Character form adjustment method and apparatus, electronic device, and readable storage medium

By adding virtual shields to virtual characters in the game, absorbing the damage from enemy attacks and increasing resources, the problem of accumulating character form conversion resources in the existing technology is solved, improving the conversion efficiency and reducing the game duration and resource consumption.

WO2025108017A1PCT designated stage expired Publication Date: 2025-05-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2024/128152
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-11-23
Filing Date
2024-10-29
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

In the prior art, the resource accumulation time for character form conversion is long, resulting in low conversion efficiency, and during this period the character may be attacked, resulting in failure of game tasks.

Method used

By controlling the target virtual character to release shield skills, add virtual shields to friendly virtual characters. When the enemy virtual character attacks, the virtual shield absorbs damage and improves the target virtual character's resources based on the absorbed damage and skills, reducing the resource accumulation time for form conversion.

Benefits of technology

It improves the efficiency of character form conversion, reduces game duration, and saves the power consumption of terminal equipment and the performance overhead of game servers.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN2024128152_30052025_PF_FP_ABST
    Figure CN2024128152_30052025_PF_FP_ABST
Patent Text Reader

Abstract

A character form adjustment method and apparatus, an electronic device, and a readable storage medium. The method comprises: in response to a release instruction for a first game skill, controlling a target virtual character to release the first game skill in a game scene; during an effective period of a virtual shield, in response to a first attack event against the target virtual character and / or a friend virtual character, on the basis of damage absorbed and / or a skill offset by the virtual shield in the first attack event, controlling to improve a first resource of the target virtual character; in response to the first resource meeting a first preset condition, controlling to unlock a second game skill of the target virtual character; and, in response to a release instruction for the second game skill, controlling the target virtual character to release the second game skill in the game scene, so that the target virtual character is switched from a first character form to a second character form. It is possible to improve the efficiency of character form conversion, reduce the duration of games, reduce the electric energy consumption of terminal devices, and reduce the performance overhead of game servers.
Need to check novelty before this filing date? Find Prior Art

Description

Character form adjustment method, device, electronic device and readable storage medium

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application filed on November 23, 2023, with application number 202311580510.6, entitled “Method, device, electronic device and readable storage medium for adjusting character form”, 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 readable storage medium for adjusting a character's form. Background Art

[0004] With the development of the Internet, more and more games are emerging in front of players. Among them, competitive battles between different camps, such as 5v5 competitive battles, are one of them. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. The virtual characters release skills and attack each other. The game is won after all the virtual characters in the enemy camp lose their health.

[0005] Different virtual characters may have different character forms, and their size, combat power, and other characteristics may vary. Transitioning between different character forms, such as from a low-level form to a high-level form, typically requires time to accumulate the corresponding resources. Once a certain amount of resources has been accumulated, the target virtual character is controlled to transform from a low-level form to a high-level form.

[0006] In the existing technology, the way to accumulate resources is generally to accumulate resources based on the accumulation of time or to control the target virtual character to attack other virtual characters, and accumulate resources after causing damage to other virtual characters to generate damage values. The above two methods of accumulating resources generally take a long time. During this period, the target virtual character may be attacked by other virtual characters and lose health points, resulting in the failure of the game task. Therefore, the existing character form conversion has the problem of low conversion efficiency.

[0007] Summary of the Invention

[0008] In view of this, the present application provides a method, device, electronic device and readable storage medium for adjusting the character form. When the target virtual character is in the first character form stage, the target virtual character is controlled to release a shield skill to add a virtual shield for the friendly virtual character. When the enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, it can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add a new resource accumulation method, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0009] In a first aspect, an embodiment of the present application provides a method for adjusting a character form, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a target virtual character controlled by the terminal device, wherein the target virtual character includes a first character form and a second character form, wherein the target virtual character in the first character form is configured with a first game skill and a second game skill; the adjustment method comprises:

[0010] In response to a release instruction for the first game skill, controlling the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset the skill;

[0011] During the period when the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, controlling to enhance a first resource of the target virtual character based on damage absorbed and / or skills offset by the virtual shield in the first attack event;

[0012] In response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character;

[0013] In response to a release instruction for the second game skill, the target virtual character is controlled to release the second game skill in the game scene so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0014] In a second aspect, embodiments of the present application further provide a device for adjusting a character form, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a target virtual character controlled by the terminal device, wherein the target virtual character includes a first character form and a second character form, wherein the target virtual character in the first character form is configured with a first game skill and a second game skill; the device for adjusting the character form includes:

[0015] A first skill releasing module is configured to execute a release instruction for the first game skill and control the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset the skill;

[0016] a resource enhancement module configured to, in response to a first attack event against the target virtual character and / or the friendly virtual character while the virtual shield is in effect, control enhancement of a first resource of the target virtual character based on damage absorbed and / or skills offset by the virtual shield in the first attack event;

[0017] a skill unlocking module configured to control unlocking of a second game skill of the target virtual character in response to the first resource satisfying a first preset condition;

[0018] The second skill release module is configured to execute a release instruction for the second game skill, control the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0019] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method of the first aspect above.

[0020] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method in the first aspect are executed.

[0021] The character form adjustment method, device, electronic device and readable storage medium provided in the embodiments of the present application respond to a release instruction for a first game skill, control the target virtual character to release the first game skill in the game scene; during the period when the virtual shield is effective, respond to a first attack event against the target virtual character and / or a friendly virtual character, control the improvement of the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event; respond to the first resource meeting the first preset condition, control the unlocking of the second game skill of the target virtual character; respond to the release instruction for the second game skill, control the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form. In this way, when the target virtual character is in the first character form stage, the target virtual character is controlled to release the shield skill to increase the virtual shield for the friendly virtual character. When the enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, it can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add new resource accumulation methods, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] FIG1 is a flow chart of a method for adjusting a character's form according to one embodiment of the present disclosure;

[0023] FIG2 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0024] FIG3 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0025] FIG4 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;

[0026] FIG5 is a schematic structural diagram of a device for adjusting a character form according to one embodiment of the present disclosure;

[0027] FIG6 is a schematic structural diagram of a device for adjusting a character form according to one embodiment of the present disclosure;

[0028] FIG7 is a schematic structural diagram of an electronic device according to one embodiment of the present disclosure. DETAILED DESCRIPTION

[0029] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for which protection is claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present application.

[0030] First, let’s introduce the terms involved in this application:

[0031] (1) Game scene: A game scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the game scene is a simulation of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene is any one 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., wherein 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 game scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example game 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 game 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.

[0032] (2) Graphical User Interface: A graphical user interface is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks.

[0033] (3) Target virtual character: A target virtual character is a virtual object that can be controlled by the player and moves in the game environment. It is also called a player virtual character or player virtual object. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

[0034] Next, the technical background of this application is introduced:

[0035] With the development of the Internet, more and more games are emerging in front of players. Among them, competitive battles between different camps, such as 5v5 competitive battles, are one of them. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. The virtual characters release skills and attack each other. The game is won after all the virtual characters in the enemy camp lose their health.

[0036] Different virtual characters may have different character forms, and their size, combat power, and other characteristics may vary. Transitioning between different character forms, such as from a low-level form to a high-level form, typically requires time to accumulate the corresponding resources. Once a certain amount of resources has been accumulated, the target virtual character is controlled to transform from a low-level form to a high-level form.

[0037] In the existing technology, the way to accumulate resources is generally to accumulate resources based on the accumulation of time or to control the target virtual character to attack other virtual characters, and accumulate resources after causing damage to other virtual characters to generate damage values. The above two methods of accumulating resources generally take a long time. During this period, the target virtual character may be attacked by other virtual characters and lose health points, resulting in the failure of the game task. Therefore, the existing character form conversion has the problem of low conversion efficiency.

[0038] Based on this, an embodiment of the present application provides a method for adjusting the character form, so as to improve the efficiency of character form conversion, reduce game time, save power consumption of terminal devices, and reduce the performance overhead of the game server.

[0039] In one embodiment of the present application, the character form adjustment method can be run on a local terminal device or a server. When the skill release method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0040] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. 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 character form adjustment method 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 cloud game server in the cloud is responsible for information processing. 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.

[0041] In an optional embodiment, taking a game as an example, a local terminal device stores a 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 a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, 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 includes 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.

