Information processing method and apparatus for game, electronic device, and storage medium

By controlling virtual characters to perform effective defensive behaviors and obtaining offensive attribute bonuses in defensive rounds, the problem of low game interaction efficiency caused by the defensive party's negative mentality is solved, and the interaction efficiency and server resource utilization rate of ball sports games per unit time is improved.

WO2025139491A1PCT designated stage expired Publication Date: 2025-07-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/133546
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-29
Filing Date
2024-11-21
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

In sports competitive games, especially in ball sports games, when one side gains an advantage, the defense may have a negative mentality, resulting in a reduction in defensive actions, reducing the game interaction efficiency per unit time, and unable to make full use of server resources.

Method used

By controlling the virtual characters to perform effective defensive behavior in the defensive round, the offensive attribute bonus is determined based on the defensive behavior, so as to improve the offensive attributes of the virtual characters in the offensive round, motivate the defense to actively defend, and improve the game interaction efficiency and server resource utilization rate.

Benefits of technology

The accumulation of effective defensive behavior can improve the offensive skills of virtual characters in the offensive round, improve game interaction efficiency, and enhance the resource utilization and performance of the server.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing method for a game, comprising: in a ball-holding offense event executed by a first virtual character controlling a virtual sphere, controlling a second virtual character to execute virtual defense on the first virtual character; and on the basis of an effective defense behavior completed in the virtual defense by the second virtual character, determining an offensive attribute bonus obtained by the second virtual character, the offensive attribute bonus being used for enhancing the offensive attribute of the second virtual character and / or a third virtual character in the ball-holding attack event executed by controlling the virtual sphere, and the third virtual character and the second virtual character being located in a same camp. The attack attribute of the virtual character or a teammate in an attack round can be improved by using the effective defense behavior completed by the virtual character in a defense round, so that the virtual character actively executes virtual defense in the defense round, the game interaction efficiency per unit time is improved, and the resource utilization rate of a server can be improved.
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Description

Information processing method, device, electronic device and storage medium in games

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311860210.3 filed on December 29, 2023, entitled “Information processing method, device, electronic device and storage medium in games”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to an information processing method, device, electronic device, and storage medium in a game. Background Art

[0004] With the continuous development of game technology, a large number of games with different themes have emerged to meet the needs of players. Among them, sports games are popular among all age groups and are loved by more and more players.

[0005] In related technologies, a plurality of controls are superimposed and displayed on the scene screen of a sports competitive game running in a terminal device, including a movement control and at least one action control control. The movement control can be used to control the movement of a virtual character in a virtual interactive scene, and the action control control is used to control the virtual character to perform corresponding competitive actions.

[0006] However, in a game of limited duration, if the side that gains possession of the ball has a huge advantage, the defensive side may develop a negative mentality, causing the defensive players to give up performing relevant defensive actions when the dominant side triggers a shooting event. This can easily lead to a decrease in the efficiency of game interaction per unit time, and thus lead to the inability to fully utilize server resources. Summary of the Invention

[0007] According to one aspect of the present disclosure, a method for processing information in a game is provided. A virtual scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual scene, the virtual characters from different camps compete with each other for a virtual sphere. The method includes:

[0008] When the first virtual character manipulating the virtual ball performs a ball-holding offense, the second virtual character is controlled to perform virtual defense against the first virtual character;

[0009] Based on the effective defensive behavior completed by the second virtual character in the virtual defense, the offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in manipulating the virtual sphere to perform ball-holding offensive events. The third virtual character is in the same camp as the second virtual character.

[0010] According to one aspect of the present disclosure, there is provided an information processing device for a game, the device comprising:

[0011] A defense interaction module, configured to control a second virtual character to perform virtual defense against the first virtual character when the first virtual character manipulating the virtual sphere performs a ball-holding offense event;

[0012] The attribute addition module is used to determine the offensive attribute addition obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in virtual defense. The offensive attribute addition is used to improve the offensive attributes of the second virtual character and / or the third virtual character in manipulating the virtual sphere to perform ball-holding offensive events. The third virtual character is in the same camp as the second virtual character.

[0013] According to one aspect of the present disclosure, an electronic device is provided, comprising: a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the information processing method in the game as described above are performed.

[0014] According to one aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method in the game are executed.

[0015] The information processing method in the game provided by the embodiment of the present disclosure has at least the following beneficial effects:

[0016] In a first virtual character controlling a virtual sphere to execute a ball-carrying offense event, a second virtual character is controlled to execute virtual defense against the first virtual character. Based on the effective defensive actions performed by the second virtual character during the virtual defense, an offensive attribute bonus is determined for the second virtual character. This offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character belonging to the same team as the second virtual character during the ball-carrying offense event. In other words, the disclosed embodiments can utilize the effective defensive actions performed by a virtual character during a defensive round to enhance the offensive attributes of the offensive skills of the virtual character or a teammate during an offensive round, enabling the virtual character to actively execute virtual defense during the defensive round, thereby improving the efficiency of game interaction per unit time, and helping to improve server resource utilization, thereby improving server performance.

[0017] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] FIG1 is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure;

[0019] FIG2 is a schematic diagram of a game interface provided by an embodiment of the present disclosure;

[0020] FIG3 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0021] FIG4 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0022] FIG5 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0023] FIG6 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0024] FIG7 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0025] FIG8 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0026] FIG9 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0027] FIG10 is a schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0028] FIG11 is a schematic diagram of the structure of an information processing device in one of the games provided by an embodiment of the present disclosure;

[0029] FIG12 is a schematic diagram of the structure of another information processing device in a game provided by an embodiment of the present disclosure;

[0030] FIG13 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.

[0032] First, a brief introduction to the names involved in the embodiments of the present disclosure is given:

[0033] (1) Terminal equipment

[0034] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, a personal digital assistant (PDA), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0035] (2) Graphical User Interface

[0036] A graphical user interface is a display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the screen by performing touch operations on the touch screen of a touch terminal, thereby manipulating the virtual character to select commands, start programs, or perform other tasks.

[0037] (3) Virtual Scene

[0038] A virtual scene is a game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Within the game scene, virtual characters can perform actions such as movement and skill usage, controlled by user (i.e., player) commands issued to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene, and a three-dimensional virtual interactive scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, with virtual parameters available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0039] (4) Virtual Characters

[0040] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, an animated character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) that is trained and set to compete in a virtual environment. Optionally, the virtual character is a virtual character that competes in the virtual scene. Optionally, the number of virtual characters in the virtual scene is preset or dynamically determined based on the number of clients participating in the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, to run, jump, crawl, etc., and can also control the virtual character to fight other virtual characters using skills and virtual props provided by the application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different appearances by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.

[0041] The information processing method in the game provided by the embodiments of the present disclosure can be run on a local terminal device or a server. When the information processing method in the game is run on a server, the information processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0042] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing 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 performs 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.

[0043] 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.

[0044] Secondly, the application scenarios to which the present disclosure is applicable are introduced. The present disclosure can be applied to sports competitive games, such as ball sports games, etc. Take basketball games as an example to illustrate: in existing related basketball games, the game experience other than basketball is enhanced for players during the basketball confrontation. The in-game battle content of basketball games usually includes one player controlling one player to compete with different players controlled by other opposing players, and performing a series of physical actions in the basketball court that simulate real basketball games, including shooting, stealing, blocking, rebounding, jump ball, boxing, pick-and-roll, etc., to score goals and ultimately win.

[0045] In related art, a ball sports game running on a terminal device displays multiple skill controls on a graphical user interface. These control controls are used to control a virtual character to perform corresponding game skills. For example, if a second virtual character controlled by a target player clicks a shooting control after obtaining possession of the ball, the target virtual character can perform a shooting skill. However, if the shot is blocked by a first virtual character controlled by an enemy player, the target virtual character's shot may fail.

[0046] However, in a game of limited duration, if the side that gains possession of the ball has a huge advantage, the defensive side may develop a negative mentality, causing the defensive players to give up performing relevant defensive actions when the dominant side triggers a shooting event. This can easily lead to a decrease in the efficiency of game interaction per unit time, and thus lead to the inability to fully utilize server resources.

[0047] Based on this, the embodiment of the present disclosure provides an information processing method in the game, which can use the effective defensive behavior completed by the virtual character in the defensive round to improve the offensive attributes of the offensive skills of the virtual character or teammates in the offensive round, so that the virtual character actively performs virtual defense in the defensive round, improves the game interaction efficiency per unit time, helps to improve the resource utilization of the server, and thus improves the performance of the server.

[0048] In an embodiment of the present disclosure, a graphical user interface (GUI) of a terminal device provides a virtual scene for virtual characters from different factions to interact. In the virtual scene, the virtual characters from different factions compete for a virtual sphere. The virtual characters manipulating the virtual sphere can be controlled to perform virtual shooting and offensive skills to advance the game.

[0049] The terminal device involved here is mainly used to provide a graphical user interface and an intelligent device that can control the virtual character. The terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.

[0050] Specifically, the virtual scene includes virtual characters from different camps, such as a first virtual character, a second virtual character, and a third virtual character (all from the same camp as the second virtual character), as well as a virtual sphere that the virtual characters from the different camps are competing for. For example, in order to win the game, the first camp must first reach a preset score threshold for its settled score in the current round. Only then can the virtual characters in the first camp win the game. Conversely, if the second camp first reaches the preset score threshold for its settled score in the current round, the second camp wins the game.

[0051] In this case, virtual characters controlling a virtual sphere execute virtual shooting and offensive skills to advance the game. The virtual sphere is used to determine whether virtual characters in different camps achieve victory. The winner can be determined by the side whose settlement score reaches a preset threshold first. For example, if the first virtual character or a friendly virtual character throws the virtual sphere into the virtual ball basket more times, causing the settlement score in the current game to reach the preset threshold first, this means that the first virtual character and the friendly virtual character in the first camp have won. Alternatively, the winner can be determined by counting the number of times virtual characters from different camps throw the virtual sphere into the virtual ball basket within a limited time.

[0052] In one optional embodiment, movement controls are displayed on the graphical user interface. These movement controls can be used to control the movement of the virtual character in the virtual scene. For example, the movement controls may include a virtual wheel and a virtual joystick. In another optional embodiment, skill controls are displayed on the graphical user interface. These skill controls are used to control the virtual character to perform corresponding game skills. For example, in a basketball game, the skill controls may include steal controls, pass controls, block controls, pick-and-roll controls, and shooting controls.

[0053] Specifically, in response to a touch operation on the movement control, the virtual sphere is controlled to follow the target virtual character in the virtual scene. Alternatively, in response to a touch operation on both the movement control and the skill control, the virtual sphere is controlled to follow the target virtual character in the virtual scene while simultaneously controlling the target virtual character to perform a corresponding game skill. The above-mentioned touch operations may include, but are not limited to, sliding, clicking, and long-pressing. Here, the target virtual character can be any virtual character in the game, such as the first virtual character, the second virtual character, or the third virtual character.

[0054] In a specific embodiment, by responding to a touch operation performed on a mobile control (for example, a user dragging a virtual joystick within a virtual wheel), the target virtual character can be controlled to move in the virtual scene based on the touch position of the touch operation, and the virtual sphere can be controlled to follow the target virtual character to move in the virtual scene.

[0055] In another specific embodiment, by simultaneously responding to a touch operation performed on a moving control (for example, a user dragging a virtual joystick in a virtual roulette wheel) and a touch operation performed on a steal control (for example, a user clicking on the steal control), the target virtual character can be controlled to move in a virtual scene based on the touch position of the touch operation while seizing a virtual sphere held by an enemy virtual character, wherein the target virtual character and the enemy virtual character belong to different camps.

[0056] When the target virtual character has possession of the ball, the mobile controls can control both the target virtual character and the virtual sphere. When the target virtual character's movement is controlled by the mobile controls displayed on the graphical user interface, the movement of the virtual sphere and the target virtual character in horizontal space is integrated, that is, when the target virtual character dribbles the ball, the two move together. It should be noted that when the virtual sphere follows the target virtual character, the virtual sphere and the target virtual character can be in a relatively static state or a non-relative static state. Taking basketball as an example, when the virtual sphere follows the target virtual character, the virtual sphere and the target virtual character are in a non-relative static state. This following movement is a dynamic following, which is manifested in that the virtual sphere can jump up and down during the process of the target virtual character controlling the virtual sphere to move, but the virtual sphere as a whole moves in the direction of the target virtual character's movement.

[0057] For example, the virtual sphere can be controlled to swing based on the dribbling action of the target virtual character, and to move in the direction of the target virtual character's movement. Taking a basketball game as an example, the dribbling action includes but is not limited to: dribbling actions determined based on information such as the target virtual character's body posture, the direction / position of the hand hitting the sphere, and the game system pre-setting corresponding dribbling actions based on the target virtual character's ball-handling ability attributes. Different dribbling actions determine the different swing trajectories of the virtual sphere when the target virtual character dribbles the ball. Specifically, it can be manifested as the virtual sphere jumping up and down with different amplitudes / speeds / directions under the projection perspective of the main view / side view. The direction of movement can be the direction in which the target virtual character moves in the virtual scene, wherein the virtual sphere can be controlled to move in the virtual scene following the target virtual character through the direction of movement of the target virtual character. For example, the direction of movement of the target virtual character in the virtual scene can automatically trigger the dribbling action pre-set for the target virtual character.

[0058] Continuing with the basketball game as an example, the basketball swings based on the dribbling movements of the target avatar, appearing to bounce up and down in the front and side projection perspectives. Furthermore, the basketball can follow the target avatar's direction of movement, moving as a whole with the player in the top view projection perspective.

