the second random number generation control in response to a throwing operation on the first random number generation control and the second random number generation control; in response to the end of the synchronous throwing animation display, a first check value is displayed, the first check value being obtained based on the target base random number and the attribute of the master virtual object, the target base random number being a base random number that conforms to a preset value mode among the first base random number generated by the first random number generation control and the second base random number generated by the second random number generation control; the preset value mode is the value mode indicated by the collaborative enhancement mode.
[0350] In some embodiments, after triggering the corresponding plot content based on the first verification result, the plot triggering module 4554 is further configured to: display a plot rewind control in response to the completion of the plot content; display the plot branch structure of the complete plot in response to the triggering operation of the plot rewind control, the plot branch structure including multiple plot nodes; display a rewind interface in response to the triggering operation of the target plot node among the multiple plot nodes, if the performance status of the target plot node is completed; and display the plot content corresponding to the target plot node in response to the rewind confirmation operation triggered based on the rewind interface, and transmit the main control virtual object to the virtual position in the plot content corresponding to the target plot node.
[0351] In some embodiments, the plot triggering module 4554 is further configured to display plot nodes in a completed state using a third style and plot nodes in an unlocked state using a fourth style in the plot branch structure of the complete plot where the plot content is located; the third style and the fourth style are different.
[0352] In some embodiments, the plot processing device 455 further includes a fourth display module, which is used to display a random number generation control in response to the main virtual object triggering a target plot task during the plot unfolding process; to display a third check value and a third check result corresponding to the trigger operation in response to a trigger operation on the random number generation control; and to trigger corresponding plot content based on the third check result in response to a confirmation operation on the third check result.
[0353] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the processing method of the program provided in this application embodiment, for example, such as... Figure 3 The illustrated method for processing a plot is as follows: The processor of an electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and executes the computer program or computer-executable instructions, causing the electronic device to perform the plot processing method described above in the embodiments of this application.
[0354] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the processing method of the program provided in this application embodiment, for example, such as... Figure 3 The method of handling the plot is shown.
[0355] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0356] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0357] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).
[0358] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0359] In summary, through the embodiments of this application, during the user's execution of the storyline, in response to the fulfillment of the storyline branching conditions, at least one storyline interaction option (associated with a check attribute and difficulty level) can be displayed. In response to the selection operation of the target storyline interaction option, a combination of virtual objects (including a master virtual object and cooperative virtual objects) matching the check attribute associated with the target storyline interaction option is displayed. Subsequently, in response to the triggering operation of the random number generation control, a first check value and a first check result are displayed. Here, the first check value is obtained based on the base random number generated by the random number generation control, the attribute bonus of the master virtual object, and the cooperative bonus of the cooperative virtual object. In this way, the direction of the storyline is transformed into a concrete visual operation based on the combination of the random number generation control and virtual objects, making the human-computer interaction process both dynamic and logically consistent, thereby increasing the user's interactive interest.
[0360] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for handling plot, characterized in that, The method includes: In response to the fulfillment of the plot branching conditions, at least one plot interaction option is displayed, the plot interaction option being associated with a check attribute and a difficulty level; In response to a selection operation for a target story interaction option, a random number generation control and a combination of virtual objects matching the check attributes associated with the target story interaction option are displayed, the combination of virtual objects including a master virtual object and a cooperative virtual object; In response to a trigger operation on the random number generation control, the first verification value and the first verification result corresponding to the trigger operation are displayed; The first test value is obtained based on the base random number generated by the random number generation control, the attribute bonus of the main virtual object, and the collaborative bonus of the collaborative virtual object; the first test result is determined by comparing the first test value with the difficulty level associated with the target plot interaction option. In response to the confirmation operation for the first test result, corresponding plot content is triggered based on the first test result.
2. The method according to claim 1, characterized in that, The response to meeting the plot branching conditions, displaying at least one plot interaction option, including: During the story unfolding process of the main virtual object, in response to the story unfolding to a story node associated with multiple story branches, multiple story interaction options are displayed; different story interaction options correspond to different story branches; or... During the storyline unfolding of the main virtual object, in response to the existence of storyline tasks, storyline interaction options are displayed to instruct the execution of the storyline tasks.
3. The method according to claim 1, characterized in that, After displaying the story interaction options, the method further includes: Display the attribute bonus viewing control at the associated location of the story interaction options; In response to a trigger operation on the attribute bonus viewing control, the story interaction option is updated to the attribute bonus option; In response to the existence of a master virtual object that adds to the check attributes associated with the plot interaction options, the master virtual object is displayed in the attribute addition options; In response to the absence of a master virtual object that provides attribute bonuses for the test attribute associated with the plot interaction option, a first prompt message is displayed in the attribute bonus option; the first prompt message is used to indicate that there is no master virtual object that provides attribute bonuses for the test attribute.
