Combat game processing method and apparatus, and electronic device and storage medium
By controlling the game behavior executed by virtual characters in battle games and improving levels, combining the mechanisms of camp conversion and advanced virtual character conversion, the problem of poor controllability of game winners and losses in the existing technology is solved, and a more fair and attractive gaming experience is achieved.
Patent Information
- Application Number
- PCT/CN2024/120101
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-10-25
- Filing Date
- 2024-09-20
- Publication Date
- 2025-05-01
AI Technical Summary
In existing battle games, the way of randomly displaying character transformation props leads to poor controllability of the game's victory or defeat. Strong players cannot fully play their level because they have not picked up props, while weak players are at a disadvantage because they have picked up but not fully utilized.
By controlling the virtual character to perform the corresponding game behaviors of interactive operations, and improving the game level of the virtual character based on the game behavior, players can fully utilize their interactive operations capabilities. At the same time, a faction conversion mechanism is introduced, which converts the faction when the virtual character is captured and converts it to a high-level virtual character when it reaches the preset level.
Improves the controllability of the game's victory or defeat, enables players to fully utilize their game level, and increases the appeal and fairness of the game.
Smart Images

Figure CN2024120101_01052025_PF_FP_ABST
Abstract
Description
Battle game processing method, device, electronic device and storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311394512.6, filed on October 25, 2023, entitled “Method, device, electronic device and storage medium for processing fighting games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device, and storage medium for processing a battle game. Background Art
[0004] In competitive games, multiple virtual characters are typically divided into two camps. The two camps attack each other, and the winner is determined based on a winning rule. During the game, the virtual characters can pick up virtual props in the game scene to enhance their attack capabilities. Virtual props in the game scene typically include virtual weapons, equipment, or character transformation props. These props are usually displayed randomly in the game scene.
[0005] These character transformation items can transform a virtual character into a more powerful, advanced virtual character, thereby enhancing the character's offensive capabilities. However, this random display of character transformation items in game scenes can prevent skilled players from maximizing their gaming skills due to not picking up a character transformation item. This can also put less skilled players at a disadvantage due to picking up a character transformation item but not being able to fully utilize their transformed identity, leading to poor control over game outcomes.
[0006] Summary of the Invention
[0007] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for processing a battle game to improve the controllability of the game outcome.
[0008] An embodiment of the present disclosure provides a method for processing a battle game, wherein a first graphical user interface is provided through a first terminal device, wherein the first graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character controlled by the first terminal device and a second virtual character controlled by a second terminal device, wherein the first virtual character belongs to a first camp, and the second virtual character belongs to a second camp, wherein the method comprises: in response to a first interactive operation directed to the first virtual character, controlling the first virtual character to perform a first game behavior in the virtual scene, and improving the game level of the first virtual character according to the first game behavior, wherein the first game behavior is used to prevent the first virtual character from being captured by the second virtual character in the virtual scene; in response to the first virtual character being captured in the virtual scene, The virtual character is converted into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; in response to a third interactive operation directed to the third virtual character, the third virtual character is controlled to perform a third game behavior in the virtual scene, and the game level of the third virtual character is improved according to the third game behavior, wherein the third game behavior is used to capture the first virtual character in the virtual scene; in response to the game level of the third virtual character reaching a preset level, the third virtual character is converted into a third advanced virtual character in the second camp; wherein the third advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character, and the game parameters are used to characterize the virtual character's ability to win in a combat scene and / or its agility in a non-combat scene.
[0009] In a second aspect, embodiments of the present disclosure further provide a method for processing a battle game, wherein a second graphical user interface is provided via a second terminal device, wherein the second graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a second virtual character controlled by the second terminal device and a first virtual character controlled by the first terminal device, wherein the first virtual character belongs to a first camp and the second virtual character belongs to a second camp. The method comprises: in response to a second interactive operation directed at the second virtual character, controlling the second virtual character to perform a second game behavior in the virtual scene, and increasing the game level of the second virtual character based on the second game behavior, wherein the second game behavior is used to capture the first virtual character in the virtual scene; in response to the second virtual character capturing the first virtual character in the virtual scene, converting the first virtual character to a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; and in response to the game level of the second virtual character reaching a preset level, converting the second virtual character to a second advanced virtual character, wherein the second advanced virtual character has game parameters superior to those of the third virtual character and the second virtual character, wherein the game parameters are used to characterize the virtual character's winning ability in battle scenarios and / or its agility in non-battle scenarios.
[0010] In a third aspect, an embodiment of the present disclosure further provides a processing device for a battle game, which provides a first graphical user interface through a first terminal device, wherein the first graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character controlled by the first terminal device and a second virtual character controlled by a second terminal device, wherein the first virtual character belongs to a first camp, and the second virtual character belongs to a second camp, and the device includes: a first level promotion module, configured to execute a first interactive operation in response to the first virtual character, control the first virtual character to execute a first game behavior in the virtual scene, and improve the game level of the first virtual character according to the first game behavior, wherein the first game behavior is used to prevent the first virtual character from being captured by the second virtual character in the virtual scene; a first camp conversion module, configured to execute a first camp conversion in response to the first virtual character being captured in the virtual scene, The first virtual character is converted into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; the second level promotion module is configured to execute a third interactive operation in response to the third virtual character, control the third virtual character to execute a third game behavior in the virtual scene, and improve the game level of the third virtual character according to the third game behavior, wherein the third game behavior is used to capture the first virtual character in the virtual scene; the first advanced conversion module is configured to execute a third advanced virtual character in response to the game level of the third virtual character reaching a preset level, converting the third virtual character into a third advanced virtual character in the second camp; wherein the third advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character, and the game parameters are used to characterize the virtual character's ability to win in a combat scene and / or its agility in a non-combat scene.
[0011] In a fourth aspect, an embodiment of the present disclosure further provides a device for processing a battle game, wherein a second graphical user interface is provided through a second terminal device, wherein at least part of a virtual scene is displayed in the second graphical user interface, wherein the virtual scene includes a second virtual character controlled by the second terminal device and a first virtual character controlled by the first terminal device, wherein the first virtual character belongs to a first camp, and the second virtual character belongs to a second camp, and the device includes: a third level enhancement module, configured to execute a second interactive operation in response to the second virtual character, control the second virtual character to execute a second game behavior in the virtual scene, and enhance the game level of the second virtual character according to the second game behavior, wherein the second game behavior is used to enhance the game level of the second virtual character in the virtual scene. The invention relates to a virtual character capture module for capturing the first virtual character in a virtual scene; a second camp conversion module is configured to execute, in response to the second virtual character capturing the first virtual character in the virtual scene, conversion of the first virtual character into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; a second advanced conversion module is configured to execute, in response to the game level of the second virtual character reaching a preset level, conversion of the second virtual character into a second advanced virtual character, wherein the second advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character, and the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
[0012] In a fifth aspect, an embodiment of the present disclosure further provides an electronic device, comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned method for processing the battle game.
[0013] In a sixth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned method for processing the fighting game.
[0014] The disclosed embodiments provide a method, device, electronic device, and storage medium for processing a battle game. By controlling a virtual character to perform game behaviors corresponding to interactive operations and raising the virtual character's game level based on the game behaviors, players can fully utilize their interactive operation skills and thereby raise their virtual character's game level. When a first virtual character is captured, by converting the first virtual character's identity to a third virtual character belonging to a second camp, and setting the third virtual character to inherit the first virtual character's first level, players' contributions to their virtual character's level from previous games can continue to be reflected in subsequent games, even after their character identities have changed. By converting the virtual character belonging to the second camp to a high-level virtual character (whose game parameters are superior to those of non-high-level virtual characters in the second camp) when the game level of the virtual character reaches a preset level, players with high game skills can have their virtual characters' game levels raised, allowing them to be converted to even higher-level virtual characters. This virtual character conversion method, which reflects a player's game level, maximizes the player's game level, improves the controllability of game outcomes, and is more attractive to players, compared to conversion methods that randomly display character transformation props in the game scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0016] FIG1 is a schematic diagram of an implementation environment provided by one embodiment of the present disclosure;
[0017] FIG2 is a flow chart of a method for processing a battle game according to one embodiment of the present disclosure;
[0018] FIG3 is a flowchart of another method for processing a battle game according to one embodiment of the present disclosure;
[0019] FIG4 is a schematic diagram of the attack and defense phases provided by one embodiment of the present disclosure;
[0020] FIG5 is a schematic structural diagram of a battle game processing device provided by one embodiment of the present disclosure;
[0021] FIG6 is a schematic structural diagram of another battle game processing device provided by one embodiment of the present disclosure;
[0022] FIG7 is a schematic structural diagram of another battle game processing device provided by one embodiment of the present disclosure;
[0023] FIG8 is a schematic structural diagram of another battle game processing device provided by one embodiment of the present disclosure;
[0024] FIG9 is a schematic structural diagram of an electronic device provided in accordance with one embodiment of the present disclosure. DETAILED DESCRIPTION
[0025] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.
[0026] First, the disclosure involves the introduction of nouns
[0027] (1) Virtual scene (game scene)
[0028] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one element of vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.
[0029] (2) Game interface
[0030] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0031] (3) Virtual objects
[0032] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.
[0033] (4) Player Character
[0034] A player character is a virtual object that can be controlled by the player and moves within the game environment. In some video games, it is also called a shikigami character or a hero character. A player character can be at least one of several different forms, including a virtual person, a virtual animal, an anime character, or a virtual vehicle.
[0035] For ease of understanding, the game scenario applicable to this embodiment is first described. In a battle game, there are multiple virtual characters participating, and each user (or client) corresponds to a virtual character; the multiple virtual characters can be divided into two types, a first virtual character belonging to a first camp and a second virtual character belonging to a second camp, the first virtual character has a first identity, and the second virtual character has a second identity. Among them, the first virtual character and the second virtual character attack each other. As a possible implementation method, when the first virtual character in this embodiment is captured by the second virtual character (for example: the second virtual character has physical contact with the first virtual character or the second virtual character attacks the first virtual character at close range, etc.), the first virtual character is converted into a virtual character of the second camp and participates in subsequent combat on behalf of the second camp.
[0036] In the first virtual scene of the game, each virtual character can move freely and perform specific tasks. At the same time, a first virtual character belonging to the first camp can launch a long-range attack on a second virtual character belonging to the second camp in the virtual scene. The attacked second virtual character will typically experience a reduction in health parameters, such as reduced health, until the second virtual character is dead. As a possible implementation, after being attacked to death, the second virtual character can be resurrected. The resurrection location can be a designated location in the game scene corresponding to the time of death, or a pre-defined location in another game scene. This allows the second virtual character to participate in subsequent gameplay of the current battle game.
[0037] All virtual characters in the survival state can be triggered to enter the second virtual scene. For example, when the game scene prompts that the escape passage is about to open, the first virtual character of the first camp can go to the location of the escape passage and switch to the next game scene.