[0059] In addition, when the virtual character does not have the ball, the control object of the movement control is the virtual character, that is, the virtual character is controlled to move in the virtual scene, but the virtual sphere does not move along with the movement of the virtual character.

[0060] Furthermore, after controlling the start of the game, the player will observe a virtual scene for virtual characters of different camps to interact on the graphical user interface of the terminal device. There is a virtual sphere in the virtual scene that the virtual characters of different camps compete for. The virtual characters of different camps in the virtual scene compete for the virtual sphere, and control the virtual characters that manipulate the virtual sphere to perform virtual shooting offensive skills to advance the game process.

[0061] Please refer to Figure 1, which is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure. As shown in Figure 1, the information processing method provided by the embodiment of the present disclosure includes:

[0062] S101, in a first virtual character controlling a virtual sphere to perform a ball-holding offense event, controlling a second virtual character to perform virtual defense against the first virtual character;

[0063] S102. Determine an offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense. The offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in manipulating the virtual sphere to perform a ball-holding offensive event. The third virtual character and the second virtual character are in the same camp.

[0064] In steps S101 to S102, when a first virtual character manipulating a virtual sphere performs a ball-holding offensive event, a second virtual character is controlled to perform virtual defense against the first virtual character. Based on the effective defensive behavior performed by the second virtual character in the virtual defense, an offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character belonging to the same camp as the second virtual character in the event of manipulating the virtual sphere to perform a ball-holding offensive event. In other words, the disclosed embodiment can utilize the effective defensive behavior performed by the virtual character in the defensive round to enhance the offensive attributes of the offensive skills of the virtual character or a teammate in the offensive round, enabling the virtual character to actively perform virtual defense in the defensive round, thereby improving the efficiency of game interaction per unit time, helping to improve the resource utilization of the server, and thereby improving the performance of the server.

[0065] The following takes the above-mentioned information processing method in the game running on a local terminal device (hereinafter referred to as the terminal device) as an example to illustrate the above-mentioned exemplary steps provided in the embodiment of the present disclosure respectively:

[0066] In step S101, when a first virtual character manipulating a virtual ball performs a ball-holding offense, a second virtual character is controlled to perform virtual defense against the first virtual character.

[0067] Specifically, in an event where the first virtual character manipulating the virtual sphere performs a ball-holding offense, in response to a defense interaction instruction issued to the second virtual character, the second virtual character is controlled to perform virtual defense on the first virtual character.

[0068] Among them, the ball-holding attack event reflects that the first virtual character currently controlling the virtual sphere is in a ball-holding attack state. For example, taking a basketball game as an example, the ball-holding attack event refers to the party holding the ball (offensive party) performing a virtual attack, including but not limited to passing, shooting, dribbling, breaking through with the ball, grabbing offensive rebounds, and running.

[0069] Defensive interaction commands can be commands issued by the player through a terminal device or AI commands, representing instructions that can control the second virtual character to execute virtual defense corresponding to the defensive interaction command. For example, using a basketball game as an example, defensive interaction commands include but are not limited to block commands, steal commands, stop the opponent's drive command, fight for the loose ball command, and rebound command. Furthermore, virtual defense includes but is not limited to block commands, steal commands, stop the opponent's drive command, fight for the loose ball command, and rebound command.

[0070] The input forms of defensive interaction instructions include but are not limited to: defensive interaction instructions formed by triggering operations on defensive interaction controls, defensive interaction voice input instructions, and defensive interaction instructions formed by sliding operations along specified sliding tracks.

[0071] In an optional embodiment, a defensive interaction control is displayed on the graphical user interface, and the defensive interaction control has the function of controlling the virtual character manipulating the virtual sphere to perform defensive interaction skills.

[0072] Here, the defensive interactive control represents the skill control pre-set by the game system, which is the skill control displayed on the graphical user interface at the beginning of the game. Specifically, by sending a trigger operation to the defensive interactive control through the terminal device, the second virtual character can be controlled to perform the virtual defense corresponding to the defensive interactive control in the virtual scene. The trigger operation may include but is not limited to: sliding operation, clicking operation, and long press operation. Among them, the trigger operation can be implemented by the player touching the graphical user interface of the terminal device with his finger, or by mouse or keyboard input. For example, taking a basketball game as an example, the defensive interactive controls include but are not limited to blocking controls, stealing controls, collision stop controls, and ball grabbing controls.

[0073] In this disclosed embodiment, by issuing a touch operation to the defensive interaction control, a second virtual character can be controlled to perform virtual defense corresponding to the triggering operation. This simple operation reduces the player's learning curve and facilitates the second virtual character controlled by the target player to perform virtual defense operations during the game, helping to improve game operation efficiency.

[0074] In step S102, the offensive attribute bonus obtained by the second virtual character is determined according to the effective defensive behavior completed by the second virtual character in the virtual defense.

[0075] Here, effective defensive behavior reflects that the virtual defense performed by the second virtual character can effectively interfere with the ball-holding offensive event performed by the first virtual character, such as successfully preventing the first virtual character from continuing to perform the ball-holding offensive event, or participating in preventing the first virtual character from performing the ball-holding offensive event, or preventing the first virtual character from performing the ball-holding offensive event with correct defensive actions, etc.

[0076] In other words, effective defensive behavior represents an action that contributes to a certain degree of defense in a ball-handling offensive event performed by the first virtual character. For example, in a basketball game, effective defensive behavior includes but is not limited to completing a block, completing a steal, stopping the first virtual character's drive, fighting for a loose ball, and grabbing a rebound.

[0077] Among them, the offensive attribute bonus is used to improve the offensive attributes of the second virtual character and / or the third virtual character in manipulating the virtual sphere to perform a ball-holding offensive event, and the third virtual character and the second virtual character are in the same camp. In other words, the offensive attribute bonus can be used to improve the offensive attributes of the second virtual character in manipulating the virtual sphere to perform a ball-holding offensive event, and can also be used to improve the offensive attributes of the third virtual character who belongs to the same camp as the second virtual character in manipulating the virtual sphere to perform a ball-holding offensive event. It should be noted that after the second virtual character passes the virtual sphere to the third virtual character, the offensive attribute bonus will be correspondingly added to the third virtual character to achieve the purpose of improving the offensive attributes of the third virtual character in manipulating the virtual sphere to perform a ball-holding offensive event.

[0078] In the disclosed embodiments, determining the offensive attribute bonuses obtained by the second virtual character based on the effective defensive actions performed by the second virtual character in virtual defense involves two main implementation methods: first, establishing a correspondence between the number of effective defensive actions completed and the offensive attribute bonus; and second, determining the offensive attribute bonus that the second virtual character can obtain based on the offensive attribute sub-bonus corresponding to each effective defensive action. These two methods enable the purpose of relatively quickly and accurately converting the effective defensive actions performed by the second virtual character in virtual defense into the offensive attribute bonuses obtained by the second virtual character.

[0079] In an optional embodiment, step S102 specifically includes:

[0080] Step S102a: Determine the offensive attribute bonus obtained by the second virtual character according to the number of completed effective defensive actions completed by the second virtual character in the virtual defense. The offensive attribute bonus is positively correlated with the number of completed actions.

[0081] Here, the number of effective defensive actions completed by the second virtual character in the virtual defense is counted. The more actions are completed, the more offensive attribute bonus the second virtual character receives. Specifically, it can be set that each time an effective defensive action is accumulated, the offensive attribute bonus is increased by a certain percentage to achieve an improvement in offensive attribute.

[0082] Among them, after the offensive attribute bonus increases to the preset bonus threshold, even if the number of effective defensive behaviors continues to increase, the offensive attribute bonus will no longer change, so that the offensive attribute will no longer increase.

[0083] Alternatively, in step S102b, the offensive attribute sub-bonuses corresponding to the effective defensive actions completed by the second virtual character in the virtual defense are accumulated to obtain the offensive attribute bonus obtained by the second virtual character.

[0084] Here, in the game, an offensive attribute sub-bonus corresponding to each effective defensive behavior is pre-set, and the effective defensive behaviors completed by the second virtual character in the virtual defense are counted. The offensive attribute sub-bonus corresponding to the completed effective defensive behaviors is added together to obtain the offensive attribute bonus obtained by the second virtual character.

[0085] Specifically, the sum of the offensive attribute sub-bonuses corresponding to completed effective defensive behaviors can be set to have a linear growth relationship with the offensive attribute bonus, and will no longer change after the offensive attribute bonus reaches a preset bonus threshold. Alternatively, the sum of the offensive attribute sub-bonuses corresponding to completed effective defensive behaviors can be set to reach a preset offensive attribute bonus threshold corresponding to the offensive attribute bonus of each level, and the offensive attribute bonus can be increased by the bonus ratio corresponding to that level to achieve an improvement in the offensive attribute. When the offensive attribute bonus reaches the preset bonus threshold, it will no longer change, so that the offensive attribute no longer improves.

[0086] The disclosed embodiment can convert the effective defensive behaviors completed by the second virtual character in virtual defense into offensive attribute bonuses obtained by the second virtual character in the above-mentioned manner. Since the mapping relationship between effective defensive behaviors and offensive attribute bonuses is clear and accurate, the uniqueness, stability, and accuracy of the offensive attribute bonuses can be ensured, achieving the technical effect of ensuring accurate conversion of offensive attribute bonuses when converting the effective defensive behaviors completed by the second virtual character in virtual defense into offensive attribute bonuses obtained by the second virtual character. In addition, since the more effective defensive behaviors the second virtual character completes in virtual defense, the more offensive attribute bonuses the second virtual character can obtain, the second virtual character can be encouraged to actively perform virtual defense in the defensive round to complete as many effective defensive behaviors as possible, which helps to improve the efficiency of game interaction per unit time, helps to improve the resource utilization of the server, and thus improves the performance of the server.

[0087] In order to quickly trigger the event that the effective defensive behavior completed by the second virtual character in the virtual defense is converted into an offensive attribute bonus obtained by the second virtual character, the embodiment of the present disclosure may adopt the following solution. Specifically, step S102 includes:

[0088] In response to a preset trigger condition, determining an offensive attribute bonus obtained by the second virtual character based on an effective defensive action performed by the second virtual character in virtual defense;

[0089] The preset trigger condition includes one of the following:

[0090] The completion of the effective defense behavior is monitored, and the offensive attribute bonus obtained according to the effective defense behavior completed by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0091] That is to say, in the game, as long as the second virtual character completes an effective defensive behavior in the game or the offensive attribute bonus obtained by completing the effective defensive behavior reaches the minimum value of the preset offensive attribute bonus range, the effective defensive behavior completed by the second virtual character in the virtual defense will be controlled to be converted into the offensive attribute bonus obtained by the second virtual character, so that the second virtual character can obtain the offensive attribute bonus as soon as possible, thereby achieving an improvement in the offensive attribute in the offensive round.

[0092] The disclosed embodiment ensures real-time processing of effective defensive actions performed by the second virtual character in virtual defense, so that the second virtual character can obtain offensive attribute bonuses in a timely manner, which helps to improve resource utilization of the server per unit time.

[0093] To further reduce the difficulty of accumulating offensive attribute bonuses, increase the rate at which the second avatar gains offensive attribute bonuses, and improve the cumulative richness of offensive attribute bonuses, this disclosed embodiment divides effective defensive behaviors into two behavioral modes: direct effective defensive behaviors and indirect effective defensive behaviors. Specifically, direct effective defensive behaviors represent defensive behaviors that successfully terminate the first avatar's attack through a targeted defensive action; indirect effective defensive behaviors represent defensive behaviors that fail to terminate the first avatar's attack through a targeted defensive action.

[0094] In other words, both defensive actions that successfully terminate the first avatar's attack (direct effective defensive actions) and defensive actions that fail to terminate the first avatar's attack (indirect effective defensive actions) can affect the offensive attribute bonuses received by the second avatar. This can enrich the sources of offensive attribute bonuses, help reduce the difficulty of accumulating offensive attribute bonuses, increase the rate at which the second avatar receives offensive attribute bonuses, and increase the cumulative richness of offensive attribute bonuses. This not only improves the player's gaming experience, but also increases the efficiency of game interaction, helping to encourage active player participation during the game, thereby speeding up the game's progress and increasing the game's rhythm.

[0095] It should be emphasized that, when determining the offensive attribute bonus, the disclosed embodiment takes into account indirect effective defensive behavior, that is, the defensive behavior that fails to end the first virtual character's attack through the target defensive action. In this way, regardless of whether the target defensive action executed by the second virtual character is successful, it is beneficial to the determination of the offensive attribute in the offensive round, which helps to mobilize the defensive enthusiasm of the second virtual character in the defensive round, thereby improving the game interaction efficiency per unit time.

[0096] In one embodiment, the target defensive action represents a defensive action performed by the second virtual character against the first virtual character during a defensive round. Exemplarily, the target defensive action includes at least one of the following: an action of preventing the first virtual character from triggering a projection event using a virtual sphere, an action of preventing the first virtual character from passing a virtual sphere or holding the ball, a collision with the first virtual character during the first virtual character's execution of a breakthrough skill, an action of competing with at least one virtual character in the first virtual character's camp for the virtual sphere during the virtual sphere's touchdown, and an action of competing with at least one virtual character in the first virtual character's camp for the virtual sphere during the virtual sphere's touchdown, and an action of competing with at least one virtual character in the first virtual character's camp for the virtual sphere during the virtual sphere projected by the first virtual character that does not enter the virtual ball frame and is rebounded by the virtual ball frame or virtual backboard.

[0097] Optionally, the action of preventing the first virtual character from using the virtual sphere to trigger a projection event includes an interference action of the second virtual character on the first virtual character in an interference area, wherein the interference area represents an area range in which the success rate of triggering a scoring event by the target projection offensive skill is reduced due to the interference of the second virtual character on the target projection offensive skill of the first virtual character.