[0042] In one possible implementation, an embodiment of the present invention provides a method for adjusting a character's appearance, providing a graphical user interface via a terminal device. The terminal device may be the aforementioned local terminal device (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the method for adjusting a character's appearance running on a local terminal device (hereinafter referred to as the terminal device).

[0043] Please refer to Figure 1, which is a flow chart of a method for adjusting a character's form provided in an embodiment of the present application. As shown in Figure 1, the method for adjusting a character's form provided in an embodiment of the present application includes:

[0044] S101. In response to a release instruction for the first game skill, control the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to attach a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset skills.

[0045] S102. While the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, control the enhancement of a first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event.

[0046] S103: In response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character.

[0047] S104. In response to a release instruction for the second game skill, control the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0048] An embodiment of the present application provides a method for adjusting the form of a character. When a target virtual character is in a first character form stage, the target virtual character is controlled to release a shield skill to add a virtual shield to a friendly virtual character. When an enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, the virtual shield can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add a new resource accumulation method, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0049] The following describes the exemplary steps of the embodiment of the present application:

[0050] S101. In response to a release instruction for the first game skill, control the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to attach a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset skills.

[0051] In an embodiment of the present application, the game scene of the present application can be a competitive battle between different camps, for example, it can be a 5v5 competitive battle. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. The skills of the virtual characters are divided into ordinary skills and ultimate skills. When the target virtual character uses ordinary skills to attack, ordinary attacks are performed according to the corresponding skills of the target virtual character itself. When the target virtual character uses the ultimate skill to attack, it will release damage values ​​or gain effects that exceed the ordinary skills.

[0052] In one possible implementation, for the target virtual character in the embodiment of the present application, there are three different forms, including a first character form, a second character form, and a third character form. The size, combat effectiveness, etc. of the target virtual character are different in different character forms.

[0053] In one possible implementation, when the game begins, the player selects a virtual character, determining the target virtual character to control in the current round. When the game begins, the target virtual character is in a third character state. While in the third character state, the target virtual character needs to charge energy before switching to the first character state. While in the third character state, the target virtual character is configured with a third game skill, which is unlocked when the target virtual character's second resource meets a second preset condition.

[0054] In one possible implementation, in order to improve game efficiency and reduce the waiting time in the game after the player selects the target virtual character, at the beginning of the game, although the target virtual character is in the third character form, the target virtual character is in a state where the third character form is fully charged.

[0055] Specifically, the adjustment method further includes:

[0056] a1: In response to the start of a game match, display the target virtual character in the third character form in the game scene, wherein the second resource of the third character form meets the second preset condition.

[0057] In one possible embodiment, when the target virtual character is in different character forms, the target virtual character has different game skills, and / or the skill attribute parameters corresponding to the game skills possessed by the target virtual character are different; generally speaking, the skill attribute parameters and the number of skills of the target virtual character in the second character form are greater than those of the target virtual character in the first character form, and the character parameters of the target virtual character are better than those of the target virtual character in the first character form; the skill attribute parameters and the number of skills of the target virtual character in the first character form are greater than those of the target virtual character in the third character form, and the character parameters of the target virtual character are better than those of the target virtual character in the third character form.

[0058] Exemplarily, the character parameters of the target virtual character include the character size of the virtual character, etc.; the skill attribute parameters possessed by the target virtual character include skill damage value, etc.

[0059] In one possible embodiment, when the target virtual character is in the third character form, the target virtual character's form is smallest, and the target virtual character itself may not have combat capabilities. When the target virtual character is in the first character form, the target virtual character's form size is larger than the third character form, but smaller than the second character form. The target virtual character can release ordinary skills in the first character form, and by releasing ordinary skills, it can cause damage to other virtual characters to obtain the first resource value for transforming into the second character form. When the target virtual character is in the second character form, the target virtual character's form grows to the maximum, and it can release ultimate skills with the highest damage value, which can cause the greatest damage to other attacked virtual characters. In one possible embodiment, the second resource required for the target virtual character to transform from the third character form to the first character form is generally different from the geographical resource required for the target virtual character to transform from the first character form to the second character form. Because the second character form is larger than the target virtual character in the first character form, and its attack state is also stronger than the first character form, therefore, the first resource required for the target virtual character to transform from the first character form to the second character form is generally greater than the second resource required for the target virtual character to transform from the third character form to the first character form.

[0060] Furthermore, the adjustment method further includes:

[0061] b1: In response to a release instruction for the third game skill, controlling the target virtual character to release the third game skill in the game scene, so that the target virtual character in the third character form switches to the first character form.

[0062] b2: wherein, at least some character attributes of the target virtual character in the first character form are superior to those of the target virtual character in the third character form.

[0063] In one possible implementation, when the target virtual character is in the third character form, it generally takes time to accumulate the corresponding second resources (undergoing a charging process). After accumulating a certain amount of second resources, the target virtual character is controlled to transform from the third character form to the first character form. When the target virtual character is in the first character form, the target virtual character can be controlled to move in the game scene in the first character form and release corresponding ordinary skills to attack other virtual characters.

[0064] In a possible implementation, the target virtual character may be controlled to move in the game scene by triggering an operation in a movement control area displayed in a graphical user interface.

[0065] The mobile control response area may be an area displayed in a graphical user interface, including at least one mobile control widget. The display shape of the mobile control response area may be a pre-set shape (rectangle, circle), etc., or may be consistent with the shape of the mobile control widget.

[0066] In another possible implementation, the mobile control response area may also be an area hidden in the graphical user interface. In this case, the mobile control controls included in the mobile control area may be displayed in the graphical user interface or hidden in the graphical user interface.

[0067] Regardless of which of the above display modes is used, the response range of the mobile control response area is greater than or equal to the control response range of the mobile control control. During the game setting process, the response range of the mobile control response area can be pre-set. For example, the response range of the mobile control response area can be within the preset range of the mobile control control.

[0068] For example, taking the mobile control component as a virtual joystick in the game setting, the virtual joystick is generally set in the lower left corner of the graphical user interface. The player controls the target virtual character to move according to the player's control in the game scene by sliding operations (sliding position and sliding distance) on the virtual joystick; the area occupied by the entire virtual joystick in the graphical user interface can be the response range of the entire mobile control response area. In another example, a rectangular area can be set with the virtual joystick as the center, and the rectangular area is determined as the mobile control response area (the rectangular area can be displayed in the graphical user interface or hidden in the graphical user interface).

[0069] In one possible implementation, the triggering operation of the mobile control control can be triggered by a touch operation (long press, click, or slide, etc.) on the mobile control control for games running on a mobile terminal; for games running on a PC, the mobile control control can be triggered by an input operation of an external output device, for example, by clicking an external mouse.

[0070] In one possible implementation, when the target virtual character changes from the third character form to the second character form, the change can only be made one level at a time, that is, the target virtual character accumulates the corresponding first resources from the third character form to the first character form, and after accumulating the corresponding resources in the first character form, changes to the second character form.

[0071] Among them, when the player obtains the target virtual character for the first time during the game, the target virtual character is generally converted into the first character form. The player can directly control the first character form of the target virtual character and control the target virtual character to release ordinary skills to attack.

[0072] In the prior art, the target virtual character needs to accumulate corresponding first resources in order to transform from a first character form to a second character form. When the first resources reach a first preset condition, the target virtual character can be controlled to transform from the first character form to the second character form. The way to accumulate the first resources is generally to accumulate according to time or to control the target virtual character to attack other virtual characters, cause damage to other virtual characters, and then accumulate the damage value. The above two methods generally take a long time. During this period, the target virtual character may be attacked by other virtual characters and lose health points, resulting in the failure of the target virtual character to accumulate the first resources. Moreover, the way to accumulate the first resources from the first character form to the second character form is relatively simple, and the game richness is also low.

[0073] In an embodiment of the present application, the target virtual character can be controlled to be in the first character form. Through the shield skill, while protecting the target virtual character itself and the teammate virtual character, the shield absorbs the attack damage value of the enemy virtual character and converts it into the first resource for character form change, thereby completing the transformation process from the first character form to the second character form. The process of converting the damage value absorbed by the shield into the first resource will be explained below.