[0038] As the game progresses, the first virtual character belonging to the first camp may be captured by the second virtual character belonging to the second camp. The captured first virtual character will be transferred to the second camp and become a member of the second camp, resulting in a gradual decrease in the number of first virtual characters in the first camp and an increase in the number of second virtual characters in the second camp. In order to avoid the first camp being at a disadvantage, when the number of first virtual characters in the first camp is reduced to a certain value (for example, 4 or 5 people), the first virtual characters in the first camp are converted into more advanced virtual characters (called first advanced virtual characters). Compared with the first virtual characters before the conversion, this type of virtual character has stronger combat capabilities and survival capabilities. Among them, the combat capabilities include attack capabilities and / or defense capabilities. Survival capabilities can include the amount of health the virtual character has.
[0039] If all first virtual characters are transformed into second virtual characters, the game ends and the second camp wins; or, if the game time reaches the specified time and there are surviving virtual characters in the first camp, the game ends and the first camp wins; or, if a specified number (for example, 1-5) of virtual characters in the first camp reach the set position in the game map, the game ends and the first camp wins.
[0040] In the aforementioned game scenario, the second virtual character belonging to the second camp typically transforms into a more powerful virtual character by picking up character transformation props randomly displayed in the game scene, thereby accelerating the process of capturing the first virtual character. This method of randomly displaying character transformation props in the game scene may prevent powerful players from fully utilizing their gaming skills due to not picking up character transformation props, while relatively weaker players may be at a disadvantage due to picking up character transformation props but not fully utilizing their transformed identities, resulting in poor controllability of the game outcome. Based on this, the embodiments of the present disclosure provide a method, device, electronic device, and storage medium for processing a battle game, which can be applied to the aforementioned game scenario.
[0041] In one embodiment of the present disclosure, a method for processing a competitive game can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing a competitive game is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.
[0042] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the processing method of the battle game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0043] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0044] In one possible implementation, an embodiment of the present invention provides a method for processing a battle game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device (referred to as the client) in the cloud interactive system mentioned above. The server provides the graphical user interface of the game to the first client of the first camp and the second client of the second camp, and displays the first virtual scene corresponding to the first virtual character in the graphical user interface of the first client, and displays the second virtual scene corresponding to the second virtual character in the graphical user interface of the second client; the first virtual scene can contain one or more first virtual characters, and can also contain the second virtual character; the second virtual scene can contain one or more second virtual characters, and can also contain the first virtual character. The first virtual scene and the second virtual scene are the same or different game scenes in the same battle game; the allocation of the first virtual character and the second virtual character can be selected by the player or allocated by the server.
[0045] An embodiment of the present disclosure provides a schematic diagram of an implementation environment shown in Figure 1. The implementation environment may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device each communicate with the server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with a client that executes the method for processing a competitive game provided in the present disclosure, and the server is a service end that executes the method for processing a competitive game provided in the present disclosure. Through the client, the first terminal device and the second terminal device can each communicate with the server.
[0046] Taking a first terminal device as an example, the first terminal device establishes communication with a server by running a client. In an optional embodiment, the server establishes a game match based on a game request from the client. The game match parameters may be determined based on the parameters in the received game request. For example, the game match parameters may include the number of players participating in the game match, the levels of the characters participating in the game match, and so on. When the first terminal device receives a response from the server, it displays a virtual scene corresponding to the game match through the first terminal device's graphical user interface. In an optional embodiment, the server, based on the client's game request, creates a virtual room and opens the virtual room to other players, and then sends a response to the client that sent the game request, requesting entry into the virtual room. When the first terminal device receives the server's response, it displays and enters the virtual room through the first terminal device's graphical user interface, waiting for other players to enter. After the game begins, the game scene is displayed in the first terminal device's graphical user interface. The first terminal device is controlled by a first user. The first virtual character displayed in the first terminal device's graphical user interface is the player character controlled by the first user. The first user enters operational commands through the graphical user interface to control the first virtual character to perform corresponding operations in the virtual scene. The communication process between the client and the server of other terminal devices is similar to that of the first terminal device, and will not be described in detail.
[0047] It should be noted that the virtual characters in the current game battle may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game battle, there are more than two terminal devices that send and synchronize game data with the server respectively.
[0048] Referring to the flowchart of a method for processing a battle game shown in FIG2 , the method provides a first graphical user interface through a first terminal device, wherein the first graphical user interface displays at least a portion of a virtual scene, the virtual scene including a first virtual character controlled by the first terminal device and a second virtual character controlled by a second terminal device, the first virtual character belonging to a first camp, and the second virtual character belonging to a second camp. The method includes the following steps:
[0049] Step S202: In response to a first interactive operation directed at a first virtual character, the first virtual character is controlled to perform a first game behavior in a virtual scene, and a game level of the first virtual character is increased according to the first game behavior. The first game behavior is used to prevent the first virtual character from being captured by a second virtual character in the virtual scene.
[0050] The above-mentioned first interactive operation includes control operations on the movement of the first virtual character (for example, running, jumping, moving direction, etc.), control operations on the attack behavior of the first virtual character (for example, shooting, fighting, attack direction, etc.), control operations on the protection behavior of the first virtual character (for example, dodging, skill release, etc.), etc.; through these interactive operations, the first virtual character is prevented from being captured by the second virtual character in the virtual scene as much as possible.
[0051] The game behaviors performed by the above-mentioned virtual characters are related to the interactive operations corresponding to the virtual characters. The game behaviors performed by the virtual characters will be displayed in the game scene of the first graphical user interface so that the player can view the effects of their interactive operations on the virtual characters through the first graphical user interface.
[0052] Step S204: In response to the first virtual character being captured in the virtual scene, the first virtual character is converted into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is the same as that of the first virtual character.
[0053] The first virtual character being captured in the virtual scene may include: the second virtual character having physical contact with the first virtual character, or the second virtual character attacking the first virtual character at close range.
[0054] The third virtual character typically refers to the virtual character that switches from the first camp to the second camp. The second virtual character typically refers to the virtual character that belongs to the second camp at the start of the game. As one possible implementation, the third virtual character and the second virtual character can have the same character image. Alternatively, the third virtual character and the second virtual character can have different character images.
[0055] The attribute parameters of the third virtual character and the second virtual character may differ to some extent. For example, the second virtual character's initial health pool is greater than the third virtual character's. Alternatively, the second virtual character may possess specific skills, which may be one or more skills. The third virtual character may not possess these specific skills, including the third virtual character having no skills at all or possessing one or more skills other than the specific skills.
[0056] When the first virtual character is converted into the third virtual character, the third virtual character has the same game level as the first virtual character, that is, the third virtual character continues or inherits the game level of the first virtual character (that is, the captured virtual character). This can shorten the game time for the third virtual character to be converted into the third advanced virtual character, and can also make certain differences between the multiple captured first virtual characters, thereby enhancing the richness of virtual characters in the game.
[0057] Step S206: In response to the third interactive operation directed at the third virtual character, the third virtual character is controlled to perform a third game behavior in the virtual scene, and the game level of the third virtual character is increased according to the third game behavior. The third game behavior is used to capture the first virtual character in the virtual scene, the first virtual character being the virtual character that currently still belongs to the first camp.
[0058] The third virtual character, as a character in the second camp, performs the task of capturing the virtual characters belonging to the first camp, and the first game behavior is used to prevent the first virtual character from being captured by the second virtual character in the virtual scene. Therefore, the purpose of the third game behavior is different from that of the above-mentioned first game behavior.
[0059] In this embodiment, different game behaviors can correspond to different reward mechanisms. The accumulated value of rewards corresponding to game behaviors can be used to control the level of the virtual character. Generally, the more accumulated rewards a virtual character has, the higher its level. The accumulated reward value is related to game behaviors. Therefore, players can interact with the virtual character in a reasonable way to make the virtual character perform game behaviors with higher rewards, thereby quickly improving its level.
[0060] Step S208: In response to the third virtual character's game level reaching a preset level, the third virtual character is converted into a third advanced virtual character of the second camp. The third advanced virtual character has game parameters superior to those of the third and second virtual characters, and the game parameters are used to represent the virtual character's ability to win in combat scenarios and / or its agility in non-combat scenarios.
[0061] The above preset level can be the highest level corresponding to the virtual character in the second camp. For example, the game level of the virtual character in the second camp is divided into 10 levels in total, and the order of the game levels from low to high is level 1 to level 10, then the preset level is level 10.
[0062] The aforementioned game parameters are used to characterize the virtual character's ability to win in combat scenarios and / or its agility in non-combat scenarios. Winning ability may include combat parameters and / or survivability parameters. Agility may include movement parameters (e.g., movement speed, movement height, dodging or jumping ability, etc.) and / or stealth parameters.
[0063] The above method controls the virtual character to perform game behaviors corresponding to interactive operations and increases the virtual character's game level based on these game behaviors, allowing players to fully utilize their interactive skills and thereby improve their virtual character's game level. When a first virtual character is captured, by converting the first virtual character's identity to a third virtual character belonging to the second camp and setting the third virtual character to inherit the first virtual character's first level, players' contributions to their virtual character's level from previous games can continue to be reflected in subsequent games, even after their character identities have changed. By converting the virtual character belonging to the second camp to a high-level virtual character (whose game parameters are superior to those of non-high-level virtual characters in the second camp) when the game level of the virtual character reaches a preset level, players with high gaming skills can increase the game level of their virtual characters and subsequently be able to convert to even more advanced virtual characters. This virtual character conversion method, which reflects the player's gaming skills, maximizes the player's gaming skills, improves the controllability of game outcomes, and is more attractive to players, compared to conversion methods that randomly display character transformation props in the game scene.
[0064] As a possible implementation, the method further includes: in response to the number of first virtual characters belonging to the first camp decreasing to a first threshold, converting the surviving first virtual characters in the first camp into first high-level virtual characters in the first camp; wherein the first high-level virtual characters have superior game parameters to the first virtual characters. The first threshold can be determined based on the number of characters participating in the game between the two camps. For example, if there are 16 virtual characters participating in the game, the first threshold can be set to any value between 4 and 6. The game parameters here are the same as described above. For example, the first high-level virtual character has superior combat and survival capabilities to the first virtual character. This can be specifically reflected in the first high-level virtual character having at least one active skill that the first virtual character does not have. Alternatively, the first high-level virtual character has an initial health value that is significantly greater than the initial health value of the first virtual character. When the number of first virtual characters in the first camp decreases to the first threshold, by converting the surviving first virtual characters in the first camp into the first high-level virtual characters (e.g., having superior combat and survival capabilities), the significant disparity in combat capabilities between the two opposing teams caused by the large disparity in the number of virtual characters can be effectively balanced.