[0098] As can be seen from the description of the target defensive actions above, the disclosed embodiment monitors the second virtual character's defensive actions against any offensive actions performed by the first virtual character during a defensive round, ensuring comprehensive monitoring of the target defensive actions. For example, in a basketball game, target defensive actions include but are not limited to blocking shots, steals, stopping opponents' drives, contesting loose balls, and rebounding.

[0099] Exemplarily, direct and effective defensive actions include at least one of the following: the action of successfully preventing the first virtual character from using the virtual sphere to trigger a projection event, the action of successfully preventing the first virtual character from passing the virtual sphere or holding the ball, the action of colliding with the first virtual character and stopping the first virtual character while the first virtual character is performing a breakthrough skill, the action of competing with at least one virtual character in the camp to which the first virtual character belongs for the virtual sphere and obtaining the touch of the virtual sphere while the virtual sphere touches the ground, and the action of competing with at least one virtual character in the camp to which the first virtual character belongs for the virtual sphere and obtaining the virtual sphere while the virtual sphere projected by the first virtual character does not enter the virtual ball frame and is bounced off the virtual ball frame or the virtual backboard.

[0100] Exemplarily, indirect effective defensive behavior includes at least one of the following: preventing the first virtual character from using the virtual sphere to trigger a projection event but failing to do so; competing with at least one virtual character in the camp to which the first virtual character belongs for the virtual sphere but failing to obtain the virtual sphere when the virtual sphere projected by the first virtual character does not enter the virtual ball frame and is bounced off the virtual ball frame or the virtual backboard.

[0101] It should be emphasized that the target defensive actions involved in indirect effective defensive behaviors are mostly defensive actions that are greatly affected by the operating level of the player controlling the second virtual character. Since the target defensive actions involved in these indirect effective defensive behaviors are greatly affected by human factors, in order to mobilize the enthusiasm of players to participate in the game, it can be set to obtain offensive attribute bonuses based on the indirect effective defensive behaviors completed by the second virtual character, so as to promote players to actively defend in the defensive round, thereby improving the efficiency of game interaction.

[0102] By setting the specific types of the above-mentioned target defensive actions, the disclosed embodiment can clearly stipulate that offensive attribute bonuses can be obtained based on effective defensive behaviors involving the above-mentioned target defensive actions in the game, thereby enriching the types of target defensive actions that obtain offensive attribute bonuses, while improving the player's gaming experience and speeding up the efficiency of obtaining offensive attribute bonuses.

[0103] In another embodiment, a directly effective defensive behavior represents a defensive behavior that successfully ends the first virtual character's attack through a target defensive action that meets preset conditions; an indirectly effective defensive behavior represents a defensive behavior that fails to end the first virtual character's attack through a target defensive action that meets preset conditions.

[0104] Here, by limiting the preset conditions, the target defensive actions involved in direct effective defensive behaviors and indirect effective defensive behaviors can be clearly defined, which helps to accurately monitor direct effective defensive behaviors and indirect effective defensive behaviors, thereby improving game interaction efficiency.

[0105] Specifically, the preset condition includes at least one of the following items:

[0106] a. The target's defensive action is executed within the preset action release time range;

[0107] The preset action release time range is determined based on the start time node of the executable target defense action and the end time node of the executable target defense action. Here, the start time node of the executable target defense action is determined based on the start time point of the first virtual character's ball-holding attack event, and the end time node of the executable target defense action is determined based on the duration of the target defense action preset in the game.

[0108] Take the target defense action as an example, which is an action of competing for the virtual sphere with at least one virtual character in the camp to which the first virtual character belongs when the virtual sphere projected by the first virtual character does not enter the virtual ball frame and is rebounded by the virtual ball frame or the virtual backboard, such as the rebounding action in a basketball game. For example, when the first virtual character misses a shot, both the enemy and friendly camps can use rebounding skills to compete for the virtual sphere rebounded from the virtual backboard or the virtual ball frame. Therefore, the start time node of the rebounding action can be a preset time before the rebound appears (such as when the first virtual character starts to execute the shooting event), and the end time node of the rebounding action can be a preset time after the rebound appears (when the virtual sphere is grabbed by other virtual characters).

[0109] The following example uses the target defense action as an example to illustrate the action of participating in a rebound:

[0110] a1. Determining the execution time of the first action when the second virtual character performs the action of participating in the rebounding competition;

[0111] a2. If the execution time of the first action is within the preset first action release time range, it is determined that the participation in the rebounding action meets the preset conditions; wherein the preset first action release time range is determined based on the start time node of the executable rebounding action and the end time node of the executable rebounding action.

[0112] For example, the target defensive action is an action of preventing the first virtual character from using the virtual sphere to trigger a shooting event. For example, the action of preventing the first virtual character from using the virtual sphere to trigger a shooting event can be a blocking action in a basketball game. For example, after the first virtual character performs a shooting operation, before the basketball reaches the highest point or hits the backboard, the blocking action can be performed, and care should be taken not to block the basketball while it is falling, otherwise it will be judged as interference. Therefore, the starting time node of the blocking action can be a preset time before the ball reaches the highest point (such as when the first virtual character starts to perform the shooting event), and the ending time node of the blocking action can be a preset time before the rebound starts to fall (when the virtual sphere is grabbed by other virtual characters).

[0113] The following example uses the target defensive action as a shot blocking action:

[0114] a11. Determine a second action execution time when the second virtual character performs a blocking action;

[0115] a22. If the execution time of the second action is within the preset second action release time range, it is determined that the capping action meets the preset conditions; wherein the preset second action release time range is determined based on the start time node of the executable capping action and the end time node of the executable capping action.

[0116] b. The target defensive action's action interaction range is within the preset action release range;

[0117] The preset action release range is determined based on the bounce parameters of the second virtual character and the skill parameters for executing the target defensive action. Here, the bounce parameters and the skill parameters are parameter values ​​preset by the game.

[0118] In an optional embodiment, the preset action release range is the effective range of the skill of the second virtual character performing the target defensive action, which is related to the bounce parameters of the second virtual character, the skill parameters of the second virtual character performing the target defensive action, and the interaction type of the second virtual character performing the target defensive action.

[0119] In another optional embodiment, the jumping parameters of the second virtual character and the skill parameters for performing target defense actions are related to the character settings of the second virtual character. Specifically, the second virtual character has basic jumping parameters and skill parameters when starting the game, and its jumping parameters and skill parameters can be improved through the accumulation of resources of the second virtual character.

[0120] In a possible implementation, the preset action release range may be based on a basic action release range preset in the game, and the basic action release range may be weightedly calculated using the bounce parameters and skill parameters of the second virtual character to determine the preset action release range.

[0121] The following example uses the target defense action as an example to illustrate the action of participating in a rebound:

[0122] b1. When the second virtual character performs a rebounding action, the first horizontal position coordinate, first vertical position coordinate, and first height position coordinate of the second virtual character in the virtual scene, and the second horizontal position coordinate, second vertical position coordinate, and second height position coordinate of the virtual sphere in the virtual scene.

[0123] Here, the position coordinates of the second virtual character in the virtual scene and the position coordinates of the virtual sphere in the virtual scene are both three-dimensional coordinates (the virtual scene is a three-dimensional interactive scene), and are the server locations of the second virtual character and the virtual sphere.

[0124] b2. Determine a first action interaction range for the second virtual character to perform a rebounding action based on the first horizontal position coordinate, the first vertical position coordinate, the first height position coordinate, the second horizontal position coordinate, the second vertical position coordinate, and the second height position coordinate.

[0125] Optionally, a three-dimensional coordinate system may be established with the center point of the virtual scene as the origin, and then, based on the established three-dimensional coordinate system, first lateral position coordinates, first longitudinal position coordinates, and first height position coordinates of the second virtual character in the virtual scene, as well as second lateral position coordinates, second longitudinal position coordinates, and second height position coordinates of the virtual sphere in the virtual scene, may be determined. A calculation is performed based on the determined first lateral position coordinates, first longitudinal position coordinates, first height position coordinates, second lateral position coordinates, second longitudinal position coordinates, and second height position coordinates to determine the first action interaction range of the second virtual character.

[0126] For example, the position coordinates of the first virtual character are determined to be (x1, y1, z1), and the coordinates of the virtual sphere are determined to be (x2, y2, z2). Then, the first action interaction range can be determined according to the following formula: R = ((x1-x2) 2 +(y1-y2) 2 +(z1-z2) 2 ) 0.5 ;

[0127] Among them, R represents the first action interaction range; x1 represents the first horizontal position coordinate; x2 represents the second horizontal position coordinate; y1 represents the first vertical position coordinate; y2 represents the second vertical position coordinate; z1 represents the first height position coordinate; z2 represents the second height position coordinate.

[0128] b3. If the first action interaction range of the rebounding action is smaller than the preset first action release range, it is determined that the rebounding action meets the preset conditions; wherein the preset first action release range is determined based on the bounce parameters of the second virtual character and the skill parameters of the rebounding action.

[0129] Furthermore, after determining the first working interaction range of the second virtual character, it is necessary to determine whether the first action interaction range is smaller than the preset first action release range based on the first action interaction range. If the first action interaction range is smaller than the preset first action release range, it is determined that the rebounding action meets the preset conditions.

[0130] The following example uses the target defensive action as a shot blocking action:

[0131] b11. Determining the third horizontal position coordinate, third vertical position coordinate, and third height position coordinate of the second virtual character in the virtual scene, and the fourth horizontal position coordinate, fourth vertical position coordinate, and fourth height position coordinate of the virtual sphere in the virtual scene when the second virtual character performs the blocking action;

[0132] b22. Determine a second action interaction range of the second virtual character based on the third horizontal position coordinate, the third vertical position coordinate, the third height position coordinate, the fourth horizontal position coordinate, the fourth vertical position coordinate, and the fourth height position coordinate;

[0133] b33. If the second action interaction range is smaller than the preset second action release range, it is determined that the blocking action meets the preset conditions; wherein the preset second action release range is determined based on the bounce parameters of the second virtual character and the skill parameters of the blocking action.

[0134] The above descriptions of b11 to b33 can refer to the descriptions of a11 to a33, and will not be repeated here.

[0135] c. The execution angle of the target defensive action is within the preset action release angle.

[0136] In the embodiment of the present disclosure, when determining that the second virtual character performs a target defense action, it is necessary to obtain the first position of the second virtual character in the virtual scene, the second position of the first virtual character currently controlling the virtual sphere to trigger the projection event, and the target position toward which the first virtual character controls the virtual sphere to perform the projection event. Exemplarily, the above-mentioned first position, second position, and target position are all server positions. Exemplarily, taking the virtual sphere as a virtual basketball as an example, the target position is the position of the virtual basket in the virtual scene; taking the virtual sphere as a virtual football as an example, the target position is the position of the virtual goal in the virtual scene.

[0137] In one possible implementation, the preset action execution angle a1 for the target defensive action is the larger of the target defensive action release angle a2 and the angle a3 at which the skill is interrupted by the target defensive action. For example, if the target defensive action release angle a2 is 10° and the angle a3 at which the shooting offensive skill executed by the first avatar is interrupted by the target defensive action is 15°, then the preset skill release angle a1 for the target defensive action is 15°.

[0138] The following example uses the target defensive action as a shot blocking action:

[0139] c1. When the second virtual character performs a blocking action, determining a first position of the second virtual character in the virtual scene and a second position of the first virtual character currently controlling the virtual sphere to trigger the projection event;

[0140] c2. determining an action execution angle of the second virtual character based on the first position, the second position, and the target position;

[0141] c3. If the action execution angle is smaller than the preset action release angle of the capping action, it is determined that the capping action meets the preset conditions.

[0142] In the above steps c1 to c3, the vector A between the second virtual character and the first virtual character can be calculated based on the position coordinates of the first position and the second position, and the vector B between the first virtual character and the target position can be calculated based on the second position and the target position. The angle between vector A and vector B is determined as the skill angle a2 of the second virtual character. At the same time, the preset action execution angle a1 of the target defensive action is determined. If the skill angle a2 of the second virtual character is smaller than the preset action execution angle a1 of the target defensive action, it is determined that the target defensive action meets the preset conditions.

[0143] The disclosed embodiment limits the target defensive action through the above-mentioned preset conditions, and obtains relatively accurate definitions of direct and effective defensive behaviors and indirect and effective defensive behaviors, which helps to accurately monitor direct and effective defensive behaviors and indirect and effective defensive behaviors, thereby improving game interaction efficiency.

[0144] Furthermore, under the condition that effective defensive behaviors are divided into direct effective defensive behaviors and indirect effective defensive behaviors, the offensive attribute bonus obtained by the second virtual character is determined based on the direct effective defensive behaviors and indirect effective defensive behaviors completed by the second virtual character in virtual defense.

[0145] In an optional embodiment, step S102 specifically includes:

[0146] Step S102c: Determine the offensive attribute bonus obtained by the second virtual character based on the number of indirect action completions of the indirect effective defensive action and the number of direct action completions of the direct effective defensive action. The offensive attribute bonus is positively correlated with the sum of the number of indirect action completions and the number of direct action completions.

[0147] Here, direct and indirect effective defensive actions contribute equally to the determination of the bonus attribute bonus. The contribution represents the proportion of the second avatar's defensive contribution to the first avatar's on-ball offensive event. Since only completed actions are counted, the second avatar's targeted defensive actions executed during a defensive round, regardless of success or failure, will contribute to the determination of the offensive attribute bonus. This encourages the second avatar to actively execute targeted defensive actions during defensive rounds, improving both the efficiency of determining the offensive attribute bonus and the efficiency of game interaction.