[0074] S102. While the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, control the enhancement of a first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event.

[0075] In a possible implementation, when the target virtual character releases a shield skill, a virtual shield may be added to the target virtual character itself and at least one eligible friendly virtual character.

[0076] Specifically, the step of “responding to a release instruction for the first game skill, controlling the target virtual character to release the first game skill in the game scene” includes:

[0077] c1: In response to a release instruction for the first game skill, a virtual shield is added to the target virtual character and at least one friendly virtual character within a preset range of the target virtual character.

[0078] Specifically, when the target virtual character is in the first character form, when it is determined that the player controls the target virtual character to release a shield skill, at least one friendly virtual character within a preset distance range is determined based on the current position of the target virtual character, and a virtual shield that can absorb damage is added to the target virtual character itself and each friendly virtual character.

[0079] In one possible implementation, the virtual shield may be a shielding area displayed at a preset position of the target virtual character and the friendly virtual character, a display element that blocks both the target virtual character and the friendly virtual character; or it may be attached indirectly by increasing the health of the target virtual character and the friendly virtual character (enhancing the target virtual character and the friendly virtual character's ability to resist damage).

[0080] In one possible implementation, for the operation of releasing the shield skill of the target virtual character, for a game running on a mobile terminal, a shield skill release control can be displayed in a graphical user interface, and triggered by a touch operation (long press operation, click operation or sliding operation, etc.) on the shield skill release control; for a game running on a PC, the shield skill can be triggered through input operations of an external output device, for example, by pressing the Shift key on the keyboard.

[0081] In one possible implementation, after determining that the player controls the target virtual character to release a shield skill, it is necessary to determine at least one friendly virtual character within a preset distance range based on the current location of the target virtual character. That is, only friendly virtual characters within the preset range of the target virtual character will obtain the virtual shield set by the target virtual character.

[0082] Here, a circular area with the friendly virtual character as the center and a preset distance as the radius may be determined, and all teammate virtual characters within the circular area may be determined as friendly virtual characters.

[0083] In a possible implementation, the preset distance may be a preset skill release range of a shield skill.

[0084] In a possible implementation, after the friendly virtual characters within the preset distance range are determined, the friendly virtual characters need to be further screened to prevent adding virtual shields to friendly virtual characters that do not meet the requirements.

[0085] Specifically, the friendly virtual character is determined by the following steps:

[0086] d1: determining at least one candidate teammate role within a preset range of the target virtual role;

[0087] A candidate teammate character that meets the shield setting condition among the at least one candidate teammate character is determined as the friendly virtual character.

[0088] The shield setting condition includes at least one of the following:

[0089] The candidate teammate character is not blocked by a virtual obstruction, and the character height of the candidate teammate character is less than a preset height threshold.

[0090] In the embodiment of the present application, since there may be a certain height limit on the height of the virtual shield that can be added to the target virtual character, a virtual character whose character height is higher than a preset height threshold will no longer be given a virtual shield.

[0091] Therefore, in a possible implementation, the skill release height also needs to be considered when setting the preset distance range. Specifically, the preset distance range can be a spherical area with the target teammate virtual character as the center and the preset distance as the radius. All teammate virtual characters located in the determined spherical area are determined as friendly virtual characters.

[0092] In one possible implementation, when screening friendly virtual characters, even if the current target virtual character is within a predetermined distance range, the friendly virtual character cannot be observed regardless of the orientation of the target virtual character or how the viewing angle changes. That is, the friendly virtual character is blocked by an obstacle in the game scene (for example, there is a virtual wall between the target virtual character and the friendly virtual character, and the friendly virtual character is blocked by the virtual wall; or the friendly virtual character is in a building in front of the target virtual character). In this case, no virtual shield will be added to the friendly virtual character to avoid adding a virtual shield across an obstruction, which violates the objective display rules.

[0093] In one possible implementation, if a friendly virtual character moves in the game scene and appears again within the field of vision of teammates and is within the preset range of the target virtual character, then when the target virtual character releases a shield skill again, a virtual shield can be added to the friendly virtual character to protect the friendly virtual character from damage.

[0094] In one possible implementation, for a friendly virtual character within a preset range of the target virtual character, the virtual character itself may also possess a shield skill (the friendly virtual character is a virtual character of the same type as the target virtual character) and has already used a virtual shield for protection, or the friendly virtual character within the preset range of the target virtual character has already been protected by a shield skill applied by other virtual characters and has already used a virtual shield for protection. At this time, whether it is necessary to determine whether to continue adding a virtual shield for the teammate virtual character is based on the current shield type of the friendly virtual character.

[0095] Specifically, a virtual shield is added to the friendly virtual object through the following steps:

[0096] e1: In response to a release instruction for the first game skill, detecting whether each friendly virtual character currently has a protective shield that is consistent with the shield type of the virtual shield.

[0097] e2: If the friendly virtual character currently has a protection shield of the same shield type as the virtual shield, replace the protection shield with the virtual shield to add a virtual shield to the friendly virtual character.

[0098] In an embodiment of the present application, if the friendly virtual character currently has a protective shield of the same shield type as the virtual shield, it is necessary to use the newly released virtual shield to replace the current virtual shield of the friendly virtual character to avoid applying the same type of virtual shield to the same virtual character at the same time.

[0099] In one possible implementation, if it is determined that the virtual shield of the friendly virtual character and the shield skill released by the target virtual character are not of the same type, multiple virtual shields of different types can be applied to the friendly virtual character at the same time, or setting information can be displayed to prompt the teammate player of the friendly virtual character whether to choose to abandon one of the shields, and then the virtual shield finally applied to the friendly virtual character is determined based on the teammate player's selection operation.

[0100] In another possible implementation, the selection method of applying the virtual shield can be given to the player controlling the target virtual character. Before the game starts, the player can set the method of applying the virtual shield. When it is determined that the friendly virtual character has been applied with other types of virtual shields, the player can choose to apply the virtual shield to the friendly virtual character again. The friendly virtual character can be protected by having different types of virtual shields; or the player can choose to directly replace the current virtual shield of the friendly virtual character with the virtual shield generated by the target virtual character releasing the shield skill when it is determined that the friendly virtual character has other types of virtual shields, and apply it to the friendly virtual character; after the setting is completed, the player's setting options are saved, and after the target virtual character releases the shield skill, the virtual shield is applied to the friendly virtual character according to the shield increase option set by the player.

[0101] Alternatively, the method of assigning the virtual shield application method to the player controlling the target avatar may be to display virtual shield application method options during the game process when the player determines that the target avatar is releasing a shield skill, and the player selects the corresponding virtual shield application method by selecting the virtual shield application method option. However, the method of setting the virtual shield application method before the game begins requires the selection to be made during the game, which may interrupt the target avatar's skill release process and also cause obstruction of the graphical user interface. Therefore, in specific implementations, the method of setting the virtual shield application method before the game begins is preferred.

[0102] In an embodiment of the present application, the virtual shield released by the target virtual character releasing the shield skill does not have a dispersal effect, and can only protect the target virtual character and the friendly virtual character, and absorb the damage value generated by the attack of the enemy virtual character. For the virtual shield, the virtual shield corresponds to the shield value and duration. The protective effect of the virtual shield is effective when the duration and the shield value are not zero. If the shield effective time reaches the duration and / or the shield value of the virtual shield returns to zero, the protective effect of the virtual shield will disappear at this time.

[0103] In a possible implementation, after the target virtual character releases a shield skill, in order to more clearly display the shield value and duration of the virtual shield, the duration and shield value of the virtual shield may be displayed in a graphical user interface.

[0104] Specifically, the adjustment method further includes:

[0105] f1: Displaying shield duration prompt information and shield value prompt information of the virtual shield in the graphical user interface.

[0106] In an embodiment of the present application, after the target virtual character releases a shield skill to apply a virtual shield to the target virtual character and the friendly virtual character, shield duration prompt information and shield value prompt information can be displayed for each virtual shield in the graphical user interface. The display position of the shield duration prompt information and the shield value prompt information can be at a preset position of the graphical user interface, and can be displayed without blocking other display controls of the graphical user interface. The display form can be in the form of a list, including the nickname of the friendly virtual character, and the shield duration and shield value of the virtual shield applied to the friendly virtual character. The shield duration prompt information and the shield value prompt information can also be directly displayed at the preset position of the target virtual character and each friendly virtual character.