[0065] In order to further enhance the combat capability of the first high-level virtual character, the above method further includes: in response to the first virtual character being converted into the first high-level virtual character, displaying optional active skills on the first graphical user interface; in response to a selection operation for a target active skill among the optional active skills, configuring a target active skill for the first high-level virtual character. The active skill in this embodiment refers to a skill whose effectiveness is triggered by an interactive operation of the player. Usually, the number of times and / or frequency of use of the active skill in each round of the game is limited. Optional active skills may include defensive skills with strong protective capabilities, offensive skills with a faster shooting speed, or offensive skills with strong lethality. The target active skills may be one or more, and the specific number may be pre-set according to the needs of the game. By providing active skills for the first high-level virtual character, the combat capability of the first high-level virtual character can be enhanced, the strength of the two opposing sides can be balanced, and the fairness and rationality of the game can be improved.
[0066] In order to further enrich the identity of virtual characters in the game, the above method also includes: (1) in response to the first virtual character being converted into the third virtual character, displaying the optional virtual profession corresponding to the third virtual character in the first graphical user interface; wherein different virtual professions have different corresponding reward mechanisms. The above optional virtual professions can be displayed on a sub-page of the first graphical user interface in the form of an optional virtual profession list, and the list can include attribute information corresponding to each optional virtual profession for players to refer to and select. The attribute information corresponding to the optional virtual profession can include at least one of the following: blood volume, movement speed, attack distance and damage value, as well as the skills possessed and the skill parameters corresponding to the skills, such as: skill duration, skill effect, etc. In addition, the attribute information can also include the image or local appearance features of the virtual character corresponding to the virtual profession. (2) in response to the first selection operation for the above optional virtual profession, configuring the first target virtual profession corresponding to the first selection operation for the third virtual character; wherein the third virtual character performs a third game behavior in the virtual scene as the first target virtual profession. After the third virtual character has the first target virtual occupation, the player can control the third virtual character to perform a third game action based on that identity, thereby increasing the third virtual character's game level based on the third game action. The specific method for increasing the third virtual character's level is similar to the virtual character level increase described above and will not be further described here. By providing a virtual occupation for the third virtual character, players can choose a more suitable virtual occupation based on their own operating habits and gaming skills, thereby increasing their game engagement.
[0067] As a possible implementation, the above method further includes: (1) in response to the death event of the third virtual character, resurrecting the third virtual character and prompting the optional virtual profession corresponding to the third virtual character; wherein, different virtual professions correspond to different reward mechanisms; the optional virtual profession can be the same as the optional virtual profession mentioned above, and this type of description will not be repeated. The resurrected third virtual character can continue the previous game level. (2) in response to the second selection operation for the above optional virtual profession, configuring the second target virtual profession corresponding to the second selection operation for the third virtual character; wherein, the third virtual character performs the third game behavior in the virtual scene as the second target virtual profession. By this method of resurrecting the third virtual character, the third virtual character can reselect a virtual profession each time after resurrection and experience the fun of playing different virtual professions.
[0068] In the above method, when the first virtual character is converted into the third virtual character, and when the third virtual character is resurrected, the virtual career selection process will be triggered, so that the player corresponding to the third virtual character can try out different virtual career gameplay. The second virtual character, that is, the character originally assigned to the second camp (also known as the parent character), does not need to choose a virtual career when it is resurrected, and can continue to participate in subsequent games as the second virtual character. As mentioned above, there are certain differences between the attribute parameters of the second virtual character and the attribute parameters of the third virtual character, which leads to certain differences between the virtual characters of the second camp. For example: the virtual character that originally belongs to the second camp, that is, the parent character, will have attribute parameters that are better than the third virtual character from the beginning of the game.
[0069] To avoid lengthy game sessions, the method further includes: if the game duration reaches a set duration and there are surviving virtual characters in the first camp, ending the current round of the game and notifying the first camp of the victory. If the game duration does not reach the set duration and there are no surviving virtual characters in the first camp, ending the current round of the game and notifying the second camp of the victory. This method of ending the game effectively controls the maximum duration of each round of the game (i.e., the maximum duration is the set duration), thereby increasing the enthusiasm of the players in the second camp to compete.
[0070] In order to further enrich the gameplay of the game, the above method also includes: (1) in response to the game level of the first virtual character being upgraded to the first target level, displaying the optional passive skills corresponding to the first target level in the first graphical user interface; the optional passive skills can be displayed in the form of a list, and the list can include the names of multiple passive skills and the effect information of each passive skill, etc. Among them, the optional passive skills corresponding to different first target levels can be different. The passive skills in this embodiment mainly refer to the skills that can be automatically triggered based on the game behavior of the character without the player operating the keyboard or controls, and the number of times the passive skills are used during the game can be unlimited. (2) in response to the selection operation of the target passive skill among the optional passive skills, setting the passive skill parameters of the first virtual character according to the target passive skill, such as the performance parameters of the passive skill. By providing optional passive skills according to the game level of the first virtual character, the player's motivation to upgrade the level of the first virtual character can be enhanced, and the effectiveness and rationality of the virtual character's execution of game behavior can be improved.
[0071] As a possible implementation, the passive skills can be divided into two groups according to the combat capabilities corresponding to the skills: a general skill group and an enhanced skill group. Based on this, the above-mentioned display of the optional passive skills corresponding to the first target level in the first graphical user interface includes the following steps (11) and (12):
[0072] (11) If the first target level is the first set level, a first preset number of passive skills are randomly selected from the ordinary skill group of the passive skill set, and the first preset number of passive skills are displayed in the first graphical user interface as optional passive skills corresponding to the first target level.
[0073] The first type of setting levels can be pre-set by the server or terminal device. For example, if the virtual character levels in the first camp are divided into 10 levels, then part of the levels from level 1 to level 10 can be divided into the first type of setting levels. The levels in the first type of setting levels correspond to the passive skills in the ordinary skill group in the passive skill set.
[0074] The passive skill set is the collection of all passive skills corresponding to the first faction. This passive skill set includes both standard and enhanced skill sets. The skills in the standard skill set are passive skills with normal combat capabilities, while the skills in the enhanced skill set are passive skills with stronger combat capabilities.
[0075] The above-mentioned first preset number can be determined according to the number of passive skills in the ordinary skill group and / or the number of passive skills allowed to be selected by the first virtual character. For example, the first preset number is 3, allowing the first virtual character to select a passive skill from 3 ordinary passive skills.
[0076] (12) If the first target level is the second set level, a second preset number of passive skills are randomly selected from the enhanced skill group of the passive skill set, and the second preset number of passive skills are displayed in the first graphical user interface as optional passive skills corresponding to the first target level; wherein the skills in the enhanced skill group have stronger combat capabilities than the skills in the above-mentioned ordinary skill group.
[0077] Continuing with the previous example, the levels of the virtual characters in the first camp are divided into 10 levels. Then the other part of the levels from level 1 to level 10 can be divided into the second type of set levels. The levels in the second type of set levels correspond to the passive skills in the enhanced skill group in the passive skill set.
[0078] The above-mentioned first preset number can be determined according to the number of passive skills in the enhanced skill group and / or the number of passive skills allowed to be selected by the first virtual character. For example, the second preset number is 3, allowing the first virtual character to select a passive skill from 3 enhanced passive skills.
[0079] The above method of dividing the first target level into two categories and providing passive skills with different combat capabilities for selection by the client corresponding to the first virtual character can change the skills of the first virtual character at different levels and enrich the gameplay.
[0080] As a possible implementation method, the above passive skills can also have different levels. Different levels of the same passive skill have different combat capabilities. Based on this, setting the passive skill parameters of the first virtual character according to the target passive skill includes the following steps (21) to (23):
[0081] (21) Check whether the first virtual character has currently configured a target passive skill. That is, whether the target passive skill selected this time is a passive skill that the first virtual character already has.
[0082] (22) If yes, increase the level of the target passive skill configured by the first virtual character; wherein, the passive skill parameters of target passive skills of different levels are different, and the level of the target passive skill is positively correlated with the combat capability of the target passive skill. That is, the higher the level of the target passive skill, the stronger the combat capability of the target passive skill.
[0083] In this embodiment, the target passive skills can be divided into multiple levels. If the target passive skill configured for the first virtual character is already at the highest level, the player can be prompted to reselect other passive skills.
[0084] (23) If not, configure the target passive skill for the first virtual character.
[0085] As a possible embodiment, the target passive skill is a passive skill in the common passive skill group. The passive skills in the enhanced passive skill group may not be divided into levels.
[0086] By checking whether the first virtual character has currently configured the target passive skill, the level of the target passive skill can be improved if the target passive skill has been configured, so that the player can change the level of the skill by selecting the target passive skill multiple times, thereby improving the combat capability of the skill.
[0087] As a possible embodiment, the above-mentioned virtual character is also configured with an experience value, and the level of the virtual character can be improved according to the experience value. Based on this, the above-mentioned improvement of the first level of the first virtual character according to the first game behavior and the improvement of the second level of the second virtual character according to the second game behavior include: improving the first experience value of the first virtual character according to the first game behavior; in response to the first experience value reaching the first target value, setting the game level of the first virtual character to the game level corresponding to the first target value; first virtual characters of different levels have different combat capabilities. The experience value of the first virtual character can be improved according to the game behavior. Some game behaviors will improve the experience value, and some game behaviors will not improve the experience value. When the experience value accumulates to a certain level, the level upgrade of the virtual character can be triggered. This method of improving the level of the virtual character based on the experience value makes the level upgrade of the virtual character more convenient and accurate.
[0088] To attract more players and increase player engagement, each game of the aforementioned game consists of two rounds (i.e., two turns). A second virtual character assigned to the second camp in the first round will be assigned to the first camp in the second round, serving as the first virtual character. The second virtual character in the second round belonged to the first camp in the first round. Based on this, the game matches of the aforementioned game consist of two rounds. The aforementioned method further includes: in response to the end of a game match, displaying a total score ranking result corresponding to the current game match on a first graphical user interface; wherein the total score ranking result is obtained by sorting the sum of the round scores earned by all game accounts participating in the game match during the two rounds; in each round, the first virtual character's first score is increased based on the first game behavior corresponding to the first virtual character; the second virtual character's second score is increased based on the second game behavior corresponding to the second virtual character; and the third virtual character's third score is increased based on the third game behavior corresponding to the third virtual character; the sum of the round scores of each game account is determined by the scores earned by the virtual characters played by the game account in different game rounds. By ranking the virtual characters' scores, players can understand their relative gaming proficiency, guiding and encouraging players to improve their gaming skills.
[0089] The above method is described from the perspective of the virtual character in the first camp. The following method is described from the perspective of the virtual character in the second camp.
[0090] Referring to the flowchart of another method for processing a battle game shown in FIG3 , the method provides a second graphical user interface through a second terminal device, wherein the second graphical user interface displays at least a portion of a virtual scene, the virtual scene including a second virtual character controlled by the second terminal device and a first virtual character controlled by the first terminal device, the first virtual character belonging to a first camp, and the second virtual character belonging to a second camp. The method includes the following steps:
[0091] Step S302: In response to a second interactive operation directed at the second virtual character, the second virtual character is controlled to perform a second game behavior in the virtual scene, and the game level of the second virtual character is increased according to the second game behavior, wherein the second game behavior is used to capture the first virtual character in the virtual scene.