[0148] In another optional embodiment, step S102 specifically includes:

[0149] Step S102d: Determine the offensive attribute bonus obtained by the second virtual character based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior; wherein the direct attribute sub-bonus of the direct effective defensive behavior is greater than the indirect attribute sub-bonus of the indirect effective defensive behavior.

[0150] Here, since the indirect effective defensive behavior failed to end the defensive behavior of the first virtual character's attack, and the direct effective defensive behavior successfully ended the defensive behavior of the first virtual character's attack, it can be considered that the contribution of the direct effective defensive behavior to the determination of the bonus attribute bonus is greater than the contribution of the indirect effective defensive behavior to the determination of the offensive attribute bonus, and then the direct attribute sub-bonus of the direct effective defensive behavior is set to be greater than the indirect attribute sub-bonus of the indirect effective defensive behavior.

[0151] This encourages the second avatar to complete as many direct and effective defensive actions as possible during the defensive round, thereby quickly determining the offensive attribute bonus. This encourages players to stay online as long as possible to improve their game skills, thereby increasing average game time and the number of real-time players. Furthermore, even if the player controlling the second avatar performs a defensive action that fails to terminate the first avatar's attack, the second avatar will be rewarded with a certain indirect attribute sub-bonus to promote the determination of the offensive attribute bonus. This helps the second avatar actively execute targeted defensive actions during the defensive round, improving not only the efficiency of determining the offensive attribute bonus but also the efficiency of game interaction.

[0152] In order to promote the game progress of both the offensive and defensive sides and encourage the active participation of players in the game, the embodiment of the present disclosure introduces indirect effective defensive behavior, that is, defensive behavior that fails to end the attack of the first virtual character, which is used to obtain offensive attribute bonuses in the offensive round to improve the interactive efficiency of the game and thereby increase the progress speed of the game. However, in order to further improve the player's gaming experience and mobilize the player's enthusiasm to actively participate in tasks in order to further improve the game rhythm, the embodiment of the present disclosure decides whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character by detecting whether the second virtual character triggers the target game event.

[0153] In a specific embodiment, step S102 includes:

[0154] Step S1021: Determine whether the second virtual character triggers a target game event.

[0155] The target game event includes one of the following:

[0156] d1. The second virtual character achieves a preset achievement outside of or during this game.

[0157] For example, if it is determined that the second virtual character has achieved a preset achievement during the "off-game development" process or the "in-game" process, such as obtaining an off-game development badge or an in-game battle badge, and specifically, the badges are obtained by at least exchanging for star fragments and drawing from supply boxes, then "using indirect effective defensive actions to determine the offensive attribute bonus obtained by the second virtual character" can be used as a reward for the second virtual character achieving the preset achievement, thereby mobilizing the player's enthusiasm both outside and within the game, helping to speed up the game rhythm and thereby improve the efficiency of game interaction per unit time.

[0158] d2. The second virtual character completed the designated game task in this game match.

[0159] Here, completing designated game tasks can unlock "using indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character", thereby encouraging players to actively complete designated game tasks, improve game interaction efficiency per unit time, and thus improve server resource utilization.

[0160] d3. The second virtual character obtains a specific virtual item in this game.

[0161] Here, obtaining specific virtual props can also unlock "using indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character", thereby encouraging players to actively perform game tasks to obtain specific virtual props, improve the efficiency of game interaction per unit time, and thus improve the resource utilization of the server.

[0162] d4. The accumulated score of the second virtual character in this game reaches the preset score line.

[0163] Here, when the accumulated score of the second virtual character in this game reaches the preset score line, "using indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character" can be used as an additional reward, which is conducive to promoting players to actively participate in the offensive and defensive battles, so as to reach the preset score line as soon as possible, thereby achieving the goal of gaining the game advantage as soon as possible, which is conducive to speeding up the game rhythm.

[0164] The disclosed embodiment sets the above-mentioned target game event to trigger whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character, which is conducive to mobilizing the enthusiasm of players to actively participate and further improving the game rhythm. It can not only improve the player's gaming experience, but also improve the game interaction efficiency, thereby improving the resource utilization of the server.

[0165] Step S1022: If yes, determine the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior.

[0166] Specifically, if the second virtual character triggers a target game event, the offensive attribute bonus obtained by the second virtual character is determined based on the indirect effective defensive behavior and the direct effective defensive behavior.

[0167] The offensive attribute bonus obtained by the second virtual character is determined based on the number of indirect actions completed by the indirect effective defensive actions and the number of direct actions completed by the direct effective defensive actions. The offensive attribute bonus is positively correlated with the sum of the number of indirect actions completed and the number of direct actions completed.

[0168] Alternatively, the offensive attribute bonus obtained by the second virtual character is determined based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior; wherein the direct attribute sub-bonus of the direct effective defensive behavior is greater than the indirect attribute sub-bonus of the indirect effective defensive behavior.

[0169] Among them, for the specific implementation method of determining the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior involved in step S1022, please refer to the description of step S102d and step S102c, which will not be repeated here.

[0170] Step S1023: Otherwise, based on the direct and effective defensive behavior, determine the offensive attribute bonus obtained by the second virtual character.

[0171] Specifically, if the second virtual character does not trigger the target game event, the offensive attribute bonus obtained by the second virtual character is determined based on the direct and effective defensive behavior.

[0172] Among them, the offensive attribute bonus obtained by the second virtual character is determined according to the number of direct actions completed of the direct and effective defensive actions, and the offensive attribute bonus is positively correlated with the number of direct actions completed.

[0173] It helps the second virtual character to actively perform target defense actions during the defense round, which not only improves the efficiency of determining offensive attribute bonuses, but also improves the efficiency of game interaction.

[0174] Alternatively, the direct attribute sub-bonus of each directly effective defensive action is accumulated to determine the offensive attribute bonus obtained by the second virtual character.

[0175] The disclosed embodiment can promote the second virtual character to complete direct and effective defensive actions as much as possible in the defensive round to obtain offensive attribute bonuses as soon as possible, and encourage players to stay online for as long as possible to improve their game operation level, thereby increasing the average game time per person and increasing the number of real-time players.

[0176] The disclosed embodiment determines whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character by detecting whether the second virtual character triggers the target game event, which is beneficial to improving the player's gaming experience and further improving the game rhythm, thereby helping to improve the resource utilization of the server.

[0177] To further describe the positive effect of the offensive attribute bonus obtained by the second virtual character in the defensive round on the offensive skills of the second virtual character in the offensive round, the information processing method provided in the embodiment of the present disclosure further includes:

[0178] Step 103: In response to the offensive interaction instruction issued to the second virtual character, control the second virtual character to execute the target offensive skill corresponding to the offensive interaction instruction based on the offensive attribute bonus.

[0179] Offensive interaction commands are commands issued by the player through a terminal device, representing commands that can control the second virtual character to perform the offensive skill corresponding to the offensive interaction command. For example, using a basketball game as an example, offensive interaction commands include but are not limited to passing commands, shooting commands, dribbling commands, driving with the ball commands, offensive rebounding commands, and positioning commands. Furthermore, offensive skills include but are not limited to passing, shooting, dribbling, driving with the ball commands, offensive rebounding commands, and positioning commands.

[0180] The input forms of offensive interaction instructions include but are not limited to: offensive interaction instructions formed by triggering operations on offensive interaction controls, offensive interaction voice input instructions, and offensive interaction instructions formed by sliding operations with specific sliding tracks.

[0181] In an optional embodiment, an offensive interaction control is displayed on the graphical user interface, and the offensive interaction control has the function of controlling the virtual character manipulating the virtual sphere to perform offensive interaction skills.

[0182] Here, the offensive interactive controls represent the skill controls pre-set by the game system, which are displayed on the graphical user interface at the beginning of the game. Specifically, by sending a trigger operation to the offensive interactive controls through the terminal device, the second virtual character can be controlled to perform the offensive skills corresponding to the offensive interactive controls in the virtual scene. The trigger operation may include, but is not limited to: sliding operation, clicking operation, and long pressing operation. Among them, the trigger operation can be achieved by the player touching the graphical user interface of the terminal device with his finger, or by mouse or keyboard input. For example, taking a basketball game as an example, the offensive interactive controls include, but are not limited to, passing and receiving controls, shooting controls, dribbling controls, driving with the ball controls, offensive rebounding controls, and movement controls.

[0183] In this disclosed embodiment, by issuing a touch operation to the attack interaction control, a second virtual character can be controlled to execute the attack skill corresponding to the triggering operation. This simple operation reduces the player's learning cost and facilitates the second virtual character controlled by the target player to execute the attack skill during the game, helping to improve game operation efficiency.

[0184] Optionally, the target offensive skill represents an offensive skill whose offensive attribute has been enhanced according to the offensive attribute bonus. In other words, the second virtual character obtains an offensive attribute bonus by completing an effective defensive action during the defensive round, and the offensive attribute bonus is used to enhance the offensive attribute of the second virtual character's offensive skill during the offensive round or enhance the offensive attribute of the third virtual character's offensive skill during the offensive round.

[0185] Optionally, the offensive attribute bonus can improve different offensive attributes depending on the type of offensive skill. For example, for shooting offensive skills, the offensive attribute bonus can improve offensive attributes such as shooting accuracy and anti-interference ability; for passing offensive skills, the offensive attribute bonus can improve offensive attributes such as passing distance and pass success rate.

[0186] The disclosed embodiments can achieve the purpose of enhancing offensive capabilities in offensive rounds by accumulating effective defensive actions completed in defensive rounds, which helps to improve game interaction efficiency and further improve server resource utilization.

[0187] The following uses shooting and passing as examples to illustrate offensive skills:

[0188] In the first aspect, step 103 specifically includes:

[0189] Step 103a: In response to the shooting attack interaction instruction issued to the second virtual character, control the second virtual character to execute the shooting attack skill corresponding to the shooting attack interaction instruction based on the offensive attribute bonus.

[0190] Specifically, when the offensive interaction instruction is a shooting offensive interaction instruction, the second virtual character can be controlled to obtain a shooting offensive skill with improved offensive attributes based on the offensive attribute bonus, and then the second virtual character can be controlled to execute the shooting offensive skill with improved offensive attributes according to the shooting offensive interaction instruction.

[0191] For example, the offensive attribute of a shooting skill is enhanced based on the offensive attribute bonus. Here, the offensive attributes include shooting hit rate and interference resistance. The shooting hit rate represents the success rate of the second virtual character triggering a scoring event when executing the second shooting skill corresponding to the second shooting control. The interference resistance represents the range within which the second virtual character is not interfered with when executing the first shooting skill corresponding to the first shooting control.

[0192] The disclosed embodiments can achieve the purpose of completing effective defensive actions in the defensive round to obtain the shooting hit rate of shooting offensive skills and enhance anti-interference ability in the offensive round, which helps to improve game interaction efficiency, speed up the game process, and improve server resource utilization while saving server resources.

[0193] In a first optional embodiment, a first shooting control is displayed on a graphical user interface, and a first shooting offensive skill corresponding to the first shooting control represents a virtual skill of controlling the second virtual character to project a virtual sphere into a virtual ball frame with a shooting hit rate greater than a preset hit rate threshold, and the first shooting offensive skill is obtained based on virtual resources.

[0194] In addition, a second projection control may be displayed on the graphical user interface. The second projection offensive skill corresponding to the second projection control represents a virtual skill for controlling the second virtual character to project a virtual sphere into a virtual ball frame with a projection hit rate corresponding to a preset hit rate threshold.

[0195] It should be emphasized that the first shooting offensive skill corresponding to the first shooting control has enhanced shooting attributes. In one case, the first shooting offensive skill corresponding to the first shooting control itself has stronger shooting attributes than the second shooting offensive skill corresponding to the second shooting control, for example, the shooting hit rate of the first shooting offensive skill corresponding to the first shooting control itself is greater than the shooting hit rate of the second shooting offensive skill corresponding to the second shooting control. In another case, the first shooting offensive skill corresponding to the first shooting control is enhanced through the continuous accumulation of virtual resources. In this case, at the beginning of the current game, the shooting hit rate of the first shooting offensive skill corresponding to the first shooting control is the same as the shooting hit rate of the second shooting offensive skill corresponding to the second shooting control. As virtual resources continue to accumulate during the game, the shooting hit rate of the first shooting offensive skill corresponding to the first shooting control gradually becomes greater than the shooting hit rate of the second shooting offensive skill corresponding to the second shooting control.

[0196] Under the condition that the first projection control is displayed on the graphical user interface, step 103a specifically includes:

[0197] Step 103a1: In response to a trigger operation on the first projection control, controlling the second virtual character to execute a first projection attack skill corresponding to the first projection control based on a first attack attribute bonus.

[0198] Among them, the first offensive attribute bonus includes an anti-interference bonus, which represents the bonus of the effective defensive behavior completed by the second virtual character in virtual defense against the interference range, and the anti-interference range represents the range in which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

[0199] In step 103a1, since the first shooting offensive skill corresponding to the first shooting control has already had its offensive attribute of shooting hit rate enhanced, in order to ensure fairness and balance of the game, the first offensive attribute bonus is used solely to enhance the anti-interference ability of the first shooting offensive skill.

[0200] For example, each additional level of the first offensive attribute bonus increases the first projectile offensive skill's anti-interference ability by a preset percentage. For example, a one-level increase in the first offensive attribute bonus increases the second avatar's uninterrupted range by 2% when executing the first projectile offensive skill corresponding to the first projectile control. A two-level increase in the first offensive attribute bonus increases the second avatar's uninterrupted range by 4%, and so on, until the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, at which point the second avatar's offensive attribute when executing the first projectile offensive skill corresponding to the first projectile control will no longer be increased.