4. The method according to claim 1, characterized in that, After displaying the story interaction options, the method further includes: A scenario limitation indicator is displayed in the associated location of the story interaction options; The scenario restriction identifier is used to indicate at least one of the restriction state or the bonus state for testing the test attribute associated with the plot interaction option; The restricted state includes at least one of the following: the current test result is a failure, the collaborative virtual object is in a collaborative failure state, or the current test result has additional numerical loss; The enhanced state includes at least one of the following: the test result is successful, or the test result has an additional numerical enhancement.
5. The method according to claim 1, characterized in that, The combination of the display random number generation control and the virtual object that matches the verification attributes associated with the target plot interaction options includes: Display the verification interface, and within the verification interface display a combination of a random number generation control and verification attributes that match the target storyline interaction options; or... Display a test interaction pop-up, and in the test interaction pop-up, display a combination of a random number generation control and a test attribute that matches the target plot interaction option.
6. The method according to claim 1, characterized in that, The virtual object combination is used to add attribute bonuses to the corresponding test attributes; the virtual object combination that displays the test attributes associated with the target story interaction option includes: In response to the fact that there are multiple candidate virtual object combinations that match the test attribute associated with the target story interaction option, the first virtual object combination that provides the largest attribute bonus to the test attribute is displayed; The plurality of candidate virtual object combinations includes at least the first virtual object combination.
7. The method according to claim 6, characterized in that, After displaying the first virtual object combination that maximizes the attribute bonus of the test attribute, the method further includes: In response to a trigger operation on the combination change control associated with the first virtual object combination, a combination change interface is displayed, and the plurality of candidate virtual object combinations are displayed in the combination change interface; In response to the selection operation of the second virtual object combination among the plurality of candidate virtual object combinations, the first virtual object combination is replaced with the second virtual object combination.
8. The method according to claim 1, characterized in that, The virtual object combination that displays the verification attributes associated with the target story interaction option includes: Using the first style, the master virtual object and the cooperative virtual object that match the verification attributes associated with the target plot interaction option are displayed, and the number of cooperative times is displayed at the associated position of the cooperative virtual object; The number of collaborations is used to indicate the remaining number of times the collaborative value of the collaborative virtual object can be used to add attributes within a preset time period; In response to the fact that the number of collaborations of the collaborative virtual object is zero in the current time period, the display style of the collaborative virtual object is updated from the first style to the second style; The second style differs from the first style. The first style indicates that the collaborative virtual object is in a collaborative active state, while the second style indicates that the collaborative virtual object is in a collaborative inactive state.
9. The method according to claim 1, characterized in that, After combining the display random number generation control with the virtual object that matches the verification attribute associated with the target story interaction option, the method further includes: In response to a details viewing operation for the random number generation control, a first details interface is displayed, and the target basic attribute associated with the random number generation control and the target expertise attribute under the target basic attribute are highlighted in the first details interface; In response to the detailed viewing operation for the virtual object combination, a second details interface is displayed, and the attribute bonus values of the master virtual object under the target basic attribute and the target expertise attribute, as well as the number of collaborations corresponding to the collaborative virtual object, are displayed in the second details interface; The target basic attributes and the target specialty attributes correspond to the check attributes associated with the target story interaction options.
10. The method according to claim 9, characterized in that, The method further includes: In the first details interface, in response to the details viewing operation of other basic attributes associated with the random number generation control, various specialty attributes under the other basic attributes are displayed; Among them, the other basic attributes are basic attributes that are different from the target basic attribute among the multiple basic attributes associated with the random number generation control.
11. The method according to claim 1, characterized in that, After combining the display random number generation control with the virtual object that matches the verification attribute associated with the target story interaction option, the method further includes: In response to the existence of a virtual item with a check attribute that matches the target story interaction option, display the item addition control; In response to a triggering operation that adds a control to the item, an item selection interface is displayed, and at least one virtual item that matches the check attribute associated with the target story interaction option is displayed in the item selection interface; In response to the selection operation of the target virtual item, the item selection interface is canceled and the target virtual item is displayed at the associated position of the item addition control; The item bonus of the target virtual item is used to determine the first check value by combining the base random number, the attribute bonus, and the synergistic bonus.
12. The method according to claim 1, characterized in that, The display of the first verification value and the first verification result corresponding to the triggering operation includes: Display the throwing animation of the random number generation control, and when the throwing animation finishes playing, display the first check value and the first check result corresponding to the trigger operation; or, During the animation of the random number generation control being thrown, a skip control is displayed; In response to a trigger operation on the skip control, the throwing animation is stopped, and the first check value and the first check result corresponding to the trigger operation are displayed.