[0092] The above-mentioned second interactive operation includes control operations on the movement of the second virtual character (for example, running, jumping, direction of travel, etc.), control operations on the attack behavior of the second virtual character (for example, shooting, fighting, attack direction, etc.), control operations on the protection behavior of the second virtual character (for example, dodging, skill release, etc.), etc.; through these interactive operations, the second virtual character in the virtual scene can capture the first virtual character as much as possible.
[0093] Step S304: In response to the second virtual character capturing the first virtual character in the virtual scene, the first virtual character is converted into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is the same as that of the first virtual character.
[0094] The second virtual character capturing the first virtual character in the virtual scene may include: the second virtual character having physical contact with the first virtual character, or the second virtual character attacking the first virtual character at close range.
[0095] The third virtual character typically refers to the virtual character that switches from the first camp to the second camp. The second virtual character typically refers to the virtual character that belongs to the second camp at the start of the game. As one possible implementation, the third virtual character and the second virtual character can have the same character image. Alternatively, the third virtual character and the second virtual character can have different character images.
[0096] The attribute parameters of the third virtual character and the second virtual character may differ to some extent. For example, the second virtual character's initial health pool is greater than the third virtual character's. Alternatively, the second virtual character may possess specific skills, which may be one or more skills. The third virtual character may not possess these specific skills, including the third virtual character having no skills at all or possessing one or more skills other than the specific skills.
[0097] When the first virtual character is converted into the third virtual character, the third virtual character has the same game level as the first virtual character, that is, the third virtual character continues or inherits the game level of the first virtual character (that is, the captured virtual character). This can shorten the game time for the third virtual character to be converted into the third advanced virtual character, and can also make certain differences between the multiple captured first virtual characters, thereby enhancing the richness of virtual characters in the game.
[0098] Step S306: In response to the second virtual character's game level reaching a preset level, the second virtual character is converted into a second advanced virtual character. The second advanced virtual character has game parameters that are superior to those of the third and second virtual characters, and the game parameters are used to represent the virtual character's ability to win in combat scenarios and / or its agility in non-combat scenarios.
[0099] The above preset level can be the highest level corresponding to the virtual character in the second camp. For example, the game level of the virtual character in the second camp is divided into 10 levels in total, and the order of the game levels from low to high is level 1 to level 10, then the preset level is level 10.
[0100] The aforementioned game parameters are used to characterize the virtual character's ability to win in combat scenarios and / or its agility in non-combat scenarios. Winning ability may include combat parameters and / or survivability parameters. Agility may include movement parameters (e.g., movement speed, movement height, dodging or jumping ability, etc.) and / or stealth parameters.
[0101] The above method controls the virtual character to perform game behaviors corresponding to interactive operations and increases the virtual character's game level based on these game behaviors, allowing players to fully utilize their interactive skills and thereby improve their virtual character's game level. When a first virtual character is captured, by converting the first virtual character's identity to a third virtual character belonging to the second camp and setting the third virtual character to inherit the first virtual character's first level, players' contributions to their virtual character's level from previous games can continue to be reflected in subsequent games, even after their character identities have changed. By converting the second virtual character belonging to the second camp to a second-higher-level virtual character (whose game parameters are superior to those of the second camp's non-higher-level virtual characters) when their game level reaches a preset level, players with high gaming proficiency can increase their virtual character's game level, allowing them to convert to even higher-level virtual characters. This virtual character conversion method, which reflects a player's gaming proficiency, maximizes the player's gaming proficiency, improves the controllability of game outcomes, and is more appealing to players, compared to conversion methods that randomly display character transformation props within the game scene.
[0102] During the game, the first high-level virtual character may be captured by the second or third virtual character. The captured first high-level virtual character may die and no longer participate in subsequent games, or the captured first high-level virtual character may be converted to a virtual character belonging to the second camp. Based on this, the method further includes: in response to the second virtual character capturing the first high-level virtual character in the first camp, converting the identity of the first high-level virtual character to a fourth virtual character belonging to the second camp; wherein the first high-level virtual character is the virtual character converted when the number of first virtual characters in the first camp decreases to a first threshold, and the first high-level virtual character has greater game parameters than the first virtual character. The fourth virtual character has the same game level as the first high-level virtual character. If the fourth virtual character's game level is the preset level, the fourth virtual character is a high-level virtual character in the second camp and has the same or similar game parameters as the third or second high-level virtual character. If the fourth virtual character's game level is lower than the preset level, the fourth virtual character's game level is increased based on the game actions performed by the fourth virtual character until its game level reaches the preset level, at which point the fourth virtual character is converted to a fourth high-level virtual character, having the same or similar game parameters as the third or second high-level virtual character. Through this method of virtual character conversion, the player of the first high-level virtual character should try to avoid having his virtual character captured when attacking the virtual character in the second camp, while the player of the virtual character in the second camp should get as close to the first high-level virtual character as possible and guard against being attacked by it, thereby increasing the intensity of the battle between the two sides and testing the players' technical ability to control the virtual characters.
[0103] The method further includes: if the game duration reaches a set duration and there are surviving virtual characters in the first camp, ending the current round of the game and notifying the first camp of victory; if the game duration does not reach the set duration and there are no surviving virtual characters in the first camp, ending the current round of the game and notifying the second camp of victory. This game winning and losing rule can encourage players in the second camp to participate more actively in the battle, allowing them to strive for a quick victory without being constrained by the game duration.
[0104] In order to further enrich the rules of the game, the above method also includes: in response to the death event of the second virtual character, resurrecting the second virtual character. The death of the second virtual character may be caused by the attack of the first virtual character or the first advanced virtual character, or it may be caused by the second virtual character falling to an area outside the game scene due to the player's operation. Resurrecting the second virtual character can directly resurrect the second virtual character, and the resurrected second virtual character can continue the previous attribute information such as level and skills without selecting the above virtual profession. By resurrecting the second virtual character, the virtual character can continue to participate in subsequent battles, extending the game time of players with low game skills and increasing the attractiveness of the game.
[0105] As a possible embodiment, the above-mentioned virtual character is also configured with an experience value, and the level of the virtual character can be improved according to the experience value. Based on this, improving the game level of the second virtual character according to the second game behavior may include: improving the second experience value of the second virtual character according to the second game behavior; in response to the second experience value being a second target value, setting the game level of the second virtual character to the game level corresponding to the second target value; wherein, second virtual characters of different levels have different combat capabilities. The experience value of the virtual character can be improved according to the game behavior. Some game behaviors will improve the experience value, and some game behaviors will not improve the experience value. When the experience value accumulates to a certain level, the level upgrade of the virtual character can be triggered. This method of improving the level of the virtual character based on the experience value makes the level upgrade of the virtual character more convenient and accurate.
[0106] As a possible embodiment, first virtual characters of different levels have different combat capabilities, and second virtual characters of different levels have different combat capabilities. In this way, players can be encouraged to work hard to improve the level of their virtual characters, so that the virtual characters can perform better during the battle, thereby improving the performance of the corresponding game behaviors of the virtual characters.
[0107] The start of the above-mentioned game can be triggered by the player, or by the server based on the number of virtual characters entering the virtual room. Before the game starts, the server can assign the camps of the virtual characters. As a possible implementation method, the above-mentioned method also includes: in response to the number of virtual characters entering the virtual room where the second virtual character is located reaching a set value, and the allocation event of the second virtual character being assigned to the second camp, configuring preset skills for the second virtual character; wherein the number of virtual characters assigned to the second camp is a first number, and the virtual characters entering the virtual room other than the virtual characters of the second camp belong to the first camp. There can be two preset skills, one is an attack-type skill, and the other is a defense-type skill. Through this camp allocation method, it can be ensured that the initial strength of the virtual characters in the two camps is relatively balanced, and the player's operation is simplified.
[0108] In this embodiment, each game corresponding to the virtual room can include multiple rounds. After each round, the server reassigns the virtual characters to their respective factions. To ensure a more reasonable virtual character assignment, the second virtual character was assigned to the first faction in the previous round of the game. This allows the second virtual character in the second faction to be different in two consecutive rounds, enhancing the player's gaming experience.
[0109] To attract more players and increase player engagement, each game of the aforementioned game consists of two rounds (i.e., two turns). A second virtual character assigned to the second faction in the first round will be assigned to the first faction in the second round, serving as the first virtual character. The second virtual character in the second round belonged to the first faction in the first round. Based on this, the game session of the aforementioned game comprises two rounds. The method further comprises: in response to the end of the game session, displaying a total score ranking result corresponding to the current game session on a second graphical user interface; wherein the total score ranking result is obtained by sorting the sum of the round scores earned by all game accounts participating in the game session during the two rounds; in each round, the first virtual character's first score is increased based on the first game action corresponding to the first virtual character; the second virtual character's second score is increased based on the second game action corresponding to the second virtual character; and the third virtual character's third score is increased based on the third game action corresponding to the third virtual character; the sum of the round scores of each game account is determined by the scores earned by the virtual characters played by the game account in different rounds. By ranking the virtual characters' scores, players can understand their relative gaming proficiency, guiding and encouraging players to improve their gaming skills.
[0110] After being captured by a virtual character from the second camp, the virtual character in the first camp will be transformed into a third virtual character, which will inherit the game level, points, experience points, and other information from before the transformation. If a virtual character in the second camp dies and is revived after being attacked by a virtual character from the first camp, or if the virtual character in the second camp dies and is revived due to their own reasons, the revived virtual character will also inherit the game level, points, experience points, and other information from the virtual character before death.
[0111] Both the virtual characters in the first camp and the virtual characters in the second camp can pick up virtual props in the game scene. The virtual props in the game scene can be displayed according to a pre-set display method, for example, a specific virtual prop is displayed at a specified location for a second time period after a first time period. The specific virtual props can be pre-set or randomly selected from the game prop library. In this embodiment, virtual props include, but are not limited to, medicine, weapons, accessories, armor, and other props.
[0112] As a possible implementation, the method further includes: displaying virtual props in a first manner in a first type of set scene area; and displaying virtual props in a second manner in a second type of set scene area. The first type of set scene and the second type of set scene are located in different areas of the game scene; the first manner and the second manner correspond to different numbers and / or types of virtual props. For example, the various set scene areas are connected in sequence and need to be passed through in sequence. Different game stages correspond to different types of set scene areas, and the methods of placing virtual props in different types of set scene areas may be different. For example, the amount of virtual props placed in the scene area in the early stages of the game is less than that in the scene area in the later stages, and the types are also fewer. Alternatively, different types of setting scene areas are dispersed in different directions of the game scene, and the virtual character can freely choose the setting scene area they want to go to. The methods of placing virtual props in different types of setting scene areas may be different. For example, the amount of virtual props placed in the low-resource setting scene area is less than that in the high-resource setting scene area, where the amount of virtual props placed includes the number of virtual props of each type placed and / or the number of types of virtual props placed; accordingly, the level difficulty of the low-resource setting scene area is lower than that of the high-resource setting scene area.