[0201] Based on the improvement of the first shooting offensive skill itself, the disclosed embodiment can flexibly improve other offensive attributes of the first shooting offensive skill, such as anti-interference ability, according to the offensive attribute bonus obtained by the effective defensive behavior completed by the second virtual character in the defensive round; it can ensure that the game interaction efficiency is further improved on the basis of game fairness, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0202] In an optional embodiment, a first pass control is displayed on the graphical user interface, and the first pass offensive skill corresponding to the first pass control represents controlling the second virtual character to transfer a virtual ball to a third virtual character. In this case, while controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, the first pass control is adjusted to a second pass control; the second pass offensive skill corresponding to the second pass control has a higher pass success rate than the first pass offensive skill corresponding to the first pass control, and the passing distance of the second pass offensive skill is greater than the passing distance of the first pass offensive skill; and in response to a triggering operation on the second pass control, the second virtual character is controlled to execute the second passing offensive skill corresponding to the second pass control.

[0203] Here, before the second virtual character is controlled to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, a first passing control is displayed on the graphical user interface. After the second virtual character is controlled to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, the first passing control is adjusted in real time to a second passing control. The second passing offensive skill corresponding to the second passing control has a higher passing success rate than the first passing offensive skill corresponding to the first passing control, and the passing distance of the second passing offensive skill is greater than the passing distance of the first passing offensive skill. In other words, during the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, the offensive attribute of the passing control is enhanced, and the passing control is directly adjusted from the first passing control to the second passing control.

[0204] In response to a triggering operation on the second pass control, the second virtual character is controlled to execute the second pass offensive skill corresponding to the second pass control. Afterwards, the second pass control is adjusted back to the first pass control. In other words, after the second virtual character is controlled to execute the second pass offensive skill corresponding to the second pass control, the offensive attribute bonus is cleared, thereby clearing the anti-interference ability improved by the first shooting offensive skill, and the second pass control is adjusted back to the first pass control.

[0205] The disclosed embodiment improves the anti-interference ability of the first shooting offensive skill by adding offensive attributes. In the process of executing the first shooting offensive skill with improved anti-interference ability, the passing success rate and passing distance of the passing offensive skill are further improved. This process can speed up the confrontation between virtual characters of different camps, help speed up the game process, improve the game interaction efficiency per unit time, and thus improve the resource utilization of the server.

[0206] In addition, the embodiment of the present disclosure can adjust the first pass control to the second pass control only after executing the first shooting offensive skill with improved anti-interference ability, which can improve the convenience of interaction while reducing the area occupied by the control; and the display of the second pass control is associated with and interacts with the offensive attribute addition, which improves the diversity of the pass control display and the interactivity with the second virtual character. It can also realize the intuitive display of the second pass control during the execution of the first shooting offensive skill with improved anti-interference ability, so that the player can know the currently allowed pass skills in time and realize the transfer of the virtual sphere with improved pass success rate and pass distance based on the newly displayed second pass control, which helps to improve the efficiency of game interaction.

[0207] Furthermore, the embodiment of the present disclosure also includes: in response to a trigger operation on a second pass control, controlling the addition of a second virtual resource to a third virtual character, wherein the second virtual resource is used to obtain a first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus.

[0208] Here, the second virtual resource can be used to obtain special skills in the game, such as explosive shooting skills or explosive passing skills. In the embodiment of the present disclosure, the first shooting offensive skill is a special shooting offensive skill with improved shooting hit rate, so the first shooting offensive skill can be obtained by using the second virtual resource. For example, when the second virtual resource reaches the preset resource threshold, the first shooting control is in an activated state. At this time, clicking the first shooting control can control the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control; after that, the first shooting control is in a receiving state. After the cooling time ends and the accumulated second virtual resources reach the preset resource threshold again, the first shooting control can be controlled to re-enter the activated state for the player to continue using.

[0209] Therefore, when the second virtual character passes the virtual sphere to the third virtual character, in order to further reflect that the second passing offensive skill corresponding to the second passing control has obtained an improvement in offensive attributes, the second virtual character can be controlled to pass the virtual sphere to the third virtual character, and the second virtual resources can be added to the third virtual character, which helps the third virtual character to accumulate the second virtual resources as soon as possible to unlock the first shooting offensive skill.

[0210] The second virtual resource is positively correlated with the first offensive attribute bonus. That is, the greater the first offensive attribute bonus, the more second virtual resources the second virtual character gains from passing the virtual sphere to the third virtual character. For example, in a real game, when the first offensive attribute bonus reaches level one, the second virtual character gains 100 points of second virtual resources from passing the virtual sphere to the third virtual character. When the first offensive attribute bonus reaches level two, the second virtual character gains 200 points of second virtual resources from passing the virtual sphere to the third virtual character, and so on.

[0211] In this disclosed embodiment, while the second virtual character is performing a first shooting skill, the second virtual character can be controlled by a second pass control to pass a virtual ball to a third virtual character, and the second virtual resource can be further added to the third virtual character. The added second virtual resource can then be used to acquire the first shooting skill. This process creates a close connection and interaction between the first shooting skill, the second shooting skill corresponding to the second pass control, and the second virtual resource. Furthermore, the added second virtual resource can increase the accumulation speed of the first shooting skill, helping to improve game interaction efficiency.

[0212] In order to enable virtual characters in different camps to promptly observe the second virtual character passing the virtual sphere to the third virtual character, thereby advancing the game process, the embodiment of the present disclosure displays a first reminder icon at a first preset position of the virtual sphere and a second reminder icon at a second preset position of the third virtual character in the graphical user interface during the process of controlling the second virtual character to execute the second pass offensive skill corresponding to the second pass control;

[0213] The first reminder icon is used to prompt that the virtual sphere is in a transferred state, and the second reminder icon is used to prompt the third virtual character to receive the virtual sphere transferred by the second virtual character.

[0214] Specifically, the first reminder icon moves with the virtual sphere in the virtual scene, such as the first reminder icon is set on the virtual sphere, and the second reminder icon moves with the third virtual character in the virtual scene, such as the second reminder icon is set on the body of the third virtual character. Optionally, the first reminder icon and the second reminder icon can be displayed in different ways, such as using different special effects. For example, the virtual sphere is mounted with the first charging special effect, and the third virtual character is mounted with the second charging special effect.

[0215] For example, as shown in Figures 2 to 7, in the process of controlling the second virtual character 201 to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute addition, the second virtual character 201 is controlled to execute the second passing offensive skill corresponding to the second passing control. At this time, the virtual sphere 202 and the third virtual character 203 are both mounted with charging special effects on the graphical user interface 200; when the first offensive attribute addition corresponds to one layer, the attribute addition progress bar 204 fills up one filling area, and in the process of the second virtual character 201 controlling the virtual sphere 202 to pass to the third virtual character 203, the virtual sphere 202 will mount a layer of the first charging special effect (as shown in Figure 2), and when the third virtual character 203 receives the virtual sphere 202, the third virtual character 203 will mount a layer of the second charging special effect (as shown in Figure 3); and so on, when the first offensive attribute addition corresponds to the second layer, the attribute addition progress bar 204 fills up two filling areas, and when the second virtual character 201 controls the virtual sphere 202 to pass to During the process of the third virtual character 203, the virtual sphere 202 will mount the second layer of the first charging special effect (as shown in Figure 4). When the third virtual character 203 receives the virtual sphere 202, the third virtual character 203 will mount the second layer of the second charging special effect (as shown in Figure 5). When the first offensive attribute bonus corresponds to the third layer, the attribute bonus progress bar 204 fills up the three filling areas. In the process of the second virtual character 201 controlling the virtual sphere 202 and transferring it to the third virtual character 203, the virtual sphere 202 will mount Three layers of first charging special effects (as shown in FIG6 ). When the third virtual character 203 is connected to the virtual sphere 202, the third virtual character 203 will mount three layers of second charging special effects (as shown in FIG7 ). Among them, the first charging special effect can be expressed as adding multiple layers of halo around the periphery of the virtual sphere 202 (represented by overlapping multiple dotted lines in the figure), and the second charging special effect can be expressed as adding multiple layers of halo around the body of the third virtual character 203 (represented by gradually thickening dotted lines in the figure).

[0216] The disclosed embodiment displays a first reminder icon at a first preset position of the virtual sphere and a second reminder icon at a second preset position of the third virtual character in the graphical user interface. The first reminder icon and the second reminder icon remind the player that the current virtual sphere is in a state of being transferred to the third virtual character. This helps both the enemy and friendly camps to quickly know the transfer trend of the virtual sphere, so as to make strategic deployment as soon as possible, helps players to grasp the game trends in a timely and accurate manner, helps to improve the efficiency of game interaction, and thus improves the resource utilization of the game server.

[0217] Furthermore, in the process of controlling the increase of the second virtual resource for the third virtual character, in response to the increase of the first offensive attribute bonus, the control updates the resource increase expression corresponding to the second virtual resource.

[0218] For example, the third virtual resource can be added to teammates through the second passing offensive skill. Since the second virtual resource is positively correlated with the first offensive attribute bonus, when the first offensive attribute bonus is different, the resource increase expression of the second virtual resource added to the third virtual character is also correspondingly different.

[0219] For example, taking an actual game as an example, when the first offensive attribute is added to a layer, the second virtual character can add 100 points of second virtual resources to the third virtual character after passing the virtual sphere to the third virtual character. At this time, the special effects performance of the resources mounted on the third virtual character is increased; when the first offensive attribute is added to a second layer, the second virtual character can add 200 points of second virtual resources to the third virtual character after passing the virtual sphere to the third virtual character. At this time, the special effects performance of the resources mounted on the third virtual character is strengthened to achieve different second virtual resources added to the third virtual character, and different corresponding resource increase special effects performance.

[0220] The disclosed embodiment controls and updates the resource increase representation corresponding to the second virtual resource, thereby facilitating players' timely knowledge of the second virtual resource accumulated by the third virtual character, and helping to improve game interaction efficiency.

[0221] In the disclosed embodiment, in order to reward the second virtual character for achieving a maximum value of a preset offensive attribute bonus based on the offensive attribute bonus obtained by completing effective defensive actions, an additional gain effect is added to the offensive attribute of the second virtual character's first projective offensive skill in the offensive round, which helps to improve the efficiency of game interaction.

[0222] In a specific embodiment, in response to the first offensive attribute bonus reaching the maximum value of a preset offensive attribute bonus range, the anti-interference bonus corresponding to the first projective offensive skill executed by the second virtual character is controlled to be adjusted to a first preset anti-interference bonus threshold, and a first additional gain effect is obtained. The first additional gain effect indicates that the second virtual character can execute the first projective offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs.

[0223] That is to say, when the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the anti-interference bonus corresponding to the first shooting offensive skill executed by the second virtual character reaches the maximum value (the first preset anti-interference bonus threshold), and accordingly, the first additional gain effect is added to the offensive skill of the second virtual character.

[0224] Specifically, the first additional gain effect represents that the second virtual character can execute the first projective offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs, that is, when the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the increased first additional gain effect can increase the player's probability of winning in the virtual scene, thereby promoting the player to actively defend in the defensive round, thereby reducing the game time, reducing the power consumption of the terminal device, and reducing the performance overhead of the game server.

[0225] In the disclosed embodiment, in order to further motivate players to perform virtual defense in the defense round and improve the efficiency of game interaction, after the first offensive attribute bonus clearing condition is triggered, the first offensive attribute bonus obtained by the second virtual character can be cleared.

[0226] Specifically, in response to the triggering of the first offensive attribute bonus clearing condition, clearing the first offensive attribute bonus obtained by the second virtual character;

[0227] The conditions for clearing the first attack attribute bonus include any of the following:

[0228] (1) Controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control.

[0229] Here, in the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, the second passing offensive skill corresponding to the second passing control obtains an improvement in offensive attributes. In the embodiment of the present disclosure, as long as the second passing offensive skill with improved offensive attributes is released, the first offensive attribute bonus obtained by the second virtual character is cleared.

[0230] (2) Under the condition that the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the second virtual character is controlled to release the first projection offensive skill corresponding to the first projection control, and the first projection offensive skill triggers a scoring event.

[0231] Here, under the condition that the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the first projectile offensive skill triggers a scoring event, and the first offensive attribute bonus obtained by the second virtual character is cleared.

[0232] In the embodiment of the present disclosure, a first offensive attribute bonus clearing condition is set. When the second virtual character triggers the first offensive attribute bonus clearing condition, the first offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity in the game and the game interaction efficiency. Since the first offensive attribute bonus obtained by the second virtual character is cleared in time, the required storage resources can be reduced, and the utilization rate of network resources and storage space is improved.

[0233] In a second optional embodiment, a second projection control is displayed on the graphical user interface, and a second projection offensive skill corresponding to the second projection control represents a virtual skill of controlling the second virtual character to project a virtual sphere into a virtual ball frame.

[0234] It's important to note that the second shooting control is unaffected by offensive attribute enhancements. Before any offensive attribute bonuses are added, the second shooting offensive skill corresponding to the second shooting control represents a virtual skill that controls the second virtual character to project a virtual ball into a virtual ball frame with a shooting accuracy corresponding to a preset hit rate threshold. The preset hit rate threshold is a value derived from extensive historical game data or a factory-set value for the game.

[0235] Under the condition that the second projection control is displayed on the graphical user interface, step 103a specifically includes:

[0236] Step 103a2: In response to a triggering operation on the second projection control, controlling the second virtual character to execute a second projection attack skill corresponding to the second projection control based on a second attack attribute bonus;

[0237] Among them, the second offensive attribute bonus includes a shooting hit rate bonus and an anti-interference bonus. The shooting hit rate bonus represents the bonus of the effective defensive behavior completed by the second virtual character in the virtual defense to the shooting hit rate. The shooting hit rate represents the success rate of the second virtual character executing the second shooting offensive skill corresponding to the second shooting control to trigger a scoring event. The anti-interference bonus represents the bonus of the effective defensive behavior completed by the second virtual character in the virtual defense against the interference range. The anti-interference range represents the range in which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control.