[0107] In one possible embodiment, the shield duration prompt information and the shield value prompt information can be displayed in the form of a progress bar, and the remaining time of the virtual shield and the remaining shield value are displayed at a preset position of the progress bar; as the virtual shield is continuously attacked by the enemy virtual character and time passes after the shield skill is released, the shield value progress bar and the shield duration progress bar begin to decrease from a full state until the entire progress bar disappears; at the same time, the shield value and the shield duration also decrease in a decreasing trend until they are 0 (for example, the full shield value is 100, the shield value progress bar starts from 100 points and gradually decreases to 0 points; the shield duration is 10s, then the shield duration starts from 10s and gradually decreases to 0s).

[0108] Among them, there is a mapping relationship between the reduction speed of the shield value progress bar and the shield duration progress bar and the numerical update speed of the remaining shield value and the remaining time. The reduction display is based on the relevant mapping relationship. For the above example, when the shield value becomes 50 points, the filled area in the shield value progress bar should also be located in the middle of the entire shield value progress bar; when the remaining shield time becomes 5s, the filled area in the shield duration progress bar should also be located in the middle of the entire shield duration progress bar.

[0109] It's worth noting that the virtual shield's shield value represents the shield's "health." When an enemy avatar attacks the virtual shield, each attack will cause the virtual shield's shield value to decrease until the virtual shield's shield value reaches zero. In other words, as long as the virtual shield's shield value is not zero and the current time is within the virtual shield's duration, the virtual shield can still provide protection for the target avatar and / or friendly avatar. For example, if the virtual shield's shield value is 1 and the current time is within the virtual shield's duration, the virtual shield can still block one attack from an enemy avatar for the target avatar and / or friendly avatar protected by the virtual shield.

[0110] In one possible implementation, the shield value and duration of the virtual shield are independent of the number of friendly virtual characters. The shield value and duration of the virtual shield can be set in advance before the game starts, and different virtual shields are assigned corresponding shield values ​​and durations based on the settings.

[0111] The first setting method is to set the shield value and duration of the target virtual character's own virtual shield to be greater than the shield value and duration of the virtual shield of the friendly virtual character, while the shield value and duration of the virtual shield of each friendly virtual character are the same.

[0112] The second setting method is to set the shield value and duration of the target virtual character's own virtual shield to be greater than the shield value and duration of the virtual shield of the friendly virtual character. The shield value and duration of the virtual shield of each friendly virtual character are allocated according to the current status of the friendly virtual character. For example, the current health value of friendly virtual character A is lower than the current health value of friendly virtual character B. Then, after the target virtual character releases the shield skill, the shield value and duration of the virtual shield of friendly virtual character A will be greater than the shield value and duration of the virtual shield of friendly virtual character B.

[0113] The third setting method is to set the shield value and duration of the target virtual character's own virtual shield to be greater than the shield value and duration of the virtual shield of the friendly virtual character. The shield value and duration of the virtual shield of each friendly virtual character are distributed according to the distribution ratio set by the player before the game.

[0114] In one possible implementation, in order to more intuitively display the resource accumulation status of the current target virtual character, so that the player can choose the appropriate skill release method according to the current resource accumulation status (for example, when the current resource accumulation value is low, the player can choose to control the target virtual character to release a shield skill to increase the corresponding resources by absorbing the attack damage value of the enemy virtual character), the resource accumulation status of the target virtual character can be displayed in real time.

[0115] Specifically, before the step of “controlling the target virtual character to release the second game skill in the game scene so that the target virtual character switches from the first character form to the second character form”, the adjustment method further includes:

[0116] g1: Displaying resource improvement progress prompt information in the graphical user interface; the resource improvement progress prompt information is used to prompt the improvement value of the first resource of the target virtual character.

[0117] In one possible implementation, the resource upgrade progress prompt information may be displayed in the form of a progress bar. As the first resource of the target virtual character increases, the progress bar gradually fills in from 0. When the resource reaches a preset resource value, the progress of the progress bar is completed, prompting the player that the first resource accumulation progress has reached the resource value at which the target virtual character can perform a form transformation, and the target virtual character can switch the character form.

[0118] Among them, there is a mapping relationship between the increase speed of the resource improvement value progress bar and the current first resource accumulation value, and the growth display is performed according to the relevant mapping relationship. For example, when the resource accumulation threshold is 100, if the current first resource accumulation value reaches 50, then the filling area in the resource improvement progress bar should also be located in the middle position of the entire resource improvement progress bar.

[0119] Furthermore, when the target virtual character releases a shield skill and applies a virtual shield to the target virtual character itself and at least one friendly virtual character, the virtual shield will continue to absorb the attack damage value of the enemy virtual character while the shield value is not zero and the effective duration is not zero, and convert the attack damage value into the first resource of the target virtual character according to a certain preset conversion ratio, accumulating the first resource for the target virtual character to convert into the second character form.

[0120] Specifically, the step of “controlling and improving the first resource of the target virtual character based on the damage absorbed and / or the skills offset by the virtual shield in the first attack event” includes:

[0121] h1: Based on the damage absorbed and / or skills offset by the virtual shield in the first attack event, and a preset conversion ratio, control the improvement of the first resource of the target virtual character.

[0122] In one possible implementation, the preset conversion ratio may be positively correlated with the shield value of the virtual shield, that is, the higher the shield value of the virtual shield, the higher the preset conversion ratio; or it may be positively correlated with the duration of the virtual shield, that is, the longer the duration of the virtual shield, the higher the preset conversion ratio.

[0123] In another possible embodiment, the preset conversion ratio may be negatively correlated with the health value of the target virtual character, that is, the lower the health value of the target virtual character, the higher the preset conversion ratio, so that the target virtual character can quickly accumulate the corresponding resource accumulation value, transform into the second character form and restore vitality.

[0124] Furthermore, when the first resource of the target virtual character satisfies the first preset condition (the first resource value reaches the preset resource accumulation threshold), the target virtual character will automatically adjust from the first character form to the second character form.

[0125] S103: In response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character.

[0126] S104. In response to a release instruction for the second game skill, control the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form; wherein, at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0127] In one possible implementation, when the first resource meets the first preset condition, the progress of the progress bar is filled, prompting the player that the current resource accumulation progress has reached the preset resource accumulation threshold, and the target virtual character can release the second game skill (form transformation skill) to perform character form transformation.

[0128] In one possible implementation, for the target virtual character, the first resource can be accumulated based on the accumulated time, the damage value of attacking other virtual characters, and the damage value absorbed by releasing the virtual shield. When calculating the first resource, the accumulated time needs to be converted according to a preset conversion ratio. At the same time, the damage value of attacking other virtual characters and the damage value absorbed by releasing the virtual shield also need to be converted according to a preset ratio. After the conversion, the first conversion resource (obtained by converting the damage value absorbed by releasing the virtual shield), the second conversion resource (obtained by converting the damage value of attacking other virtual characters), and the third conversion resource (obtained by converting the accumulated game time) are obtained.

[0129] In a possible implementation, the adjustment method further includes:

[0130] i1: in response to a second attack event triggered by a target virtual character in the first character form, controlling and increasing a first resource of the target virtual character based on damage caused by the second attack event; and / or,

[0131] i2: In response to the target virtual character in the first character form having a game duration in the game scene reaching a specified game duration, controlling to increase a first resource of the target virtual character.

[0132] In a possible implementation, the second attack event is a target virtual character attacking an enemy virtual character in a game scene, and the first resource of the target virtual character is controlled and increased through the damage value of the target virtual character to the enemy virtual character.

[0133] In a possible implementation, for the target virtual character, the first resource may be accumulated according to the accumulation time, the damage value of attacking other virtual characters, and the release of the virtual shield to absorb the damage value.

[0134] Specifically, the first resource of the target virtual character is determined through the following steps:

[0135] j1: Determine a first conversion resource based on the conversion of the virtual shield, a second conversion resource generated based on the damage caused by the triggered second attack event, and a third conversion resource corresponding to the game time of the target virtual character in the game scene.

[0136] i2: Add the first conversion resource, the second conversion resource, and the third conversion resource to determine the first resource.