[0113] In the above-mentioned game scenes, a certain number of physical mechanisms can also be set up. These physical mechanisms are mainly provided to the virtual characters in the first camp. The physical mechanisms can be implemented with reference to the physics engines in related games. The level design in the game scene can incorporate some mechanisms in conventional gameplay, such as moving pillars, pendulums, etc. to form obstacles, thereby increasing the difficulty for the virtual characters in the first camp to reach the next location and enhancing the fun of the game.
[0114] To balance the gaming experience across all virtual characters in the first camp, the method further includes: responding to a damage event for a target virtual character in the first camp, and applying a damage bonus to the currently surviving virtual characters in the first camp based on the damage event. This damage bonus may include reducing the health of each currently surviving virtual character in the first camp by a set amount, where the amount of the set health is determined based on the damage event. In this way, players with higher skill levels can also experience the damage bonus resulting from teammates being damaged, enriching the gameplay.
[0115] In order to better understand the above method, this embodiment takes the perspective of game design as an example to describe the corresponding content of the above method.
[0116] 1. The basic information of the game is described as follows:
[0117] Game Name: Enemy Pursuit
[0118] Number of players: 16
[0119] Entry method: Single / multiplayer matching mechanism, apply for a virtual room
[0120] Game type: Asymmetric confrontation, that is, the number of virtual characters in the two camps can be different
[0121] Game duration: Two rounds per game, each round lasts up to 5 minutes
[0122] Faction Rules: The game is divided into two factions, the First and Second. Initially, four players' avatars are randomly selected to belong to the Second Faction, while the remaining players' avatars belong to the First Faction. Furthermore, a player's avatar may appear in the Second Faction at most once in two consecutive rounds.
[0123] 2. The information of the virtual character in the first camp (the first virtual character) is as follows:
[0124] (1) Health: The initial health is 100. If a player dies due to being captured by a virtual character in the second camp, the player will be transformed into a virtual character in the second camp, i.e. the third virtual character mentioned above. If a player dies due to falling from the map platform of the game scene due to his own operation, the virtual character will not change camps and will continue to be resurrected at the rebirth point of the first camp.
[0125] (2) Basic abilities: movement, jumping, diving, props, firearms, etc. The conversion of the first virtual character to the first advanced virtual character will also increase the abilities corresponding to the skills.
[0126] (3) Reward mechanism: The virtual characters in the first camp will gain experience points when they cause damage to the virtual characters in the second camp or accumulate experience points over time. When the experience points reach a certain number, the level of the virtual character will be increased. After each level increase, the virtual character can reselect passive skills.
[0127] (4) First-level virtual characters: When there are 5 first-level virtual characters left on the field, all the remaining first-level virtual characters are transformed into first-level virtual characters, and the first-level virtual characters have a large amount of health and at least one active skill.
[0128] (5) Damage bonus: The virtual characters corresponding to all players in the first camp will receive additional damage bonus based on the current number of players in the first camp, in order to balance the gaming experience between the various virtual characters.
[0129] 3. The information of the virtual characters in the second camp (second virtual characters) is as follows:
[0130] (1) Health: The initial health is 500. After death, you can be resurrected infinitely at the preset rebirth point.
[0131] (2) Basic abilities: movement, jumping, flying, props, normal attacks, skills, etc., among which skills can be differentiated according to virtual professions.
[0132] (3) Reward mechanism: The second virtual character will gain experience points when it suffers damage or accumulates experience points over time. When the experience points reach a certain number, the level of the virtual character will be upgraded. By upgrading the level, the second virtual character can obtain fixed attribute enhancements.
[0133] (4) Second virtual character: Initially, four second virtual characters (also called mother characters) will be randomly selected as the first members of the second camp. The mother character can directly configure two skills, such as the subsequent spell ball and group shield. The mother character cannot choose a virtual profession. The virtual profession is selected by the ordinary virtual character, that is, the third virtual character.
[0134] (5) Virtual profession: In addition to the parent character, the virtual character converted to the second camp, that is, the third virtual character mentioned above, can choose one of three different virtual professions (such as warrior, assassin and tank in the following text). Each profession has an exclusive skill. The third virtual character can re-select the virtual profession every time after resurrection.
[0135] 4. The rules for winning and losing are as follows:
[0136] First Camp: At least one avatar in the First Camp survives until the end of the game time, or at least two avatars in the First Camp reach the designated location on the game map. Second Camp: Capture all avatars in the First Camp before the end of the game time, i.e., no avatars in the First Camp survive.
[0137] 5. Game Settlement Method:
[0138] Each round is settled based on the team's win-loss record, and the avatar's ranking is determined by the total points accumulated throughout the game. Players' avatars earn points for causing damage, taking damage, killing enemies, and surviving. Points from different rounds within the same game can be accumulated, and the ranking of the player's avatar is displayed in real time based on the points accumulated.
[0139] 6. Game Process and Level Design:
[0140] As a possible implementation, this game is divided into four attack and defense phases. The game levels are similar to those in racing games, divided into parkour areas and stronghold areas. The parkour areas contain some obstacles, while the stronghold areas are equipped with multiple firearms and item supplies, such as bullets and virtual props. Referring to the attack and defense phase diagram shown in FIG4 , each of the first three phases lasts 80 seconds. The first phase includes the first parkour area and the first stronghold area. The second phase includes the second parkour area and the second stronghold area. The third phase includes the third parkour area and the third stronghold area. The final phase lasts 60 seconds and includes the fourth parkour area and the fourth stronghold area. Each round of the game lasts a total of 300 seconds (5 minutes). At the start of the game, the virtual characters of the first camp begin their actions first, while the virtual characters of the second camp begin their actions 10 seconds later. The four phases can be connected in a sequential manner. Only after the virtual characters of the first camp pass the first phase can they enter the second phase, and only after passing the second phase can they enter the third phase, and so on, until the virtual characters of the first camp enter the fourth phase. Accordingly, in this manner, the camp assignments of the virtual characters participating in this game can be carried out before the game begins. The birth locations of the virtual characters of different camps are different. Different types of levels can be set in the parkour areas at different stages to enrich the fun of the game. The methods of placing virtual supplies (i.e., the above-mentioned virtual props, such as virtual firearms or item supplies, etc.) in the stronghold areas at different stages can be different. For example, the amount of virtual supplies placed in the early stronghold areas (such as the first stronghold area and the second stronghold area) is less than the amount of virtual supplies placed in the later stronghold areas (such as the third stronghold area and the fourth stronghold area), wherein the amount of virtual supplies placed includes the number of virtual supplies of each type placed and / or the number of types of virtual supplies placed.
[0141] As another possible implementation, multiple guard zones can be distributed throughout the game scene. Virtual characters from the first camp can be stationed in different guard zones. Virtual characters from the second camp can then seize these guard zones and capture virtual characters from the first camp within them. In this approach, at the start of the game, all virtual characters are initially from the first camp. Based on the player's control, each virtual character moves to a different guard zone to station. After a set duration (e.g., 20 seconds) has elapsed since the start of the game, the server randomly selects a certain number (e.g., two) of the virtual characters from the first camp and converts them to virtual characters from the second camp. The virtual characters from the second camp then begin to battle against the virtual characters from the first camp. Different types of levels can be set up in these different guard zones to enrich the game's fun. Different guard areas may have different ways of releasing virtual supplies. For example, the amount of virtual supplies released in a low-resource guard area is less than that in a high-resource guard area, where the amount of virtual supplies released includes the number of virtual supplies of each type released and / or the number of types of virtual supplies released. Accordingly, the level difficulty of a low-resource guard area is lower than that of a high-resource guard area.
[0142] 7. Abilities and growth information of virtual characters in the first camp:
[0143] The abilities of the avatars in the first camp are divided into three categories: avatar weapons, passive skills, and transformation into the first-level avatar. A brief introduction to each ability is as follows:
[0144] (1) Virtual weapons
[0145] How to obtain: The virtual characters in the first camp are born without virtual weapons and can pick up virtual equipment during the game. Each virtual character is allowed to hold a maximum of one virtual firearm. For example: If the first virtual character has picked up a submachine gun and sees a rifle, if he picks it up again, he will replace the submachine gun with the rifle.
[0146] Virtual weapons will be randomly displayed in each stronghold area. In this example, the types and / or attack strength of virtual weapons may gradually increase according to the order of the stronghold areas.
[0147] Category: Basic Firearms: Displayed permanently in all base areas, including submachine guns, rifles, shotguns, etc. Advanced Firearms: Displayed in base areas further back in the game, such as the third or fourth base areas. Virtual firearms in these base areas can be randomly refreshed, including rocket launchers, grenade launchers, heavy machine guns, hand cannons, etc.
[0148] Feel: Based on ordinary firearms, virtual firearms have enhanced auxiliary aiming functions, hit functions, kill feedback functions, etc., and increased the deceleration effect of hitting virtual characters in the second camp.
[0149] Penetration: To prevent multiple virtual characters from blocking the gun line, in this mode the virtual gun can penetrate the teammate's virtual character and hit the enemy virtual character behind it.
[0150] (2) Passive skills
[0151] How to obtain: Every time the virtual character in the first camp levels up, a passive skill selection interface will be superimposed on its graphical user interface. The passive skill selection interface will contain 3 passive skills to choose from, and the player can choose one of the three passive skills.
[0152] In this example, there are two types of skills in the passive skill library (also called the passive skill set): ordinary passive skills and legendary passive skills (equivalent to the enhanced passive skills mentioned above). Ordinary passive skills can include three levels. If the virtual character has configured the first ordinary passive skill, the next time the player selects the first ordinary passive skill, if the level of the configured first ordinary passive skill is the first level, it will be upgraded to the second level this time. If the level of the configured first ordinary passive skill is the third level, the player will be reminded to select other passive skills. The skill has reached the highest level. The higher the level of the passive skill, the larger the corresponding attribute parameter. Legendary passive skills do not have a set level, but legendary passive skills have stronger bonus attributes. The correspondence between the level of the virtual character and the type of passive skill can be set in advance. The passive skills in this example are introduced in Table 1 below:
[0153] Table 1
[0154] (3) Transform into the first advanced virtual character
[0155] Transformation conditions: When there are 5 first-level virtual characters remaining in the authority, the remaining first-level virtual characters will be transformed into first-level advanced virtual characters.
[0156] Transformation Effect: The first advanced avatar glows with golden light, its size increases by 50% compared to the first avatar, its HP increases to 4000 points, and it can select an additional active skill. The active skills include the following:
[0157] Invincibility: Invincibility within 5 seconds after use, and no damage will be taken during this period;
[0158] Unlimited Bullets: Increases the shooting speed by 50% within 5 seconds after use, and shooting does not consume bullets;
[0159] Phoenix Force: Gain 100% damage increase and 10% lifesteal effect within 5 seconds after use, but will consume 50% of the current health.