13. The method according to claim 1, characterized in that, The display of the first verification value and the first verification result corresponding to the triggering operation includes: The base random number generated by the random number generation control is displayed at the associated position of the random number generation control, the attribute bonus value corresponding to the attribute bonus is displayed at the associated position of the main virtual object, and the collaborative bonus value corresponding to the collaborative bonus is displayed at the associated position of the collaborative virtual object; The cumulative animation of the basic random number, the attribute bonus value, and the collaborative bonus value is displayed in a preset order. When the cumulative animation ends, the first test value and the corresponding first test result obtained by accumulating the basic random number, the attribute bonus value, and the collaborative bonus value are displayed.
14. The method according to claim 1, characterized in that, After displaying the first verification value and the first verification result corresponding to the triggering operation, the method further includes: Displays a re-throw control for the random number generation control and the remaining number of re-throws; In response to a trigger operation on the re-throw control, if the remaining re-throw count is greater than zero, display the second check value and the second check result corresponding to the trigger operation; or, In response to a trigger operation on the re-throw control, if the remaining re-throw count is zero, a second prompt message is displayed, indicating that a re-throw cannot be performed on the random number generation control.
15. The method according to claim 1, characterized in that, The method of displaying a combination of a random number generation control and a virtual object matching the check attribute associated with the target story interaction option in response to a selection operation for that option includes: In response to a selection operation for a target story interaction option, upon first display of the random number generation control, an operation guidance animation for the random number generation control is displayed, and upon the end of the operation guidance animation, a combination of virtual objects matching the check attributes associated with the target story interaction option is displayed.
16. The method according to claim 1, characterized in that, The random number generation control includes: In response to the collaborative enhancement mode of the collaborative virtual object being a dual random mode, a first random number generation control and a second random number generation control are displayed; The step of displaying a first check value corresponding to the trigger operation in response to a trigger operation on the random number generation control includes: In response to a throwing operation on the first random number generation control and the second random number generation control, a synchronized throwing animation of the first random number generation control and the second random number generation control is displayed; In response to the end of the synchronized throwing animation display, the first check value is displayed. The first check value is obtained by adding the target base random number and the attribute of the main control virtual object. The target base random number is a base random number that conforms to a preset value mode among the first base random number generated by the first random number generation control and the second base random number generated by the second random number generation control. The preset value mode is the value mode indicated by the collaborative addition mode.
17. The method according to claim 1, characterized in that, After triggering the corresponding plot content based on the first verification result, the method further includes: Upon completion of the aforementioned plot content, a plot rewind control is displayed; In response to a trigger operation on the plot rewind control, the plot branch structure of the complete plot in which the plot content is located is displayed, and the plot branch structure includes multiple plot nodes; In response to a trigger operation on a target plot node among the plurality of plot nodes, a rewind interface is displayed if the plot state of the target plot node is completed. In response to the backtracking confirmation operation triggered by the backtracking interface, the backtracking displays the plot content corresponding to the target plot node, and the main virtual object is transmitted to the virtual position in the plot content corresponding to the target plot node.
18. The method according to claim 17, characterized in that, The plot branching structure that displays the plot content within the complete plot includes: In the plot branch structure of the complete plot, the plot nodes in the completed state are displayed using a third style, and the plot nodes in the locked state are displayed using a fourth style; the third style and the fourth style are different.
19. The method according to claim 1, characterized in that, The method further includes: In response to the main virtual object triggering the target plot task during the plot unfolding, the random number generation control is displayed; In response to a trigger operation on the random number generation control, the third verification value and the third verification result corresponding to the trigger operation are displayed; In response to the confirmation operation for the third verification result, corresponding plot content is triggered based on the third verification result.
20. A plot processing device, characterized in that, The device includes: The first display module is used to display at least one plot interaction option in response to the fulfillment of plot branching conditions, the plot interaction option being associated with a check attribute and a difficulty level; The second display module is used to display a random number generation control and a combination of virtual objects that match the verification attributes associated with the target plot interaction option in response to the selection operation of the target plot interaction option. The combination of virtual objects includes a master virtual object and a cooperative virtual object. The third display module is used to respond to a trigger operation on the random number generation control and display the first verification value and the first verification result corresponding to the trigger operation; The first test value is obtained based on the base random number generated by the random number generation control, the attribute bonus of the main virtual object, and the collaborative bonus of the collaborative virtual object; the first test result is determined by comparing the first test value with the difficulty level associated with the target plot interaction option. The plot triggering module is used to respond to the confirmation operation of the first test result and trigger corresponding plot content based on the first test result.
21. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, configured to execute computer-executable instructions or computer programs stored in the memory, implements the plot processing method according to any one of claims 1 to 19.
22. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the plot processing method according to any one of claims 1 to 19.
23. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, they implement the plot processing method according to any one of claims 1 to 19.