[0137] In one possible implementation, when calculating the first resource, the first conversion resource (obtained by releasing a virtual shield to absorb damage value), the second conversion resource (obtained by converting damage value of attacking other virtual characters), and the third conversion resource (obtained by accumulating game time) can be directly added together to determine the first resource. Alternatively, the first conversion resource (obtained by releasing a virtual shield to absorb damage value), the second conversion resource (obtained by converting damage value of attacking other virtual characters), and the third conversion resource (obtained by accumulating game time) can be weighted and summed according to preset weights.

[0138] Among them, the weighted weights corresponding to the first conversion resource, the second conversion resource and the third conversion resource can be determined according to historical game data or player preset settings.

[0139] Furthermore, when the virtual shield expires, the virtual shield added to the target virtual character and at least one friendly virtual character disappears. Both the target virtual character and at least one friendly virtual character may be attacked by the enemy virtual character again, and the damage of the enemy virtual character's attack is directly superimposed on the target virtual character or the friendly virtual character.

[0140] Specifically, the adjustment method further includes:

[0141] k1: In response to triggering of a virtual shield failure event, canceling the virtual shield attached to the target virtual character and / or the friendly virtual character.

[0142] The virtual shield failure event includes at least one of the following:

[0143] The duration of the virtual shield is reduced to a preset time threshold, and the shield value of the virtual shield is reduced to a preset shield value threshold.

[0144] In one possible implementation, the preset time threshold may be 0s, that is, when the duration of the virtual shield is reduced to 0s, the virtual shield fails, triggering a virtual shield failure event; similarly, the shield value threshold may also be set to 0, that is, when the shield value of the virtual shield is reduced to 0, the virtual shield fails, triggering a virtual shield failure event.

[0145] In another possible implementation, when the target virtual character releases a shield skill, other enemy virtual characters can also attack the shield virtual character, and after the virtual shield fails, they can continue to attack the target virtual character. If it is determined that the health value of the current target virtual character is reduced to a preset health value, the character form conversion event of the virtual character is triggered, and the transformed form of the target virtual character is displayed in the graphical user interface.

[0146] Specifically, the adjustment method further includes:

[0147] l1: In response to the health value of the target virtual character in the second character form decreasing to a preset health value threshold, controlling the target virtual character to switch from the second character form to the third character form.

[0148] In an embodiment of the present application, for the target virtual character, if the target virtual character's health value is reduced to a preset health value after being attacked in the first character form or the second character form, it will not directly appear in a dead state, but will transform from the first character form or the second character form to the third character form. The target virtual character can continue to accumulate resources in the third character form, transform to the first character form or even the second character form, and control the target virtual character to continue to accumulate the first resource from the third character form, completing the transformation of the target virtual character from the third character form to the first character form, and further to the second character form.

[0149] In one possible implementation, if the target virtual character is attacked and its health value drops to a preset health value threshold, after converting from the second character form to the third character form, the target virtual character in the third character form will not be able to directly obtain the accumulated resource value, and will need to accumulate again before converting the target virtual character from the third character form to the first character form.

[0150] Specifically, after the step of “controlling the target virtual character to switch from the second character form to the third character form”, the adjustment method further includes:

[0151] m1: configuring the second resource of the target virtual character in the third character form to not satisfy the second preset condition.

[0152] In an embodiment of the present application, the resource accumulation value required by the second preset condition can be set to be smaller than the resource accumulation value required by the first preset condition, or the resource accumulation value required by the second preset condition can be set to be consistent with the resource accumulation value required by the first preset condition. In a specific game process, the attack power and the ability to resist damage of the target virtual character in the third character form are weaker than those of the target virtual character in the first character form. Therefore, in order to prevent the target virtual character in the third character form from being unable to accumulate the second resource that meets the second preset condition, slowing down the game process, and causing the player's gaming experience to decline, it is preferred to set the resource accumulation value required by the second preset condition to be smaller than the resource accumulation value required by the first preset condition.

[0153] In a possible implementation, for the target virtual character in the third character form, it is necessary to accumulate the second resource. Similarly, the second resource can be accumulated by accumulating Yosi time or attacking other virtual characters.

[0154] Specifically, the adjustment method further includes:

[0155] n1: in response to a third attack event triggered by the target virtual character in the third character form, controlling and increasing the second resource of the target virtual character based on the damage caused by the third attack event; and / or,

[0156] n2: In response to the target virtual character in the third character form having a game duration in the game scene reaching a specified game duration, controlling to increase the second resource of the target virtual character.

[0157] In a possible implementation, the third attack event is the target virtual character attacking the enemy virtual character in the game scene, and the second resource of the target virtual character is controlled and increased through the damage value of the target virtual character to the enemy virtual character.

[0158] In one possible implementation, the accumulated second resource of the target virtual character can be controlled by the damage value of the target virtual character to the enemy virtual character, and the third resource accumulated by the target virtual character when the game time in the game scene reaches a specified game time can be used to jointly determine the second resource accumulated by the target virtual character when it is in the third character state.

[0159] Specifically, when calculating the second resource, the first accumulated resource (obtained by converting the damage value of attacking other virtual characters) and the second accumulated resource (obtained by converting the accumulated game time) can be directly added together to determine the second resource, or the first accumulated resource (obtained by converting the damage value of attacking other virtual characters) and the second accumulated resource (obtained by converting the accumulated game time) can be weighted and summed according to preset weights.

[0160] The weighted weights corresponding to the first accumulated resource and the second accumulated resource may be determined based on historical game data or preset settings of the player.

[0161] Furthermore, if the target virtual character is attacked by other enemy virtual characters when in the third character state and its health value is reduced to a preset health value threshold, it can be directly determined that the target virtual character in this game is eliminated or killed.

[0162] Specifically, the adjustment method further includes:

[0163] o1: In response to the health value of the target virtual character in the third character form decreasing to a preset health value threshold, control the elimination and / or killing of the target virtual character in the game match.

[0164] In one possible embodiment, if the target virtual character's health is reduced to a preset health threshold by attacks from other enemy virtual characters in the game scene in the third character form, it is determined that the target virtual character is killed and / or eliminated, and the death form of the target virtual character or an animation of the target virtual character being eliminated is displayed in the graphical user interface to prompt the player of the death or elimination status of the current target virtual character.

[0165] The following is an example to illustrate the process of adjusting the character form in the embodiment of the present application:

[0166] Please refer to Figure 2, which is one of the schematic diagrams of the graphical user interface provided by an embodiment of the present application. As shown in Figure 2, a target virtual character 210 and multiple friendly virtual characters 220 are displayed in the graphical user interface 200. When the target virtual character 210 releases a shield skill, at least one target friendly character 230 is determined from the multiple friendly virtual characters 220 (friendly virtual characters whose character height exceeds a preset height threshold and friendly virtual characters that exceed a preset distance range are excluded), and a virtual shield 240 is added to each target friendly character 230 and target virtual character 210; at the same time, shield duration prompt information 250 and shield value prompt information 260 are displayed at the preset position of the virtual shield 240.

[0167] Further, please refer to Figure 3, which is a second schematic diagram of the graphical user interface provided by an embodiment of the present application. As shown in Figure 3, when an enemy virtual character 270 appears in the game scene, the enemy virtual character 270 continuously attacks the friendly virtual character 220 and the target virtual character 210, and when the enemy virtual character 270 attacks the target friendly character 230 and the target virtual character 210 protected by the virtual shield, the damage value of the enemy virtual character 270 attacking the virtual shield 240 is calculated, and converted into the first resource of the target virtual character 210 according to a preset conversion ratio, and the resource improvement progress prompt information 280 is displayed in the graphical user interface 200 to prompt the accumulation status of the first resource of the current target virtual character through the resource improvement progress prompt information 280.

[0168] Further, please refer to Figure 4, which is the third schematic diagram of the graphical user interface provided in an embodiment of the present application. As shown in Figure 4, when the accumulated value of the first resource of the target virtual character reaches the preset resource accumulation threshold, the resource improvement progress prompt information 280 prompts that the accumulated value of the first resource has reached the resource accumulation threshold (as shown in Figure 4, the resource improvement progress prompt information is a resource progress bar, and the resource progress bar is filled at this time), and the target virtual character 210 is controlled to adjust from the first character form to the second character form, and the character form of the target virtual character 210 becomes larger and the attack power is enhanced.