[0160] (4) Growth information of the first virtual character
[0161] Growth method: The first virtual character can gain experience points by causing damage to the virtual characters in the second camp or accumulating them over time. When the experience points reach a certain number, the level of the first virtual character will be increased. In this example, the upper limit of the level of the first virtual character is level 10. If the first virtual character is captured and converted into a third virtual character, the original level can be inherited.
[0162] Growth Rhythm: The upgrade rhythm is related to the virtual character's experience value, which can be accumulated at a certain number of points every 20 seconds. The first virtual character's level is determined based on the experience value. In the early stages, the level can be upgraded once for every 100 experience points. Later, the level can be upgraded once for every 200 or more experience points. This allows the first virtual character to upgrade faster in the early stages and slower in the later stages, preventing excessive level differences between first virtual characters. For example, the relationship between the first virtual character's level, required experience points, and corresponding optional passive skills is shown in Table 2:
[0163] Table 2
[0164] 8. Abilities and Growth Information of Virtual Characters in the Second Camp
[0165] (1) Virtual career information:
[0166] Virtual Class Selection: The third avatar can have different virtual classes. They can choose a class when their identity is first changed and each time they are resurrected, but they cannot choose the parent character. Different virtual classes are distinguished by different colors. This method is simple to implement and saves development manpower costs. The class identity information of the avatars in the second camp is shown in Table 3:
[0167] Table 3
[0168] (2) Growth information
[0169] Growth method: Mutant eggs can gain experience and level up as they withstand damage and accumulate experience over time. The upper limit of the level is 10, and at the maximum level, they can transform into super mutant eggs.
[0170] Growth rhythm: The upgrade rhythm is related to the experience value of the virtual character. The experience value can be a certain number of values accumulated every 20 seconds on average. The level of the second virtual character can be determined based on the experience value. In the early stage, the level can be upgraded once for every 100 experience points. Subsequently, the level can be upgraded once for every 200 or more experience points. In this way, the second virtual character upgrades faster in the early stage and slower in the later stage, preventing the level gap between the second virtual characters from being too large. The third virtual characters of different professions gain different experience points when attacked, to prevent players from using meat shield professions to continuously upgrade their levels. For example, the relationship between the level of the second virtual character, the required experience value and the corresponding ability enhancement is shown in Table 4 below:
[0171] Table 4
[0172] When the third virtual character is upgraded to level 10 and transformed into a second-level virtual character, the attributes or skill effects corresponding to the original virtual profession are further improved, and the second-level virtual character can still choose a virtual profession again after death and resurrection.
[0173] 9. Virtual Item Information
[0174] How to obtain: Virtual props will randomly refresh in the attack routes corresponding to the second camp and the defense strongholds corresponding to the first camp. Each virtual character can pick up these props and use them. Some prop information in this example is shown in Table 5:
[0175] Table 5
[0176] Based on the relevant information of the game in the above example, the implementation process of the above method is described as follows:
[0177] First, virtual characters A1-A4, B1-B7, and C1-C5 enter the first virtual room of the "Enemy Chase Game." When the number of players in the room reaches 16, the game server randomly selects four virtual characters as members of the second camp (referred to as the second virtual characters), and the remaining players become members of the first camp (referred to as the first virtual characters). In this example, B1-B7 and C1-C5 are the first virtual characters, with an initial health of 100 and basic abilities such as movement, jumping, diving, using items, and firearms. A1-A4 are the second virtual characters, all parent characters, with an initial health of 700 and basic abilities such as movement, jumping, diving, using items, and basic attacks. Furthermore, A1-A4 possess two skills: spell orb and group shield. During the game, any first virtual character captured by a second virtual character will be transformed into a third virtual character with a virtual class identity. These classes, as described above, each have different initial health and associated skills.
[0178] Second, the game server places the characters of both camps at their respective spawn points to begin the game. This round consists of two 5-minute rounds. The game's winning rules require the first camp's avatar to survive for 5 minutes during the current round to claim victory; the second camp's avatar captures all of the first camp's avatars within 5 minutes to claim victory. At the start of the game, the game server controls the second camp's members to begin their actions after a 10-second delay. The game consists of four attack and defense phases, the first three lasting 80 seconds each, and the final phase lasting 60 seconds, for a total of 300 seconds (5 minutes). Each phase consists of a parkour area and a stronghold area. The parkour area is equipped with obstacles that can be overcome to reach the corresponding stronghold area, which is equipped with multiple firearms and item supply lines.
[0179] When the first virtual character is born, he or she has no weapons and can pick up weapons and equipment during the game. In this game, the first virtual character is set to be equipped with at most one firearm; the firearms are randomly displayed in the stronghold area, and the player clicks on the firearm icon to pick up the firearm for the virtual character.
[0180] Third, during the game, characters B1-B7 and C1-C5 can gain experience points and level up by inflicting damage to the second-faction avatars and increasing their survival time. When the first avatar is at a low level, experience points are gained every 20 seconds. As the first avatar's experience points increase and its level increases, subsequent level increases require more experience points, slowing the leveling process. In this example, the first avatar has 10 levels. Each time the first avatar levels up, the game server offers one of three passive skills for the first avatar to choose from: a normal passive skill and a legendary passive skill.
[0181] Fourth, A1-A4 can gain experience points and level up by taking damage and playing for longer. Similar to the first avatar, at a lower level, the second avatar gains experience points every 20 seconds. As the second avatar gains experience points and levels up, subsequent level increases require more experience points, slowing the rate of leveling. In this example, the second avatar has 10 levels, and each level increase grants health points. When the second avatar reaches level 10, the highest level, it transforms into a second-highest-level avatar with enhanced abilities.
[0182] Fifth, as the game progresses, in this example, A1-A4 captures B1-B7, transforming them into the third avatar. They inherit their previous levels and can choose a avatar class, each with its own initial health pool, movement speed, basic attack parameters, and skills. At this point, the remaining five members of the first faction, C1-C5, are transformed directly into the first-level avatar, which possesses higher health pools and active skills. For example, the first-level avatar glows golden, increases in size by 50%, and has 4000 health points. They can also choose an active skill from among invincibility, unlimited ammo, and Phoenix Force.
[0183] Sixth, during the game, players B1-B7 can choose a new virtual class each time they revive. During the game, universal items will randomly spawn in the attack routes corresponding to the second camp and the defense strongholds corresponding to the first camp, and each virtual character can pick them up and use them.
[0184] Seventh, when at least one of the first-level virtual characters (i.e. C1-C5) of the first camp survives for 5 minutes during the current round of the game, the first camp wins; if the virtual characters of the second camp capture all members of the first camp within 5 minutes, the second camp wins.
[0185] In the next round, four members will be selected from B1-B7 and C1-C5 as the parent characters in the second camp, and the game process will continue as above.
[0186] Based on the method flow chart shown in FIG2 of the above method embodiment, the embodiment of the present disclosure further provides a device for processing a battle game, wherein a first graphical user interface is provided through a first terminal device, and the first graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character controlled by the first terminal device and a second virtual character controlled by a second terminal device, wherein the first virtual character belongs to a first camp and the second virtual character belongs to a second camp. Referring to FIG5 , the device includes the following modules:
[0187] a first level-raising module 51 configured to respond to a first interactive operation directed at a first virtual character, control the first virtual character to perform a first game behavior in a virtual scene, and raise the game level of the first virtual character according to the first game behavior, wherein the first game behavior is used to prevent the first virtual character from being captured by a second virtual character in the virtual scene;
[0188] A first camp conversion module 52 is configured to execute, in response to the first virtual character being captured in the virtual scene, converting the first virtual character into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character;
[0189] a second level-raising module 53 configured to respond to a third interactive operation directed to the third virtual character, control the third virtual character to perform a third game behavior in the virtual scene, and raise the game level of the third virtual character according to the third game behavior, wherein the third game behavior is used to capture the first virtual character in the virtual scene;
[0190] The first advanced conversion module 54 is configured to execute, in response to the game level of the third virtual character reaching a preset level, conversion of the third virtual character into a third advanced virtual character of the second camp; wherein the third advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character; wherein the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
[0191] The above-mentioned device controls the virtual character to perform game behaviors corresponding to interactive operations and increases the virtual character's game level based on these game behaviors, allowing players to fully utilize their interactive operation skills and thereby improve their virtual character's game level. When the first virtual character is captured, by converting the first virtual character's identity to a third virtual character belonging to the second camp and setting the third virtual character to inherit the first virtual character's first level, the player's contribution to the virtual character's level from the previous game can continue to be reflected in subsequent games even after the character identity changes. By converting the virtual character belonging to the second camp to a high-level virtual character (whose game parameters are superior to those of the non-high-level virtual characters in the second camp) when the game level of the virtual character reaches a preset level, the game level of the virtual character of players with high gaming skills can be increased, and they can then be converted to even more advanced virtual characters. Compared to conversion methods that randomly display character transformation props in the game scene, this virtual character conversion method that reflects the player's gaming level can maximize the player's gaming level, improve the controllability of game outcomes, and is more attractive to players.
[0192] As a possible implementation, the first advanced conversion module 54 is further configured to: in response to the number of first virtual characters belonging to the first camp decreasing to a first threshold, convert the surviving first virtual characters in the first camp into first advanced virtual characters in the first camp; wherein the first advanced virtual characters have better game parameters than the first virtual characters. By converting the surviving first virtual characters in the first camp into first advanced virtual characters (e.g., having stronger combat and survival capabilities), the disparity in combat capabilities between the two opposing teams due to the large disparity in the number of virtual characters can be effectively balanced.
[0193] To further enhance the combat capabilities of the first high-level virtual character, the first high-level conversion module 54 is further configured to: display selectable active skills on the first graphical user interface in response to the first virtual character converting to the first high-level virtual character; and, in response to a selection operation for a target active skill among the selectable active skills, configure the target active skill for the first high-level virtual character. Providing active skills to the first high-level virtual character enhances the combat capabilities of the first high-level virtual character, balances the strength of the opposing teams, and thereby improves the fairness and rationality of the game.
[0194] To further enrich the identities of the virtual characters in the game, the first camp conversion module 52 is further configured to, in response to the first virtual character converting to the third virtual character, display the selectable virtual professions corresponding to the third virtual character in the first graphical user interface; wherein different virtual professions correspond to different reward mechanisms; and, in response to a first selection operation for the selectable virtual profession, configure a first target virtual profession corresponding to the first selection operation for the third virtual character; wherein the third virtual character executes the third game behavior in the virtual scene as the first target virtual profession. By providing virtual professions for the third virtual character, players can select a more suitable virtual profession based on their own operating habits and gaming skills, thereby enhancing their game engagement.
[0195] As a possible implementation, the first camp conversion module 52 is further configured to, in response to the death of the third virtual character, revive the third virtual character and present the third virtual character with available virtual occupations; wherein different virtual occupations have different reward mechanisms; and, in response to a second selection operation for the available virtual occupation, configure a second target virtual occupation corresponding to the second selection operation for the third virtual character; wherein the third virtual character executes the third game behavior in the virtual scene as the second target virtual occupation. By reviving the third virtual character in this manner, the third virtual character can reselect a new virtual occupation each time it is resurrected, allowing the third virtual character to experience the gameplay fun of different virtual occupations.