[0238] In step 103a2, since the second projection offensive skill corresponding to the second projection control has not had its offensive attribute improved before the second virtual character obtains the offensive attribute bonus, in order to ensure the positive effect of the offensive attribute bonus on improving the offensive attribute of the second projection offensive skill, the second offensive attribute bonus is controlled to improve the shooting hit rate and anti-interference ability of the second projection offensive skill.

[0239] For example, each additional level of the second offensive attribute bonus increases the second shooting offensive skill's shooting accuracy and anti-interference ability by a preset percentage. For example, if the second offensive attribute bonus increases by one level, the second virtual character's shooting accuracy bonus when executing the second shooting offensive skill corresponding to the second shooting control will increase by 3% and its uninterference range by 2%. If the second offensive attribute bonus increases by two levels, the second virtual character's shooting accuracy bonus when executing the second shooting offensive skill corresponding to the second shooting control will increase by 6% and its uninterference range by 4%. And so on, until the second offensive attribute bonus reaches the maximum value within the preset offensive attribute bonus range, the second virtual character's offensive attribute when executing the second shooting offensive skill corresponding to the second shooting control will no longer increase.

[0240] The disclosed embodiment can improve the offensive attributes of the second shooting offensive skill in multiple dimensions, such as shooting hit rate and anti-interference ability, based on the offensive attribute bonus obtained by the effective defensive behavior completed by the second virtual character in the defensive round; it can improve the game interaction efficiency, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0241] In the disclosed embodiment, in order to reward the second virtual character for achieving a maximum value of a preset offensive attribute bonus based on the offensive attribute bonus obtained by completing effective defensive actions, an additional gain effect is added to the offensive attribute of the second virtual character's second projective offensive skill in the offensive round, or the offensive attribute of the second projective offensive skill is significantly improved, which helps to improve the efficiency of game interaction.

[0242] In a specific embodiment, in response to the offensive attribute bonus reaching a maximum value within a preset offensive attribute bonus range, the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character is controlled to be adjusted to a first preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to a second preset anti-interference bonus threshold, and a second additional gain effect is obtained; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range, and the second additional gain effect indicates that the second virtual character can execute the second shooting offensive skill regardless of interference from any virtual character in the camp to which the first virtual character belongs;

[0243] In another specific embodiment, in response to the offensive attribute bonus reaching the maximum value of a preset offensive attribute bonus range, the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character is controlled to be adjusted to a second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to a preset anti-interference bonus threshold; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

[0244] That is to say, when the second offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, if the distance between the second virtual character when executing the second shooting offensive skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within the preset distance range, then the shooting hit rate bonus and anti-interference bonus corresponding to the second shooting offensive skill executed by the second virtual character are both controlled to reach the maximum value, and accordingly, a second additional gain effect is added to the second shooting offensive skill of the second virtual character; if the distance between the second virtual character when executing the second shooting offensive skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, then the anti-interference bonus corresponding to the second shooting offensive skill executed by the second virtual character is controlled to reach the maximum value, and the corresponding shooting hit rate bonus is further improved on the basis of reaching the maximum value, such as the shooting hit rate bonus is increased by a certain percentage on the basis of reaching the maximum value, such as the shooting hit rate bonus is increased by 10% on the basis of reaching the maximum value.

[0245] The disclosed embodiment can increase the player's probability of winning in a virtual scene by adding a second additional gain effect or significantly improving the offensive attribute, thereby promoting the player to actively defend in the defensive round, thereby reducing the game duration, reducing the power consumption of the terminal device, and reducing the performance overhead of the game server.

[0246] In the disclosed embodiment, in order to further motivate players to perform virtual defense in the defense round and improve the efficiency of game interaction, the second offensive attribute bonus obtained by the second virtual character can be cleared after the second offensive attribute bonus clearing condition is triggered.

[0247] In a specific embodiment, in response to the triggering of the second offensive attribute bonus clearing condition, the second offensive attribute bonus obtained by the second virtual character is cleared;

[0248] The conditions for clearing the second attack attribute bonus include any of the following:

[0249] (1) The second shooting offensive skill executed by the second virtual character is controlled to trigger a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when the second shooting offensive skill is executed is outside a preset distance range.

[0250] (2) Under the condition that there is any virtual character in the camp to which the first virtual character belongs in the interference area, the second virtual character is controlled to execute a second shooting offensive skill to trigger a scoring event, wherein the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second shooting offensive skill is within a preset distance range, and the interference area represents the area range where the success rate of the second shooting offensive skill triggering the scoring event is reduced due to the interference of any virtual character in the camp to which the first virtual character belongs to the second virtual character's second shooting offensive skill.

[0251] In the embodiment of the present disclosure, a second offensive attribute bonus clearing condition is set. When the second virtual character triggers the second offensive attribute bonus clearing condition, the second offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity in the game and the game interaction efficiency. Since the second offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, thereby improving the utilization rate of network resources and storage space.

[0252] In the second aspect, step 103 specifically includes:

[0253] Step 103b: In response to the passing offensive interaction instruction issued to the second virtual character, an offensive attribute bonus is added to the third virtual character to which the passing offensive interaction instruction is applied, so that when the third virtual character performs a shooting offensive skill, the offensive attribute is improved based on the offensive attribute bonus.

[0254] Specifically, when the offensive interaction instruction is a pass attack interaction instruction, the second virtual character can be controlled to obtain a passing attack skill with improved offensive attributes based on the offensive attribute bonus, where the offensive attributes include passing distance and pass success rate. In addition, when the second virtual character passes the virtual ball to the third virtual character, the offensive attribute bonus is also increased accordingly, so that the third virtual character can obtain an offensive attribute boost when performing a shooting attack skill, such as a short-term increase in shooting accuracy.

[0255] For example, a first pass control is displayed on a graphical user interface, and a first pass skill representation corresponding to the first pass control controls a second virtual character to transfer a virtual ball to a third virtual character. Specifically, in response to a triggering operation on the first pass control, an offensive attribute bonus of the shooting offensive skill is increased for the third virtual character, which represents the virtual character that receives the virtual ball transferred by the second virtual character.

[0256] The disclosed embodiment can transfer the virtual sphere through the passing offensive interactive instruction, and at the same time, increase the offensive attribute bonus for the third virtual character that receives the virtual sphere transferred by the second virtual character, so that when the third virtual character performs the shooting offensive skill, the offensive attribute is improved based on the offensive attribute bonus.

[0257] In this way, before the offensive attribute bonus is cleared, the offensive attribute bonus can move with the virtual sphere, that is, the friendly virtual character who obtains the ball will also obtain the offensive attribute bonus accordingly, which helps to improve the efficiency of game interaction, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0258] In an optional embodiment, step 103 further includes: in response to the passing attack interaction instruction issued to the second virtual character, controlling the third virtual character that is subject to the passing attack interaction instruction to increase the first virtual resource.

[0259] Here, the first virtual resource can be used to obtain special skills in the game, such as burst shooting skills or burst passing skills; the first virtual resource can also be used to improve the offensive attributes of the burst shooting skills or burst passing skills. For example, every time the first virtual resource accumulates to a preset resource threshold, the burst shooting skills or burst passing skills can grow once to achieve an improvement in the offensive attributes of the burst shooting skills or burst passing skills.

[0260] The disclosed embodiment can control the second virtual character to transfer the virtual sphere to the third virtual character, thereby increasing the first virtual resource for the third virtual character, which helps the third virtual character accumulate the first virtual resource as quickly as possible to unlock special skills in the game or upgrade special skills in the game.

[0261] The first virtual resource is positively correlated with the offensive attribute bonus. That is, the greater the offensive attribute bonus, the more first virtual resources the second virtual character gains from passing the virtual sphere to the third virtual character. For example, in a real game, when the offensive attribute bonus reaches level one, the second virtual character gains 100 points of first virtual resources from passing the virtual sphere to the third virtual character. When the offensive attribute bonus reaches level two, the second virtual character gains 200 points of first virtual resources from passing the virtual sphere to the third virtual character, and so on.

[0262] In the embodiment of the present disclosure, during the process of the second virtual character executing a passing offensive interaction instruction, the second virtual character can continue to increase the first virtual resource for the third virtual character after passing the virtual sphere to the third virtual character. The increased first virtual resource can continue to be used to unlock special skills in the game or upgrade special skills in the game. Furthermore, the increased first virtual resource can increase the accumulation speed of special skills. This process helps to improve the efficiency of game interaction and promote the progress of the game.

[0263] In order to enable both the attacker and defender to view the current accumulated offensive attribute bonus in a timely manner, a continuous external prompt content can be set on the graphical user interface. Through visual display, players can be reminded of the current offensive attribute bonus in a timely manner. This is intuitive and clear, which helps players to have a rough prediction of the offensive skills they will perform. It can not only improve the player's gaming experience, but also further speed up the game rhythm.

[0264] Based on the above concept, the information processing method provided by the embodiment of the present disclosure adopts the following technical means:

[0265] In a first embodiment, an attribute addition progress bar is displayed in a graphical user interface, and the attribute addition progress bar includes a plurality of areas to be filled.

[0266] In the disclosed embodiment, an attribute bonus progress bar is introduced to display the cumulative offensive attribute bonus received by the second virtual character. Optionally, the progress of the attribute bonus progress bar is positively correlated with the offensive attribute bonus received by the second virtual character. When the attribute bonus progress bar reaches its maximum value, the offensive attribute bonus received by the second virtual character reaches its upper limit. After reaching the upper limit, the offensive attribute bonus no longer changes with the number of valid defensive actions completed by the second virtual character during a defensive round.

[0267] As shown in Figure 8, at the beginning of this game, if the second virtual character 201 is in the defensive round (that is, the first virtual character 205 holds the virtual sphere 202), you can start preparing to record the offensive attribute addition of the second virtual character 201, and at the same time display the attribute addition progress bar 204 on the graphical user interface 200. The current progress of the attribute addition progress bar 204 is 0.

[0268] Exemplarily, as shown in FIG8 , the attribute addition progress bar 204 may be an arc-shaped progress bar displayed with the position of the second virtual character 201 as the center, and moves with the second virtual character 201 in the virtual scene to ensure that the display position of the attribute addition progress bar 204 relative to the second virtual character 201 remains unchanged.

[0269] Optionally, the attribute bonus display progress bar displays multiple areas to be filled, and the areas to be filled represent the offensive attribute bonus that can be accumulated at present. After the offensive attribute bonus is determined, the attribute bonus progress bar needs to be filled to prompt the player that the offensive attribute bonus has been obtained.

[0270] Exemplarily, the preset offensive attribute addition range includes multiple consecutive preset offensive attribute addition sub-ranges. In response to the offensive attribute addition changing from a previous preset offensive attribute addition sub-range to a next preset offensive attribute addition sub-range, the attribute addition progress bar is controlled to change from filling one to-be-filled area to filling another to-be-filled area.

[0271] The disclosed embodiment introduces an attribute addition progress bar to intuitively and clearly display the changes in the offensive attribute addition obtained by the second virtual character, making it easier for players to view and helping to improve game interaction efficiency.

[0272] Furthermore, the embodiment of the present disclosure also includes: in response to the increase of the offensive attribute bonus, updating the filling area of ​​multiple to-be-filled areas of the attribute bonus progress bar, and displaying attribute bonus update prompt information in the graphical user interface.

[0273] Specifically, after the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive behavior completed by the second virtual character in the virtual defense, a part of the to-be-filled area in the attribute bonus progress bar is filled, and at the same time, the attribute bonus update prompt information is displayed in the graphical user interface to prompt the player of the current accumulation status of the offensive attribute bonus.

[0274] Generally speaking, when the second virtual character enters the game, the offensive attribute bonus can be accumulated from 0; as the offensive attribute bonus increases, the filling areas of the multiple to-be-filled areas of the attribute bonus progress bar are continuously updated.

[0275] Optionally, the attribute bonus update prompt information can be displayed in the graphical user interface as text information, such as "the second virtual character has currently accumulated a layer of offensive attribute bonus"; or an instant special effect prompt is directly displayed around the second virtual character to indicate that the offensive attribute bonus has been accumulated; or after the second virtual character has accumulated a layer of offensive attribute bonus, the layer of offensive attribute bonus is highlighted.

[0276] Furthermore, the disclosed embodiment also includes: when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the filling area of ​​the multiple to-be-filled areas of the attribute bonus progress bar reaches the maximum, as shown in the figure, and the attribute bonus update prompt information is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range is displayed at the third preset position of the second virtual character.

[0277] For example, when determining the offensive attribute bonus earned by the second virtual character based on the number of valid defensive actions completed by the second virtual character during virtual defense, each time a valid defensive action is detected, one offensive attribute bonus is accumulated. Alternatively, the preset offensive attribute bonus range corresponding to the offensive attribute bonus can be set to three levels. In this way, after three valid defensive actions are detected, the attribute bonus progress bar reaches the maximum value (as shown in attribute bonus progress bar 204 in Figure 7). Even if a fourth valid defensive action is detected, the attribute bonus progress will not be increased.

[0278] Specifically, when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, in addition to the progress of the attribute bonus progress bar reaching the full value and displaying the attribute bonus update prompt information that the progress reaches the full value in the graphical user interface, an additional prompt icon will also be displayed to highlight that the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range.