[0169] The character form adjustment method provided in the embodiment of the present application responds to a release instruction for a first game skill, controls the target virtual character to release the first game skill in the game scene; during the period when the virtual shield is effective, responds to a first attack event against the target virtual character and / or a friendly virtual character, controls the improvement of the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event; responds to the first resource meeting a first preset condition, controls the unlocking of the second game skill of the target virtual character; responds to a release instruction for the second game skill, controls the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form. In this way, when the target virtual character is in the first character form stage, the target virtual character is controlled to release the shield skill to increase the virtual shield for the friendly virtual character. When the enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, it can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add new resource accumulation methods, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0170] Based on the same inventive concept, the embodiment of the present application also provides a character form adjustment device corresponding to the character form adjustment method. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned character form adjustment method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0171] Please refer to Figures 5 and 6. Figure 5 is a schematic diagram of the structure of a device for adjusting the character form provided in an embodiment of the present application. Figure 6 is a schematic diagram of the structure of a device for adjusting the character form provided in an embodiment of the present application. As shown in Figure 5, the adjustment device 500 includes:

[0172] A first skill releasing module 501 is configured to execute a release instruction for the first game skill and control the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset the skill;

[0173] The resource enhancement module 502 is configured to execute, in response to a first attack event against the target virtual character and / or the friendly virtual character while the virtual shield is in effect, controlling enhancement of a first resource of the target virtual character based on damage absorbed and / or skills offset by the virtual shield in the first attack event;

[0174] A skill unlocking module 503 is configured to execute control to unlock a second game skill of the target virtual character in response to the first resource satisfying a first preset condition;

[0175] The second skill release module 504 is configured to execute a release instruction for the second game skill, control the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0176] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a resource control module 505 , and the resource control module 505 is configured to execute:

[0177] In response to a second attack event triggered by a target virtual character in the first character form, controlling and increasing a first resource of the target virtual character based on damage caused by the second attack event; and / or,

[0178] In response to the target virtual character in the first character form having a game time in the game scene reaching a specified game time, control is performed to increase a first resource of the target virtual character.

[0179] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a role display module 506 , and the role display module 506 is configured to:

[0180] In response to the start of a game match, the target virtual character in the third character form is displayed in the game scene, wherein the second resource of the third character form meets the second preset condition.

[0181] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a form switching module 507 , and the form switching module 507 is configured to:

[0182] In response to a release instruction for the third game skill, controlling the target virtual character to release the third game skill in the game scene, so that the target virtual character in the third character form switches to the first character form;

[0183] Wherein, at least some character attributes of the target virtual character in the first character form are superior to those of the target virtual character in the third character form.

[0184] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a morphology conversion module 508 , which is configured to execute:

[0185] In response to the health value of the target virtual character in the second character form decreasing to a preset health value threshold, the target virtual character is controlled to switch from the second character form to the third character form.

[0186] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a resource configuration module 509 , which is configured to execute:

[0187] The second resource of the target virtual character in the third character form is configured to not satisfy the second preset condition.

[0188] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a resource promotion module 510 , and the resource promotion module 510 is configured to execute:

[0189] In response to a third attack event triggered by the target virtual character in the third character form, controlling and increasing the second resource of the target virtual character based on damage caused by the third attack event; and / or,

[0190] In response to the target virtual character in the third character form having a game time length in the game scene reaching a specified game time length, control is performed to increase the second resource of the target virtual character.

[0191] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a role elimination module 511 , and the role elimination module 511 is configured to execute:

[0192] In response to the health value of the target virtual character in the third character form decreasing to a preset health value threshold, the target virtual character is controlled to be eliminated and / or killed in the game match.

[0193] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a friendly character determination module 512 , wherein the friendly character determination module 512 is configured to determine the friendly virtual character through the following steps:

[0194] Determining at least one candidate teammate role within a preset range of the target virtual role;

[0195] A candidate teammate character that meets the shield setting condition among the at least one candidate teammate character is determined as the friendly virtual character.

[0196] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a shield information prompt module 513 , and the shield information prompt module 513 is configured to execute:

[0197] Shield duration prompt information and shield value prompt information of the virtual shield are displayed in the graphical user interface.

[0198] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a resource improvement progress prompting module 514 , which is configured to execute:

[0199] Resource improvement progress prompt information is displayed in the graphical user interface; the resource improvement progress prompt information is used to prompt the improvement value of the first resource of the target virtual character.

[0200] In a possible implementation, as shown in FIG6 , the adjustment device 500 further includes a shield failure triggering module 515 , and the shield failure triggering module 515 is configured to execute:

[0201] In response to triggering of a virtual shield failure event, canceling the virtual shield attached to the target virtual character and / or the friendly virtual character;

[0202] The virtual shield failure event includes at least one of the following:

[0203] The duration of the virtual shield is reduced to a preset time threshold, and the shield value of the virtual shield is reduced to a preset shield value threshold.

[0204] In a possible implementation, when the first skill releasing module 501 is used to respond to a release instruction for the first game skill and control the target virtual character to release the first game skill in the game scene, the first skill releasing module 501 is used to:

[0205] In response to the release instruction for the first game skill, a virtual shield is added to the target virtual character and at least one friendly virtual character within a preset range of the target virtual character.

[0206] In one possible implementation, the shield setting condition includes at least one of the following:

[0207] The candidate teammate character is not blocked by a virtual obstruction, and the character height of the candidate teammate character is less than a preset height threshold.

[0208] In a possible implementation, the first game skill releasing module 501 is configured to add a virtual shield to the friendly virtual character through the following steps:

[0209] In response to a release instruction for the first game skill, detecting whether each friendly virtual character currently possesses a protective shield that is consistent with the shield type of the virtual shield;

[0210] If the friendly virtual character currently has a protection shield of the same shield type as the virtual shield, the protection shield is replaced with the virtual shield to add a virtual shield to the friendly virtual character.

[0211] In a possible implementation, when the resource enhancement module 502 is used to control the enhancement of the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event, the resource enhancement module 502 is used to:

[0212] Based on the damage absorbed and / or the skills offset by the virtual shield in the first attack event, and a preset conversion ratio, control is performed to enhance the first resource of the target virtual character.

[0213] In a possible implementation, when the target virtual character is in different character forms, the target virtual character has different game skills, and / or the target virtual character has different skill attribute parameters corresponding to the game skills.

[0214] The character form adjustment device provided in the embodiment of the present application responds to a release instruction for a first game skill, controls the target virtual character to release the first game skill in the game scene; during the period when the virtual shield is effective, responds to a first attack event against the target virtual character and / or a friendly virtual character, controls the improvement of the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event; controls the unlocking of the second game skill of the target virtual character in response to the first resource meeting a first preset condition; and controls the release instruction for the second game skill in the game scene in response to the target virtual character to switch the target virtual character from the first character form to the second character form. In this way, when the target virtual character is in the first character form stage, the target virtual character is controlled to release the shield skill to increase the virtual shield for the friendly virtual character. When the enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, it can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add new resource accumulation methods, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0215] Please refer to Figure 7 , which is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. As shown in Figure 7 , the electronic device 700 includes a processor 710 , a memory 720 , and a bus 730 .

[0216] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730, so that the processor 710 executes the following instructions during operation:

[0217] In response to a release instruction for the first game skill, controlling the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset the skill;

[0218] During the period when the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, controlling to enhance a first resource of the target virtual character based on damage absorbed and / or skills offset by the virtual shield in the first attack event;

[0219] In response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character;

[0220] In response to a release instruction for the second game skill, the target virtual character is controlled to release the second game skill in the game scene so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0221] In a possible implementation, the instructions executed by the processor 710 further include:

[0222] In response to a second attack event triggered by a target virtual character in the first character form, controlling and increasing a first resource of the target virtual character based on damage caused by the second attack event; and / or,

[0223] In response to the target virtual character in the first character form having a game time in the game scene reaching a specified game time, control is performed to increase a first resource of the target virtual character.