[0196] Based on the above-mentioned device, this embodiment also provides another device for processing a battle game, as shown in FIG6 . In addition to the modules in the device shown in FIG5 , the device further includes: a first end control module 61, which is configured to execute: if the game duration reaches a set duration and there are surviving virtual characters in the first camp, end the current round of the game and notify the first camp of the victory; if the game duration does not reach the set duration and there are no surviving virtual characters in the first camp, end the current round of the game and notify the second camp of the victory. This game ending method can effectively control the maximum duration of each round of the game (i.e., the maximum duration is the set duration), thereby enhancing the fighting enthusiasm of the players in the second camp.
[0197] As a possible embodiment, the apparatus further includes: a first skill selection module 62 configured to, in response to the first virtual character's game level being raised to a first target level, display, in the first graphical user interface, optional passive skills corresponding to the first target level; and, in response to a selection operation of a target passive skill among the optional passive skills, set the first virtual character's passive skill parameters based on the target passive skill. Providing optional passive skills based on the first virtual character's game level can enhance the player's motivation to raise the first virtual character's level and improve the effectiveness and rationality of the virtual character's gaming behavior.
[0198] As a possible implementation, the passive skills can be divided into two groups based on their corresponding combat capabilities: a standard skill group and an enhanced skill group. Based on this, the first skill selection module 62 is further configured to: if the first target level is a first set level, randomly select a first preset number of passive skills from the standard skill group of the passive skill set, and display the first preset number of passive skills as optional passive skills corresponding to the first target level in the first graphical user interface; if the first target level is a second set level, randomly select a second preset number of passive skills from the enhanced skill group of the passive skill set, and display the second preset number of passive skills as optional passive skills corresponding to the first target level in the first graphical user interface; wherein the skills in the enhanced skill group have stronger combat capabilities than the skills in the standard skill group. This method of dividing the first target level into two categories, each providing passive skills with different combat capabilities for selection by the client corresponding to the first virtual character, allows for varying skills among the first virtual character at different levels, enriching gameplay.
[0199] As a possible implementation, the above-mentioned passive skills can also have different levels, and different levels of the same passive skill have different combat capabilities. Based on this, the first skill selection module 62 is also configured to perform: checking whether the first virtual character is currently configured with the target passive skill; if so, increasing the level of the target passive skill configured by the first virtual character; wherein, the passive skill parameters of the target passive skills of different levels are different, and the level of the target passive skill is positively correlated with the combat capability of the target passive skill; if not, configuring the target passive skill for the first virtual character. By checking whether the first virtual character is currently configured with the target passive skill, the level of the target passive skill can be increased if the target passive skill has been configured, thereby allowing the player to change the level of the skill by selecting the target passive skill multiple times, thereby improving the combat capability of the skill.
[0200] As a possible embodiment, the virtual character is also configured with experience points, and the virtual character's level can be increased based on the experience points. Based on this, the first level increase module 51 is further configured to: increase the first experience point of the first virtual character based on the first game behavior; in response to the first experience point reaching a first target value, set the game level of the first virtual character to the game level corresponding to the first target value; different levels of the first virtual character have different combat capabilities. This method of increasing the virtual character's level based on experience points makes virtual character level increase more convenient and accurate.
[0201] To attract more players and increase player participation, the game includes two rounds of game rounds. The apparatus further includes: a first score ranking module 63 configured to: display, in response to the end of the game round, a total score ranking result corresponding to the game round on a first graphical user interface; wherein the total score ranking result is obtained by sorting the sum of the round scores obtained by all game accounts participating in the game round in the two rounds of game rounds; in each round of game rounds, the first score of the first virtual character is increased according to the first game behavior corresponding to the first virtual character, the second score of the second virtual character is increased according to the second game behavior corresponding to the second virtual character, and the third score of the third virtual character is increased according to the third game behavior corresponding to the third virtual character; the sum of the round scores of each game account is determined by the scores obtained by the virtual characters played by the game account in different game rounds. By ranking the virtual characters by points, players can understand their relative gaming skills and guide and encourage players to improve their gaming skills.
[0202] Based on the method flow chart shown in FIG3 of the above method embodiment, the embodiment of the present disclosure also provides another apparatus for processing a battle game, wherein a second graphical user interface is provided through a second terminal device, and the second graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a second virtual character controlled by the second terminal device and a first virtual character controlled by the first terminal device, wherein the first virtual character belongs to a first camp, and the second virtual character belongs to a second camp. Referring to FIG7 , the apparatus includes the following modules:
[0203] a third level-raising module 71 configured to respond to a second interactive operation directed at the second virtual character, control the second virtual character to perform a second game behavior in the virtual scene, and raise the game level of the second virtual character according to the second game behavior, wherein the second game behavior is used to capture the first virtual character in the virtual scene;
[0204] The second camp conversion module 72 is configured to execute, in response to the second virtual character capturing the first virtual character in the virtual scene, converting the first virtual character into a third virtual character of the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character;
[0205] The second advanced conversion module 73 is configured to execute, in response to the game level of the second virtual character reaching a preset level, conversion of the second virtual character into a second advanced virtual character, wherein the second advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character; wherein the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
[0206] The above-mentioned device controls the virtual character to perform game behaviors corresponding to interactive operations and increases the virtual character's game level based on these game behaviors, allowing players to fully utilize their interactive operation skills and thereby improve their virtual character's game level. When the first virtual character is captured, by converting the first virtual character's identity to a third virtual character belonging to the second camp and setting the third virtual character to inherit the first virtual character's first level, the player's contribution to the virtual character's level from the previous game continues to be reflected in subsequent games even after the character identity changes. By converting the second virtual character belonging to the second camp to a second-higher-level virtual character (whose game parameters are superior to those of the second camp's non-higher-level virtual characters) when the game level of the second virtual character reaches a preset level, the game level of the virtual character of players with high gaming skills can be increased, allowing them to be converted to more advanced virtual characters. Compared to conversion methods that randomly display character transformation props in the game scene, this virtual character conversion method that reflects the player's gaming level can maximize the player's gaming level, improve the controllability of game outcomes, and be more attractive to players.
[0207] The second camp conversion module 72 is further configured to execute: in response to the second virtual character capturing the first high-level virtual character in the first camp, convert the identity of the first high-level virtual character to a fourth virtual character belonging to the second camp; wherein the first high-level virtual character is a virtual character converted when the number of first virtual characters in the first camp is reduced to a first threshold, and the first high-level virtual character has game parameters greater than those of the first virtual character. Through this virtual character conversion method, the player of the first high-level virtual character should try to avoid having his virtual character captured when attacking the virtual character in the second camp, while the player of the virtual character in the second camp should get as close as possible to the first high-level virtual character and guard against being attacked by it, thereby increasing the intensity of the battle between the two sides and testing the players' technical ability to control the virtual characters.
[0208] Based on the above-mentioned device, this embodiment also provides another device for processing a battle game. Referring to FIG8 , in addition to the modules of the device shown in FIG7 , this device further includes: a second end control module 81 configured to execute: if the game duration reaches a set duration and there are surviving virtual characters in the first camp, end the current round of the game and notify the first camp of victory; if the game duration does not reach the set duration and there are no surviving virtual characters in the first camp, end the current round of the game and notify the second camp of victory. This game winning and losing rule can encourage players in the second camp to participate more actively in the battle, allowing them to strive for a quick victory without being constrained by the game duration.
[0209] To further enrich the game rules, the apparatus further includes a resurrection module 82 configured to execute a resurrection process on the second virtual character in response to the death event of the second virtual character. By resurrecting the second virtual character, the virtual character can continue to participate in subsequent battles, extending the playing time of players with low gaming skills and increasing the game's appeal.
[0210] The third level-up module 71 is further configured to: increase the second experience value of the second virtual character based on the second game behavior; and, in response to the second experience value reaching a second target value, set the game level of the second virtual character to the game level corresponding to the second target value; wherein different levels of the second virtual character have different combat capabilities. This method of increasing the level of the virtual character based on experience value makes the level increase of the virtual character more convenient and accurate.
[0211] The start of the above-mentioned game can be triggered by the player or by the server based on the number of virtual characters entering the virtual room. Before the game starts, the server can assign the camps of the virtual characters. As a possible implementation method, the above-mentioned device also includes: a second skill configuration module 83, which is configured to execute an allocation event in response to the number of virtual characters entering the virtual room where the second virtual character is located reaching a set value, and the second virtual character is assigned to the second camp, to configure preset skills for the second virtual character; wherein the number of virtual characters assigned to the second camp is a first number, and the virtual characters entering the virtual room other than the virtual characters of the second camp belong to the first camp. Through this camp allocation method, it can be ensured that the initial strength of the virtual characters in the two camps is relatively balanced, and the player's operation is simplified.
[0212] As a possible implementation, the second virtual character is assigned to the first camp in the previous round of the game. In this way, the second virtual characters of the second camp in two consecutive rounds can be different, which enhances the freshness of the game for players.
[0213] To attract more players and increase player participation, the game includes two rounds of game rounds. The apparatus further includes a second score ranking module 84 configured to: display, in response to the end of the game round, a total score ranking result corresponding to the current game round on a second graphical user interface; wherein the total score ranking result is obtained by sorting the sum of the round scores obtained by all game accounts participating in the game round in the two game rounds; in each game round, the first score of the first virtual character is increased based on the first game behavior corresponding to the first virtual character, the second score of the second virtual character is increased based on the second game behavior corresponding to the second virtual character, and the third score of the third virtual character is increased based on the third game behavior corresponding to the third virtual character; the sum of the round scores of each game account is determined by the scores obtained by the virtual characters played by the game account in different game rounds. By ranking the virtual characters by points, players can understand their relative gaming skills and guide and encourage players to improve their gaming skills.
[0214] The embodiment of the present disclosure provides a processing device for a battle game, and its implementation principle and technical effects are the same as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the processing device for a battle game, reference may be made to the corresponding contents in the aforementioned embodiment of the processing method for a battle game.
[0215] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of three situations: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.
[0216] An embodiment of the present disclosure also provides an electronic device, as shown in Figure 9, which is a structural diagram of the electronic device, wherein the electronic device includes a processor 91 and a memory 90, and the memory 90 stores computer-executable instructions that can be executed by the processor 91. The processor 91 executes the computer-executable instructions to implement the above-mentioned processing method of the fighting game.
[0217] In the embodiment shown in FIG. 9 , the electronic device further includes a bus 92 and a communication interface 93 , wherein the processor 91 , the communication interface 93 and the memory 90 are connected via the bus 92 .
[0218] The memory 90 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 93 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 92 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 92 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 9, but this does not mean that there is only one bus or one type of bus.
[0219] The processor 91 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 91 or by software instructions. The processor 91 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure may be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module may be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 91 reads the information in the memory and completes the steps of the method for processing the battle game in the above embodiment in combination with its hardware.