[0279] Exemplarily, a prompt icon is used to indicate that the offensive attribute bonus has reached the maximum value within a preset offensive attribute bonus range. Optionally, the prompt icon can be displayed as a special effect. Optionally, the prompt icon is displayed at a third preset location, which can be, for example, the second avatar's hand, to prevent interference when executing other offensive skills on the second avatar. For example, when the offensive attribute bonus reaches the maximum value within a preset offensive attribute bonus range, a full layer of permanent special effects will be attached to the second avatar's hand.

[0280] The disclosed embodiment represents the change in offensive attribute bonus through the progress change of the attribute bonus progress bar, which can intuitively and clearly display the change in offensive attribute bonus obtained by the second virtual character, making it easy for players to view, helping players to predict the success rate of their execution of certain offensive skills, and thus helping to improve the efficiency of game interaction.

[0281] In the second embodiment, in addition to displaying the offensive attribute bonus obtained by the current second virtual character through the attribute bonus progress bar, an attribute bonus prompt control can also be displayed in the graphical user interface to prompt the offensive attribute bonus obtained by the current second virtual character through the attribute bonus prompt control.

[0282] Furthermore, according to the offensive attribute bonus, an attribute bonus prompt control is displayed in the graphical user interface, and the attribute bonus prompt control displays bonus numerical information corresponding to the offensive attribute bonus.

[0283] Optionally, in order to reduce the obstruction of the virtual scene in the graphical user interface, the attribute addition prompt control may not be always displayed in the graphical user interface, and the attribute addition prompt control will only be displayed in the graphical user interface when it is determined that the second virtual character has obtained the offensive attribute bonus.

[0284] For example, as shown in Figures 9 and 10, the attribute bonus prompt control 206 can be a circular icon and is displayed in the upper right corner of the graphical user interface 200. At the same time, the bonus numerical information of the offensive attribute bonus obtained by the current second virtual character 201 (for example, the accumulated number of offensive attribute bonuses) is displayed at a preset position of the circular icon (for example, the lower right corner of the circular icon). For example, in an offensive round (the second virtual character 201 holds the virtual sphere 202), when the second virtual character 201 is holding the virtual sphere 202 for offensive possession, an attribute addition progress bar 204 will be displayed at the position of the second virtual character 201 in the graphical user interface 200, and an attribute addition prompt control 206 will be displayed in the upper right corner of the graphical user interface 200; when the offensive attribute addition corresponds to 1 layer, the attribute addition progress bar 204 fills one filling area, and the addition value information on the attribute addition prompt control 206 is 1; and so on, when the offensive attribute addition corresponds to 3 layers, the attribute addition progress bar 204 fills three filling areas, and the addition value information on the attribute addition prompt control 206 is 3. Furthermore, during a defensive round (where the first virtual character 205 holds the virtual sphere 202), as the number of valid defensive actions completed by the second virtual character 201 accumulates, the attribute bonus progress bar 204 gradually fills its included fill area according to the number of valid defensive actions completed, and updates the bonus value information on the attribute bonus prompt control 206 in the upper right corner of the graphical user interface 200. It should be noted that when the offensive attribute bonus is cleared, the fill progress of the multiple to-be-filled areas of the attribute bonus progress bar 204 is cleared, and the attribute bonus prompt control 206 is cleared, i.e., the display content of the graphical user interface 200 is restored to the start of the game, as shown in FIG8 .

[0285] The disclosed embodiment, on the basis of displaying the attribute bonus progress bar, continues to display the attribute bonus prompt control carrying the bonus numerical information, which can ensure that the player can timely and accurately view the changes in the offensive attribute bonus obtained by the second virtual character, which helps the player predict the success rate of the player when executing certain offensive skills, thereby helping to improve the efficiency of game interaction.

[0286] Specifically, in response to the increase of the offensive attribute bonus, the control updates the bonus value information on the attribute bonus prompt control. Optionally, when the offensive attribute bonus increases, the bonus value information on the attribute bonus prompt control needs to be synchronously updated.

[0287] Furthermore, in response to the clearing of the offensive attribute bonus, the filling progress of the multiple to-be-filled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared.

[0288] That is to say, when the offensive attribute bonus is cleared, the filling progress of multiple to-be-filled areas of the attribute bonus progress bar is cleared, and the attribute bonus prompt control is cleared. This situation indicates that the offensive attribute bonus currently obtained by the second virtual character is 0, and you can restart monitoring the effective defensive behaviors completed by the second virtual character in the defensive round, and then restart determining the offensive attribute bonus obtained by the second virtual character in the offensive round based on the effective defensive behaviors completed by the second virtual character in the defensive round.

[0289] The disclosed embodiment clears the filling progress of multiple to-be-filled areas of the attribute bonus progress bar and clears the attribute bonus prompt control, so that players can promptly discover that the current offensive attribute bonus has been cleared, which helps players make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.

[0290] For example, taking a basketball game as an example, the above embodiments of the present disclosure are exemplified as follows:

[0291] When the current game begins, you can start preparing to record the offensive attribute bonus of the second virtual character, and at the same time display the attribute bonus progress bar on the graphical user interface. The current progress of the attribute bonus progress bar is 0, as shown in Figure 8.

[0292] In the defense round, first determine whether the second virtual character triggers the target game event;

[0293] If so, in the defensive round, indirect effective defensive actions and direct effective defensive actions are monitored. When the indirect effective defensive action and / or the direct effective defensive action are monitored to be triggered, the offensive attribute bonus obtained by the second virtual character can be determined according to the number of indirect action completions of the indirect effective defensive action and the number of direct action completions of the direct effective defensive action, and the progress of the attribute bonus progress bar displayed on the graphical user interface is updated; if a direct effective defensive action is monitored, the attribute bonus progress bar displayed on the graphical user interface is controlled to fill one filling area; if a direct effective defensive action and an indirect effective defensive action are monitored, the attribute bonus progress bar displayed on the graphical user interface is controlled to fill two filling areas;

[0294] If not, only direct effective defensive actions are monitored during the defensive round. When indirect effective defensive actions and / or direct effective defensive actions are monitored and triggered, the offensive attribute bonus obtained by the second virtual character can be determined according to the number of direct actions completed by the direct effective defensive actions, and the progress of the attribute bonus progress bar displayed on the graphical user interface can be updated; if one direct effective defensive action is monitored, the attribute bonus progress bar displayed on the graphical user interface is controlled to fill one filling area; if two direct effective defensive actions are monitored, the attribute bonus progress bar displayed on the graphical user interface is controlled to fill two filling areas;

[0295] During the offensive round, when controlling the second virtual character to execute the first shooting offensive skill and the second shooting offensive skill, the corresponding offensive attributes are increased according to the offensive attribute bonus obtained by the second virtual character; wherein the shooting hit rate of the first shooting offensive skill is greater than the shooting hit rate of the second shooting offensive skill;

[0296] Under the condition that the second avatar performs the second projectile attack skill, when the second avatar does not obtain an offensive attribute bonus, the progress of the attribute bonus progress bar displayed on the graphical user interface is 0, and at this time, the second projectile attack skill of the second avatar does not increase any offensive attribute;

[0297] When the second virtual character obtains an offensive attribute bonus, and the offensive attribute bonus accumulates to 1 or 2 layers, the attribute bonus progress bar displayed on the graphical user interface fills one or two corresponding fill areas, which will correspondingly increase the shooting hit rate of the second shooting offensive skill and increase the uninterrupted shooting range; wherein, the shooting hit rate bonus corresponding to the 2-layer offensive attribute bonus is greater than the shooting hit rate bonus corresponding to the 1-layer offensive attribute bonus, and the anti-interference bonus corresponding to the 2-layer offensive attribute bonus is greater than the anti-interference bonus corresponding to the 1-layer offensive attribute bonus;

[0298] When the second avatar gains an offensive attribute bonus, and the offensive attribute bonus accumulates to three levels (maximum), the three fill areas corresponding to the attribute bonus progress bar displayed on the graphical user interface fill (progress reaches the full value), and the shooting hit rate of the second shooting offensive skill will continue to increase, and the range of the shooting that is not interfered with will increase; among which, the shooting hit rate bonus corresponding to the three levels of offensive attribute bonus is greater than the shooting hit rate bonus corresponding to the two levels of offensive attribute bonus, and the anti-interference bonus corresponding to the three levels of offensive attribute bonus is greater than the anti-interference bonus corresponding to the two levels of offensive attribute bonus;

[0299] When the offensive attribute bonus accumulates to three levels (maximum value), a second additional gain effect is obtained when the distance between the position of the second virtual character when executing the second shooting offensive skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range. The second additional gain effect indicates that the second virtual character can execute the second shooting offensive skill regardless of interference from any virtual character in the camp to which the first virtual character belongs; or when the distance between the position of the second virtual character when executing the second shooting offensive skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, the shooting hit rate of the second shooting offensive skill is improved, wherein the improvement in the shooting hit rate is greater than the shooting hit rate corresponding to the three levels of offensive attribute bonus;

[0300] In addition, when the distance between the position of the second virtual character when performing the second shooting offensive skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside a preset distance range, the second virtual character is controlled to perform the second shooting offensive skill to trigger a scoring event; or when the distance between the position of the second virtual character when performing the second shooting offensive skill and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within a preset distance range, and under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second virtual character is controlled to perform the second shooting offensive skill to trigger a scoring event, which will clear the offensive attribute bonus obtained by the second virtual character and clear the progress of the attribute bonus progress bar displayed on the graphical user interface;

[0301] Under the condition that the second virtual character performs the first projectile attack skill, when the second virtual character does not obtain an offensive attribute bonus, the progress of the attribute bonus progress bar displayed on the graphical user interface is 0, and at this time, the first projectile attack skill of the second virtual character does not increase any offensive attribute;

[0302] When the second avatar gains an offensive attribute bonus, and the offensive attribute bonus accumulates to one or two layers, the attribute bonus progress bar displayed on the graphical user interface fills with one or two fill areas, which will correspondingly increase the uninterrupted range of the first projectile offensive skill; wherein, the anti-interference bonus corresponding to two layers of offensive attribute bonus is greater than the anti-interference bonus corresponding to one layer of offensive attribute bonus;

[0303] In the process of controlling the second virtual character to execute the first shooting offensive skill, the first pass control is adjusted to the second pass control; the second virtual character is controlled to execute the second passing offensive skill corresponding to the second pass control, and a second virtual resource is added to the third virtual character, the second virtual resource being used to obtain the first shooting offensive skill. When the offensive attribute bonus accumulates to the first level, 100 points of the second virtual resource are added to the three virtual characters; when the offensive attribute bonus accumulates to the second level, 200 points of the second virtual resource are added to the three virtual characters; and after the second virtual character is controlled to execute the second passing offensive skill corresponding to the second pass control, the offensive attribute bonus obtained by the second virtual character is cleared, and the progress of the attribute bonus progress bar displayed on the graphical user interface is cleared;

[0304] When the second avatar gains an offensive attribute bonus, and the offensive attribute bonus accumulates to three levels (maximum), the three corresponding fill areas of the attribute bonus progress bar displayed on the graphical user interface (progress reaches the maximum value) will continue to increase the uninterrupted range of the first projectile offensive skill; the anti-interference bonus corresponding to three levels of offensive attribute bonus is greater than the anti-interference bonus corresponding to two levels of offensive attribute bonus;

[0305] When the offensive attribute bonus accumulates to 3 levels (maximum), the second virtual character gains a first additional gain effect when executing the first shooting offensive skill. The first additional gain effect indicates that the second virtual character can execute the first shooting offensive skill regardless of interference from any virtual character in the camp to which the first virtual character belongs. When the second virtual character is controlled to execute the second passing offensive skill corresponding to the second passing control, 300 second virtual resources are added to the third virtual character.

[0306] In addition, under the condition that the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, controlling the second virtual character to release the first shooting offensive skill corresponding to the first shooting offensive skill and the first shooting offensive skill triggers a scoring event, or controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control when the offensive attribute bonus accumulates to 3 layers (maximum value), will clear the offensive attribute bonus obtained by the second virtual character and clear the progress of the attribute bonus progress bar displayed on the graphical user interface.

[0307] The disclosed embodiment can utilize the effective defensive actions performed by a virtual character during a defensive round to improve the offensive attributes of the offensive skills of the virtual character or teammates during an offensive round, enabling the virtual character to actively perform virtual defense during the defensive round, thereby improving the game interaction efficiency per unit time, helping to improve server resource utilization, and thus improving server performance. Furthermore, the disclosed embodiment can also adjust the first pass control to a second pass control only after executing the first shooting offensive skill with improved anti-interference ability, thereby reducing the control area and improving the convenience of interaction. The display of the second pass control is associated with and interacts with the offensive attribute bonus, thereby increasing the diversity of the pass control display and the interactivity with the second virtual character. Furthermore, in order to enable both the attacker and defender to view the current accumulated offensive attribute bonus in a timely manner, a continuous external prompt content can be set on the graphical user interface. Through visual display, the player is reminded of the current offensive attribute bonus in a timely manner, which is intuitive and clear, helping the player to roughly predict the offensive skill they will execute. This not only improves the player's gaming experience, but also further accelerates the game rhythm, and can play a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear process growth rewards and goal achievement rewards, enriches the gameplay, has wide application, and is conducive to improving players' gaming experience.

[0308] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the above-mentioned game in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0309] Please refer to Figures 11 and 12. Figure 11 is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure, and Figure 12 is a schematic diagram of the structure of an information processing device in another game provided by an embodiment of the present disclosure. As shown in Figure 11, the information processing device 1100 includes:

[0310] The defensive interaction module 1101 is used to control the second virtual character to perform virtual defense against the first virtual character when the first virtual character manipulating the virtual sphere performs a ball-holding offense event; the attribute addition module 1102 is used to determine the offensive attribute addition obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense. The offensive attribute addition is used to enhance the offensive attributes of the second virtual character and / or the third virtual character in the event of manipulating the virtual sphere to perform a ball-holding offense. The third virtual character is in the same camp as the second virtual character.