[0224] In one possible implementation, the target virtual character further includes a third character form, the target virtual character in the third character form is configured with a third game skill, and the third game skill is unlocked when the second resource of the target virtual character meets a second preset condition. The instructions executed by the processor 710 further include:

[0225] In response to the start of a game match, the target virtual character in the third character form is displayed in the game scene, wherein the second resource of the third character form meets the second preset condition.

[0226] In a possible implementation, the instructions executed by the processor 710 further include:

[0227] In response to a release instruction for the third game skill, controlling the target virtual character to release the third game skill in the game scene, so that the target virtual character in the third character form switches to the first character form;

[0228] Wherein, at least some character attributes of the target virtual character in the first character form are superior to those of the target virtual character in the third character form.

[0229] In a possible implementation, the instructions executed by the processor 710 further include:

[0230] In response to the health value of the target virtual character in the second character form decreasing to a preset health value threshold, the target virtual character is controlled to switch from the second character form to the third character form.

[0231] In a possible implementation, the instructions executed by the processor 710 further include:

[0232] The second resource of the target virtual character in the third character form is configured to not satisfy the second preset condition.

[0233] In a possible implementation, the instructions executed by the processor 710 further include:

[0234] In response to a third attack event triggered by the target virtual character in the third character form, controlling and increasing the second resource of the target virtual character based on damage caused by the third attack event; and / or,

[0235] In response to the target virtual character in the third character form having a game time length in the game scene reaching a specified game time length, control is performed to increase the second resource of the target virtual character.

[0236] In a possible implementation, the instructions executed by the processor 710 further include:

[0237] In response to the health value of the target virtual character in the third character form decreasing to a preset health value threshold, the target virtual character is controlled to be eliminated and / or killed in the game match.

[0238] In a possible implementation, when the target virtual character is in different character forms, the target virtual character has different game skills, and / or the target virtual character has different skill attribute parameters corresponding to the game skills.

[0239] In one possible implementation, in the instructions executed by the processor 710, responding to the release instruction for the first game skill and controlling the target virtual character to release the first game skill in the game scene includes:

[0240] In response to the release instruction for the first game skill, a virtual shield is added to the target virtual character and at least one friendly virtual character within a preset range of the target virtual character.

[0241] In one possible implementation, the instructions executed by the processor 710 determine the friendly virtual character through the following steps:

[0242] Determining at least one candidate teammate role within a preset range of the target virtual role;

[0243] A candidate teammate character that meets the shield setting condition among the at least one candidate teammate character is determined as the friendly virtual character.

[0244] In one possible implementation, the shield setting condition includes at least one of the following:

[0245] The candidate teammate character is not blocked by a virtual obstruction, and the character height of the candidate teammate character is less than a preset height threshold.

[0246] In one possible implementation, the instructions executed by the processor 710 add a virtual shield to the friendly virtual character through the following steps:

[0247] In response to a release instruction for the first game skill, detecting whether each friendly virtual character currently possesses a protective shield that is consistent with the shield type of the virtual shield;

[0248] If the friendly virtual character currently has a protection shield of the same shield type as the virtual shield, the protection shield is replaced with the virtual shield to add a virtual shield to the friendly virtual character.

[0249] In one possible implementation, the instructions executed by the processor 710, wherein controlling the improvement of the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event, includes:

[0250] Based on the damage absorbed and / or the skills offset by the virtual shield in the first attack event, and a preset conversion ratio, control is performed to enhance the first resource of the target virtual character.

[0251] In a possible implementation, the instructions executed by the processor 710 further include:

[0252] Shield duration prompt information and shield value prompt information of the virtual shield are displayed in the graphical user interface.

[0253] In a possible implementation, the instructions executed by the processor 710 further include:

[0254] In response to triggering of a virtual shield failure event, canceling the virtual shield attached to the target virtual character and / or the friendly virtual character;

[0255] The virtual shield failure event includes at least one of the following:

[0256] The duration of the virtual shield is reduced to a preset time threshold, and the shield value of the virtual shield is reduced to a preset shield value threshold.

[0257] In a possible implementation, the instructions executed by the processor 710 further include:

[0258] Resource improvement progress prompt information is displayed in the graphical user interface; the resource improvement progress prompt information is used to prompt the improvement value of the first resource of the target virtual character.

[0259] Through the above method, when the target virtual character is in the first character form stage, the target virtual character is controlled to release the shield skill to increase the virtual shield for the friendly virtual character. When the enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, it can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add new resource accumulation methods, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0260] An embodiment of the present application further provides a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium, so that when the computer program is executed by a processor, the following instructions are executed:

[0261] In response to a release instruction for the first game skill, controlling the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset the skill;

[0262] During the period when the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, controlling to enhance a first resource of the target virtual character based on damage absorbed and / or skills offset by the virtual shield in the first attack event;

[0263] In response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character;

[0264] In response to a release instruction for the second game skill, the target virtual character is controlled to release the second game skill in the game scene so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

[0265] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0266] In response to a second attack event triggered by a target virtual character in the first character form, controlling and increasing a first resource of the target virtual character based on damage caused by the second attack event; and / or,

[0267] In response to the target virtual character in the first character form having a game time in the game scene reaching a specified game time, control is performed to increase a first resource of the target virtual character.

[0268] In one possible implementation, the target virtual character further includes a third character form, the target virtual character in the third character form is configured with a third game skill, and the third game skill is unlocked when the second resource of the target virtual character meets a second preset condition. The instructions executed by the computer-readable storage medium further include:

[0269] In response to the start of a game match, the target virtual character in the third character form is displayed in the game scene, wherein the second resource of the third character form meets the second preset condition.

[0270] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0271] In response to a release instruction for the third game skill, controlling the target virtual character to release the third game skill in the game scene, so that the target virtual character in the third character form switches to the first character form;

[0272] Wherein, at least some character attributes of the target virtual character in the first character form are superior to those of the target virtual character in the third character form.

[0273] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0274] In response to the health value of the target virtual character in the second character form decreasing to a preset health value threshold, the target virtual character is controlled to switch from the second character form to the third character form.

[0275] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0276] The second resource of the target virtual character in the third character form is configured to not satisfy the second preset condition.

[0277] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0278] In response to a third attack event triggered by the target virtual character in the third character form, controlling and increasing the second resource of the target virtual character based on damage caused by the third attack event; and / or,

[0279] In response to the target virtual character in the third character form having a game time length in the game scene reaching a specified game time length, control is performed to increase the second resource of the target virtual character.

[0280] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0281] In response to the health value of the target virtual character in the third character form decreasing to a preset health value threshold, the target virtual character is controlled to be eliminated and / or killed in the game match.

[0282] In a possible implementation, when the target virtual character is in different character forms, the target virtual character has different game skills, and / or the target virtual character has different skill attribute parameters corresponding to the game skills.

[0283] In one possible implementation, in the instructions executed by a computer-readable storage medium, responding to the release instruction for the first game skill and controlling the target virtual character to release the first game skill in the game scene includes:

[0284] In response to the release instruction for the first game skill, a virtual shield is added to the target virtual character and at least one friendly virtual character within a preset range of the target virtual character.

[0285] In one possible implementation, the instructions executed by a computer-readable storage medium determine the friendly virtual character through the following steps:

[0286] Determining at least one candidate teammate role within a preset range of the target virtual role;

[0287] A candidate teammate character that meets the shield setting condition among the at least one candidate teammate character is determined as the friendly virtual character.

[0288] In one possible implementation, the shield setting condition includes at least one of the following:

[0289] The candidate teammate character is not blocked by a virtual obstruction, and the character height of the candidate teammate character is less than a preset height threshold.

[0290] In one possible implementation, the instructions executed by a computer-readable storage medium include adding a virtual shield to the friendly virtual character through the following steps:

[0291] In response to a release instruction for the first game skill, detecting whether each friendly virtual character currently possesses a protective shield that is consistent with the shield type of the virtual shield;

[0292] If the friendly virtual character currently has a protection shield of the same shield type as the virtual shield, the protection shield is replaced with the virtual shield to add a virtual shield to the friendly virtual character.

[0293] In one possible implementation, in the instructions executed by a computer-readable storage medium, controlling the improvement of the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event includes:

[0294] Based on the damage absorbed and / or the skills offset by the virtual shield in the first attack event, and a preset conversion ratio, control is performed to enhance the first resource of the target virtual character.