[0220] The embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned method for processing the fighting game. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.
[0221] The computer program product of the battle game processing method, device, and electronic device provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
[0222] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0223] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0224] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0225] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A method for processing a battle game, wherein a first graphical user interface is provided through a first terminal device, wherein the first graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character controlled by the first terminal device and a second virtual character controlled by a second terminal device, wherein the first virtual character belongs to a first camp and the second virtual character belongs to a second camp, wherein the method comprises: In response to a first interactive operation directed to the first virtual character, controlling the first virtual character to perform a first game behavior in the virtual scene, and improving the game level of the first virtual character according to the first game behavior, wherein the first game behavior is used to prevent the first virtual character from being captured by the second virtual character in the virtual scene; In response to the first virtual character being captured in the virtual scene, converting the first virtual character into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; In response to a third interactive operation on the third virtual character, controlling the third virtual character to perform a third game behavior in the virtual scene, and improving the game level of the third virtual character according to the third game behavior, wherein the third game behavior is used to capture the first virtual character in the virtual scene; In response to the game level of the third virtual character reaching a preset level, the third virtual character is converted into a third advanced virtual character of the second camp; wherein the third advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character, and the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
2. The method according to claim 1, wherein: The method further comprises: In response to the number of first virtual characters belonging to the first camp decreasing to a first threshold, the surviving first virtual characters in the first camp are converted into first advanced virtual characters of the first camp; wherein the first advanced virtual characters have game parameters superior to those of the first virtual characters.
3. The method according to claim 2, wherein: The method further comprises: In response to the first virtual character being transformed into the first advanced virtual character, displaying selectable active skills on the first graphical user interface; In response to a selection operation on a target active skill among the selectable active skills, the target active skill is configured for the first advanced virtual character.
4. The method according to claim 1, wherein: The method further comprises: In response to the first virtual character being transformed into the third virtual character, displaying in the first graphical user interface an optional virtual occupation corresponding to the third virtual character; wherein different virtual occupations correspond to different reward mechanisms; In response to a first selection operation for the optional virtual profession, a first target virtual profession corresponding to the first selection operation is configured for the third virtual character; wherein the third virtual character performs the third game behavior in the virtual scene as the first target virtual profession.
5. The method according to claim 1, wherein: The method further comprises: In response to the death event of the third virtual character, reviving the third virtual character and prompting optional virtual occupations corresponding to the third virtual character; wherein different virtual occupations correspond to different reward mechanisms; In response to a second selection operation for the optional virtual profession, a second target virtual profession corresponding to the second selection operation is configured for the third virtual character; wherein the third virtual character performs the third game behavior in the virtual scene as the second target virtual profession.
6. The method according to claim 1, wherein: The method further comprises: If the duration of the game reaches the set duration and there are surviving virtual characters in the first camp, the current round of the game ends and the first camp is notified of the victory; If the duration of the game does not reach the set duration and there is no surviving virtual character in the first camp, the current round of the game is ended and the second camp is notified as the winner.
7. The method according to claim 1, wherein: The method further comprises: In response to the game level of the first virtual character being upgraded to a first target level, displaying optional passive skills corresponding to the first target level in the first graphical user interface; In response to a selection operation on a target passive skill among the optional passive skills, a passive skill parameter of the first virtual character is set according to the target passive skill.
8. The method according to claim 7, wherein: The optional passive skills corresponding to the first target level are displayed in the first graphical user interface and include: If the first target level is a first set level, randomly selecting a first preset number of passive skills from a common skill group in the passive skill set, and displaying the first preset number of passive skills as optional passive skills corresponding to the first target level in the first graphical user interface; If the first target level is the second set level, a second preset number of passive skills are randomly selected from the enhanced skill group of the passive skill set, and the second preset number of passive skills are displayed in the first graphical user interface as optional passive skills corresponding to the first target level; wherein the skills in the enhanced skill group have stronger combat capabilities than the skills in the ordinary skill group.
9. The method according to claim 8, wherein: Setting the passive skill parameter of the first virtual character according to the target passive skill includes: Checking whether the first virtual character is currently configured with the target passive skill; If yes, raising the level of the target passive skill configured for the first virtual character; wherein the passive skill parameters of the target passive skills of different levels are different, and the level of the target passive skill is positively correlated with the combat capability of the target passive skill; If not, configure the target passive skill for the first virtual character.
10. The method according to claim 1, wherein: Improving the game level of the first virtual character according to the first game behavior includes: increasing a first experience value of the first virtual character according to the first game behavior; In response to the first experience value reaching a first target value, the game level of the first virtual character is set to the game level corresponding to the first target value; the first virtual characters of different levels have different combat capabilities.
11. The method according to claim 1, wherein: The game match of the game includes 2 game rounds, and the method further includes: In response to the game being ended, displaying a total score ranking result corresponding to the game on the first graphical user interface; Among them, the total score ranking result is obtained by sorting the sum of the round points obtained by all game accounts participating in the game game in the two rounds of game rounds; in each round of the game round, the first point of the first virtual character is increased according to the first game behavior corresponding to the first virtual character, the second point of the second virtual character is increased according to the second game behavior corresponding to the second virtual character, and the third point of the third virtual character is increased according to the third game behavior corresponding to the third virtual character; the sum of the round points of each game account is determined by the points obtained by the virtual characters played by the game account in different game rounds.
12. A method for processing a battle game, providing a second graphical user interface through a second terminal device, wherein the second graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a second virtual character controlled by the second terminal device and a first virtual character controlled by a first terminal device, wherein the first virtual character belongs to a first camp and the second virtual character belongs to a second camp, wherein the method comprises: In response to a second interactive operation directed to the second virtual character, controlling the second virtual character to perform a second game behavior in the virtual scene, and improving the game level of the second virtual character according to the second game behavior, wherein the second game behavior is used to capture the first virtual character in the virtual scene; In response to the second virtual character capturing the first virtual character in the virtual scene, converting the first virtual character into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; In response to the game level of the second virtual character reaching a preset level, the second virtual character is converted into a second advanced virtual character, wherein the second advanced virtual character has game parameters that are superior to those of the third virtual character and the second virtual character, and the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
13. The method according to claim 12, wherein: The method further comprises: In response to the second virtual character capturing the first high-level virtual character in the first camp, the identity of the first high-level virtual character is converted to a fourth virtual character belonging to the second camp; wherein the first high-level virtual character is a virtual character converted when the number of first virtual characters in the first camp is reduced to a first threshold, and the first high-level virtual character has game parameters greater than those of the first virtual character.
14. The method according to claim 12, wherein: The method further comprises: If the duration of the game reaches the set duration and there are surviving virtual characters in the first camp, the current round of the game ends and the first camp is notified of the victory; If the duration of the game does not reach the set duration and there is no surviving virtual character in the first camp, the current round of the game is ended and the second camp is notified as the winner.
15. The method according to claim 12, wherein: The method further comprises: In response to the death event of the second virtual character, resurrection processing is performed on the second virtual character.
16. The method according to claim 12, wherein: Improving the game level of the second virtual character according to the second game behavior includes: Increasing a second experience value of the second virtual character according to the second game behavior; In response to the second experience value reaching a second target value, setting the game level of the second virtual character to the game level corresponding to the second target value; wherein different levels of the second virtual characters have different combat capabilities.
17. The method according to claim 12, wherein: The method further comprises: In response to the number of virtual characters entering the virtual room where the second virtual character is located reaching a set value, and an assignment event in which the second virtual character is assigned to the second camp, a preset skill is configured for the second virtual character; wherein the number of virtual characters assigned to the second camp is a first number, and virtual characters entering the virtual room other than the virtual character of the second camp belong to the first camp.
18. The method according to claim 17, wherein: The second virtual character was assigned to the first camp in a previous round of the game.
19. The method according to claim 12, wherein: The game match of the game includes 2 game rounds, and the method further includes: In response to the game being ended, displaying a total score ranking result corresponding to the game on the second graphical user interface; Among them, the total score ranking result is obtained by sorting the sum of the round points obtained by all game accounts participating in the game game in the two rounds of game rounds; in each round of the game round, the first point of the first virtual character is increased according to the first game behavior corresponding to the first virtual character, the second point of the second virtual character is increased according to the second game behavior corresponding to the second virtual character, and the third point of the third virtual character is increased according to the third game behavior corresponding to the third virtual character; the sum of the round points of each game account is determined by the points obtained by the virtual characters played by the game account in different game rounds.
20. A device for processing a battle game, providing a first graphical user interface through a first terminal device, wherein the first graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a first virtual character controlled by the first terminal device and a second virtual character controlled by a second terminal device, wherein the first virtual character belongs to a first camp and the second virtual character belongs to a second camp, wherein the device comprises: a first level-raising module, configured to respond to a first interactive operation directed to the first virtual character, control the first virtual character to perform a first game behavior in the virtual scene, and raise the game level of the first virtual character according to the first game behavior, wherein the first game behavior is used to prevent the first virtual character from being captured by the second virtual character in the virtual scene; A first camp conversion module, configured to, in response to the first virtual character being captured in the virtual scene, convert the first virtual character into a third virtual character in the same camp as the second virtual character, wherein the game level of the third virtual character is consistent with that of the first virtual character; a second level-raising module, configured to respond to a third interactive operation directed to the third virtual character, control the third virtual character to perform a third game behavior in the virtual scene, and raise the game level of the third virtual character according to the third game behavior, wherein the third game behavior is used to capture the first virtual character in the virtual scene; The first advanced conversion module is used to convert the third virtual character into a third advanced virtual character of the second camp in response to the game level of the third virtual character reaching a preset level; wherein the third advanced virtual character has game parameters that are superior to the third virtual character and the second virtual character, and the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
21. A device for processing a battle game, wherein: A second graphical user interface is provided through a second terminal device, wherein at least part of a virtual scene is displayed in the second graphical user interface, wherein the virtual scene includes a second virtual character controlled by the second terminal device and a first virtual character controlled by the first terminal device, wherein the first virtual character belongs to a first camp and the second virtual character belongs to a second camp, and the apparatus includes: a third level-raising module, configured to respond to a second interactive operation directed to the second virtual character, control the second virtual character to perform a second game behavior in the virtual scene, and raise the game level of the second virtual character according to the second game behavior, wherein the second game behavior is used to capture the first virtual character in the virtual scene; A second camp conversion module is used for converting the first virtual character into a third virtual character in the same camp as the second virtual character in response to the second virtual character capturing the first virtual character in the virtual scene, wherein the game level of the third virtual character is consistent with that of the first virtual character; a second advanced conversion module for converting the second virtual character into a second advanced virtual character in response to the game level of the second virtual character reaching a preset level, wherein the second advanced virtual character has superiority over the third virtual character and the first virtual character; 2. Game parameters of the virtual character, wherein the game parameters are used to characterize the virtual character's ability to win in a combat scenario and / or its agility in a non-combat scenario.
22. An electronic device, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 19.
23. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 19.
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