[0295] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0296] Shield duration prompt information and shield value prompt information of the virtual shield are displayed in the graphical user interface.

[0297] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0298] In response to triggering of a virtual shield failure event, canceling the virtual shield attached to the target virtual character and / or the friendly virtual character;

[0299] The virtual shield failure event includes at least one of the following:

[0300] The duration of the virtual shield is reduced to a preset time threshold, and the shield value of the virtual shield is reduced to a preset shield value threshold.

[0301] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0302] Resource improvement progress prompt information is displayed in the graphical user interface; the resource improvement progress prompt information is used to prompt the improvement value of the first resource of the target virtual character.

[0303] Through the above method, when the target virtual character is in the first character form stage, the target virtual character is controlled to release the shield skill to increase the virtual shield for the friendly virtual character. When the enemy virtual character attacks the friendly virtual character, the virtual shield absorbs the damage value of the enemy virtual character's attack to protect the friendly virtual character. At the same time, it can also improve the resources of the target virtual character according to the damage absorbed and / or the skills offset by the virtual shield, increase resources for the form transformation of the target virtual character, add new resource accumulation methods, reduce the resource accumulation time of the target virtual character's form transformation, improve the efficiency of the character form transformation, and further reduce the game time, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0304] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0305] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, the indirect coupling or communication connection of the device or unit may be electrical, mechanical or other forms.

[0306] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0307] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0308] 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 application, or the part that contributes to the prior art, 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 application. 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.

[0309] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-mentioned 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-mentioned embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A method for adjusting a character form, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a target virtual character controlled by the terminal device, wherein the target virtual character includes a first character form and a second character form, wherein: The target virtual character in the first character form is configured with a first game skill and a second game skill, and the adjustment method includes: In response to a release instruction for the first game skill, controlling the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset skills; During the period when the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event, controlling to enhance a first resource of the target virtual character; In response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character; In response to a release instruction for the second game skill, the target virtual character is controlled to release the second game skill in the game scene so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

2. The adjustment method according to claim 1, wherein: The adjustment method further comprises: In response to a second attack event triggered by a target virtual character in the first character form, controlling to enhance a first resource of the target virtual character based on damage caused by the second attack event; and / or, In response to the game time of the target virtual character in the first character form reaching the specified game time in the game scene, control is performed to increase the first resource of the target virtual character.

3. The adjustment method according to claim 1, wherein: The target virtual character further includes a third character form, the target virtual character in the third character form is configured with a third game skill, and the third game skill is unlocked when the second resource of the target virtual character meets a second preset condition, and the adjustment method further includes: In response to the start of a game match, the target virtual character in the third character form is displayed in the game scene, wherein the second resource in the third character form satisfies the second preset condition.

4. The adjustment method according to claim 3, wherein: The adjustment method further comprises: In response to a release instruction for the third game skill, controlling the target virtual character to release the third game skill in the game scene, so that the target virtual character in the third character form switches to the first character form; Among them, at least some character attributes of the target virtual character in the first character form are better than those of the target virtual character in the third character form.

5. The adjustment method according to claim 3, wherein: The adjustment method further comprises: In response to the life value of the target virtual character in the second character form decreasing to a preset life value threshold, the target virtual character is controlled to be switched from the second character form to the third character form.

6. The adjustment method according to claim 5, wherein: After the step of controlling the target virtual character to switch from the second character form to the third character form, the adjustment method further includes: The second resource of the target virtual character in the third character form is configured to not satisfy the second preset condition.

7. The adjustment method according to claim 6, wherein: The adjustment method further comprises: In response to a third attack event triggered by the target virtual character in the third character form, controlling to enhance the second resource of the target virtual character based on damage caused by the third attack event; and / or, In response to the game time of the target virtual character in the third character form reaching the specified game time in the game scene, control is performed to increase the second resource of the target virtual character.

8. The adjustment method according to claim 6, wherein: The adjustment method further comprises: In response to the health value of the target virtual character in the third character form decreasing to a preset health value threshold, the target virtual character is controlled to be eliminated and / or killed in the game match.

9. The adjustment method according to claim 5, wherein: When the target virtual character is in different character forms, the game skills possessed by the target virtual character are different, and / or the skill attribute parameters corresponding to the game skills possessed by the target virtual character are different.

10. The adjustment method according to claim 1, wherein: The step of responding to the release instruction for the first game skill and controlling the target virtual character to release the first game skill in the game scene includes: In response to the release instruction for the first game skill, a virtual shield is added to the target virtual character and at least one friendly virtual character within a preset range of the target virtual character.

11. The adjustment method according to claim 10, wherein: The friendly virtual character is determined by the following steps: Determining at least one candidate teammate character within a preset range of the target virtual character; A candidate teammate character that meets the shield setting condition among the at least one candidate teammate character is determined as the friendly virtual character.

12. The adjustment method according to claim 11, wherein: The shield setting condition includes at least one of the following: The candidate teammate character is not blocked by a virtual occluder, and the character height of the candidate teammate character is less than a preset height threshold.

13. The adjustment method according to claim 10, wherein: Add a virtual shield to the friendly virtual character by following the steps below: In response to the release instruction for the first game skill, detecting whether each friendly virtual character currently has a protective shield that is consistent with the shield type of the virtual shield; If the friendly virtual character currently has a protection shield of the same shield type as the virtual shield, the protection shield is replaced by the virtual shield to add a virtual shield to the friendly virtual character.

14. The adjustment method according to claim 1, wherein: The controlling and improving the first resource of the target virtual character based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event includes: Based on the damage absorbed and / or the skill offset by the virtual shield in the first attack event, and a preset conversion ratio, control is performed to enhance the first resource of the target virtual character.

15. The adjustment method according to claim 1, wherein: The adjustment method further comprises: The shield duration prompt information and the shield value prompt information of the virtual shield are displayed in the graphical user interface.

16. The adjustment method according to claim 1, wherein: The adjustment method further comprises: In response to triggering of a virtual shield failure event, canceling the virtual shield attached to the target virtual character and / or the friendly virtual character; The virtual shield failure event includes at least one of the following: The duration of the virtual shield is reduced to a preset time threshold, and the shield value of the virtual shield is reduced to a preset shield value threshold.

17. The adjustment method according to claim 1, wherein: Before controlling the target virtual character to release the second game skill in the game scene so that the target virtual character switches from the first character form to the second character form, the adjustment method further includes: Resource improvement progress prompt information is displayed in the graphical user interface; the resource improvement progress prompt information is used to prompt the improvement value of the first resource of the target virtual character.

18. A device for adjusting a character form, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a target virtual character controlled by the terminal device, wherein the target virtual character includes a first character form and a second character form, wherein: The target virtual character in the first character form is configured with a first game skill and a second game skill; The adjusting device comprises: A first skill release module is configured to execute a release instruction for the first game skill and control the target virtual character to release the first game skill in the game scene, wherein the first game skill is used to add a virtual shield to the target virtual character and / or a friendly virtual character, and the virtual shield is used to absorb damage or offset skills; A resource enhancement module is configured to execute, during the period when the virtual shield is in effect, in response to a first attack event against the target virtual character and / or the friendly virtual character, controlling enhancement of a first resource of the target virtual character based on damage absorbed and / or skills offset by the virtual shield in the first attack event; A skill unlocking module, configured to execute, in response to the first resource satisfying a first preset condition, controlling unlocking of a second game skill of the target virtual character; The second skill release module is configured to execute in response to a release instruction for the second game skill, control the target virtual character to release the second game skill in the game scene, so that the target virtual character switches from the first character form to the second character form, wherein at least some character attributes of the target virtual character in the second character form are better than those of the target virtual character in the first character form.

19. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for adjusting the character form as described in any one of claims 1 to 17.

20. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the method for adjusting the character form as claimed in any one of claims 1 to 17.

Citation Information

Patent Citations

  • Virtual reward resource allocation method and device, electronic equipment and storage medium

    CN113134237A

  • Virtual item use method and device, terminal and storage medium

    CN113813594A

  • Display control method and device for instant card making game

    CN115155065A

  • Method and device for displaying information in game and electronic equipment

    CN115845376A

  • Game control device, game control method, program, and game system

    JP2014208136A