[0311] Through the information processing device in the above-mentioned game, when a first virtual character controlling a virtual sphere performs a ball-holding offense event, a second virtual character is controlled to perform virtual defense against the first virtual character. Based on the effective defensive behavior completed by the second virtual character in the virtual defense, an offensive attribute bonus obtained by the second virtual character is determined. The offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character belonging to the same team as the second virtual character in the event of controlling the virtual sphere to perform a ball-holding offense. In other words, the embodiment of the present application can utilize the effective defensive behavior completed by the virtual character in the defensive round to enhance the offensive attributes of the offensive skills of the virtual character or teammates in the offensive round, enabling the virtual character to actively perform virtual defense in the defensive round, thereby improving the efficiency of game interaction per unit time, helping to improve the resource utilization of the server, and thereby improving the performance of the server.

[0312] In an optional embodiment of the present disclosure, effective defensive behavior includes direct effective defensive behavior and indirect effective defensive behavior; wherein, direct effective defensive behavior represents a defensive behavior that successfully ends the attack of the first virtual character through a target defensive action; indirect effective defensive behavior represents a defensive behavior that fails to end the attack of the first virtual character through a target defensive action.

[0313] In an optional embodiment of the present disclosure, a directly effective defensive behavior represents a defensive behavior that successfully ends the attack of the first virtual character through a target defensive action that meets preset conditions; an indirectly effective defensive behavior represents a defensive behavior that fails to end the attack of the first virtual character through a target defensive action that meets preset conditions.

[0314] Through the direct and effective defensive behaviors and indirect and effective defensive behaviors shown in the above embodiments, the sources of offensive attribute bonuses can be enriched, which helps to reduce the difficulty of accumulating offensive attribute bonuses, increase the rate at which the second virtual character obtains offensive attribute bonuses, and increase the cumulative richness of offensive attribute bonuses. This can not only improve the player's gaming experience, but also improve the game's interactive efficiency, help promote the player's active participation in the game process, thereby increasing the speed of game progress and improving the game rhythm.

[0315] In an optional embodiment of the present disclosure, the preset conditions include at least one of the following: the target defensive action's execution time is within a preset action release time range; the target defensive action's action interaction range is within a preset action release range; and the target defensive action's action execution angle is within a preset action release angle. By defining these preset conditions, a more accurate definition of the target defensive actions involved in direct and indirect effective defensive actions is obtained, facilitating accurate monitoring of direct and indirect effective defensive actions, thereby improving game interaction efficiency.

[0316] In an optional embodiment of the present disclosure, the target defense action includes at least one of the following items: an action to prevent the first virtual character from triggering a projection event using a virtual sphere, an action to prevent the first virtual character from passing a virtual sphere or holding the ball, a collision with the first virtual character during the first virtual character's execution of a breakthrough skill, an action to compete with at least one virtual character in the camp to which the first virtual character belongs for the touchdown of the virtual sphere, and an action to compete with at least one virtual character in the camp to which the first virtual character belongs for the virtual sphere when the virtual sphere projected by the first virtual character does not enter the virtual ball frame and is rebounded by the virtual ball frame or the virtual backboard. By setting the specific types of the above-mentioned target defense actions, the embodiment of the present application can clearly stipulate that offensive attribute bonuses can be obtained based on effective defensive behaviors involving the above-mentioned target defense actions in the game, so that the types of target defense actions that obtain offensive attribute bonuses are rich, while improving the player's gaming experience and accelerating the efficiency of obtaining offensive attribute bonuses.

[0317] In an optional embodiment of the present disclosure, the attribute addition module 1102 is used to: determine whether the second virtual character triggers the target game event; if so, determine the offensive attribute addition obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior; otherwise, determine the offensive attribute addition obtained by the second virtual character based on the direct effective defensive behavior.

[0318] In an optional embodiment of the present disclosure, the target game event includes one of the following: the second virtual character achieves a preset achievement outside of or within the current game match; the second virtual character completes a designated game task within the current game match; the second virtual character obtains a specific virtual item within the current game match; the second virtual character's accumulated score within the current game match reaches a preset score line. The embodiment of the present application sets the above-mentioned target game events to trigger whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character, which is conducive to mobilizing the enthusiasm of players to actively participate, further improving the game rhythm, and not only improving the player's gaming experience, but also improving the efficiency of game interaction, thereby improving the resource utilization of the server.

[0319] In an optional embodiment of the present disclosure, the attribute addition module 1102 is specifically used to: determine the offensive attribute addition obtained by the second virtual character based on the number of times the second virtual character completes the effective defensive behavior in the virtual defense, and the offensive attribute addition is positively correlated with the number of times the behavior is completed; or, accumulate the offensive attribute sub-additions corresponding to the effective defensive behaviors completed by the second virtual character in the virtual defense to obtain the offensive attribute addition obtained by the second virtual character. This helps the second virtual character to actively perform target defensive actions in the defensive round, which can not only improve the efficiency of determining the offensive attribute addition, but also improve the efficiency of game interaction. The embodiment of the present application can promote the second virtual character to complete direct and effective defensive behaviors as much as possible in the defensive round to obtain the offensive attribute addition as soon as possible, and encourage players to stay online as long as possible to improve the game operation level, thereby increasing the average game time per person and increasing the number of real-time players.

[0320] In an optional embodiment of the present disclosure, the attribute addition module 1102 is further configured to: determine an offensive attribute bonus obtained by the second virtual character based on the number of indirect action completions of the indirect effective defensive action and the number of direct action completions of the direct effective defensive action, wherein the offensive attribute bonus is positively correlated with the sum of the number of indirect action completions and the number of direct action completions; or determine an offensive attribute bonus obtained by the second virtual character based on an indirect attribute sub-bonus of the indirect effective defensive action and a direct attribute sub-bonus of the direct effective defensive action; wherein the direct attribute sub-bonus of the direct effective defensive action is greater than the indirect attribute sub-bonus of the indirect effective defensive action. This can encourage the second virtual character to complete as many direct effective defensive actions as possible during the defensive round to determine the offensive attribute bonus as quickly as possible, thereby encouraging players to stay online as long as possible to improve their game operation level, thereby increasing the average game time per person and the number of real-time players. In addition, even if the player controlling the second virtual character performs a defensive action that fails to end the attack of the first virtual character, the second virtual character will be rewarded with a certain indirect attribute sub-bonus to promote the determination of the offensive attribute bonus, which will help the second virtual character actively perform target defensive actions in the defensive round, which can not only improve the efficiency of determining the offensive attribute bonus, but also improve the efficiency of game interaction.

[0321] In an optional embodiment of the present disclosure, the attribute addition module 1102 is further configured to: determine, in response to a preset trigger condition, an offensive attribute addition obtained by the second virtual character based on an effective defensive action performed by the second virtual character in virtual defense; wherein the preset trigger condition includes one of the following:

[0322] The completion of the effective defense behavior is monitored, and the offensive attribute bonus obtained according to the effective defense behavior completed by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0323] Furthermore, as shown in FIG12 , the information processing device 1100 provided in the embodiment of the present disclosure also includes a skill execution module 1103. This skill execution module 1103 is configured to, in response to an offensive interaction instruction issued to a second virtual character, control the second virtual character to execute the target offensive skill corresponding to the offensive interaction instruction based on the offensive attribute bonus. This simplified operation reduces the learning cost for players, facilitates the execution of offensive skills by the second virtual character controlled by the target player during gameplay, and helps improve game operation efficiency.

[0324] In an optional embodiment of the present disclosure, the skill execution module 1103 is specifically configured to, in response to a shooting attack interaction instruction issued to a second virtual character, control the second virtual character to execute the shooting attack skill corresponding to the shooting attack interaction instruction based on the offensive attribute bonus. This module can achieve the goal of increasing the shooting hit rate and anti-interference ability of the shooting attack skill during the offensive round by completing effective defensive actions during the defensive round, thereby improving game interaction efficiency, accelerating game progress, and improving server resource utilization while conserving server resources.

[0325] In an optional embodiment of the present disclosure, the skill execution module 1103 is further specifically configured to: in response to a pass-attack interaction instruction issued to a second virtual character, add an offensive attribute bonus to the third virtual character to which the pass-attack interaction instruction is applied, so that when the third virtual character performs a shooting attack skill, the offensive attribute is improved based on the offensive attribute bonus. Based on this module, while transmitting the virtual sphere through the pass-attack interaction instruction, the offensive attribute bonus is added to the third virtual character that receives the virtual sphere transmitted by the second virtual character, so that when the third virtual character performs a shooting attack skill, the offensive attribute is improved based on the offensive attribute bonus. In this way, before the offensive attribute bonus is cleared, the offensive attribute bonus can move with the virtual sphere, that is, the friendly virtual character that obtains the ball will also receive the offensive attribute bonus accordingly, which helps to improve the efficiency of game interaction, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0326] In an optional embodiment of the present disclosure, the information processing device further includes a resource increasing module (not shown in the figure), which is used to: in response to the passing attack interaction instruction issued to the second virtual character, control the third virtual character that is the subject of the passing attack interaction instruction to increase the first virtual resource. Based on this module, the second virtual character can be controlled to pass the virtual sphere to the third virtual character, and then the first virtual resource is added to the third virtual character, which helps the third virtual character to accumulate the first virtual resource as quickly as possible to unlock special skills in the game or upgrade special skills in the game. And the increased first virtual resources can continue to be used to unlock special skills in the game or upgrade special skills in the game. Furthermore, the increased first virtual resources can increase the accumulation speed of special skills. This process helps to improve the efficiency of game interaction and promote the progress of the game.

[0327] In an optional embodiment of the present disclosure, a first shooting control is displayed on a graphical user interface. The first shooting offensive skill corresponding to the first shooting control represents a virtual skill for controlling a second virtual character to shoot a virtual sphere into a virtual ball frame with a shooting hit rate greater than a preset hit rate threshold, and the first shooting offensive skill is obtained based on virtual resources. The skill execution module 1103 is further configured to: in response to a trigger operation on the first shooting control, control the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on a first offensive attribute bonus. The first offensive attribute bonus includes an anti-interference bonus, which represents a bonus to the effective defensive actions completed by the second virtual character in virtual defense to counter the interference range, and the anti-interference range represents the range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control. Based on the fact that the first shooting offensive skill itself has already been improved, this module can flexibly improve other offensive attributes of the first shooting offensive skill, such as anti-interference ability, based on the offensive attribute bonus obtained from the effective defensive actions completed by the second virtual character in the defensive round. This ensures that the game interaction efficiency is further improved on the basis of game fairness, accelerates the game process, and improves server resource utilization while saving server resources.

[0328] In an optional embodiment of the present disclosure, a first pass control is displayed on a graphical user interface. The first pass control corresponds to a first pass offensive skill that controls a second virtual character to transfer a virtual ball to a third virtual character. The skill execution module 1103 is further configured to: during the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on a first offensive attribute bonus, control the first pass control to be adjusted to a second pass control; the second passing offensive skill corresponding to the second passing control has a higher pass success rate than the first passing offensive skill corresponding to the first passing control, and the second passing offensive skill has a higher pass distance than the first passing offensive skill; and in response to a triggering operation on the second passing control, control the second virtual character to execute the second passing offensive skill corresponding to the second passing control. Based on this skill execution module, the offensive attribute bonus is used to enhance the anti-interference ability of the first shooting offensive skill. During the execution of the first shooting offensive skill with enhanced anti-interference ability, the pass success rate and pass distance of the passing offensive skill are further enhanced. This process can accelerate the duel between virtual characters of different factions, help speed up the game process, improve the efficiency of game interaction per unit time, and thereby improve server resource utilization. In addition, the embodiment of the present application can adjust the first pass control to the second pass control only after executing the first shooting offensive skill with improved anti-interference ability, which can improve the convenience of interaction while reducing the area occupied by the control; and the display of the second pass control is associated with and interacts with the offensive attribute addition, which improves the diversity of the pass control display and the interactivity with the second virtual character. It can also achieve the intuitive display of the second pass control during the execution of the first shooting offensive skill with improved anti-interference ability, so that the player can promptly know the currently allowed pass skills and realize the delivery of the virtual sphere with improved pass success rate and pass distance based on the newly displayed second pass control, which helps to improve the efficiency of game interaction.

[0329] In an optional embodiment of the present disclosure, the resource addition module is further used to: in response to a trigger operation on the second pass control, control the addition of a second virtual resource to the third virtual character, wherein the second virtual resource is used to obtain the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus. During the process of the second virtual character performing the first shooting offensive skill, the module can continue to add the second virtual resource to the third virtual character after controlling the second virtual character to pass the virtual sphere to the third virtual character through the second pass control, and the added second virtual resource can continue to be used to obtain the first shooting offensive skill. This process creates a close connection and interaction between the first shooting offensive skill, the second passing offensive skill corresponding to the second pass control, and the second virtual resource. In addition, the added second virtual resource can increase the accumulation speed of the first shooting offensive skill, which helps to improve the efficiency of game interaction.

[0330] In an optional embodiment of the present disclosure, the skill execution module 1103 is further configured to: in response to the first offensive attribute bonus reaching the maximum value of a preset offensive attribute bonus range, control the anti-interference bonus corresponding to the first projectile offensive skill executed by the second virtual character to be adjusted to a first preset anti-interference bonus threshold, and obtain a first additional gain effect, wherein the first additional gain effect indicates that the second virtual character can execute the first projectile offensive skill regardless of interference from any virtual character in the camp to which the first virtual character belongs. In order to further mobilize the player's enthusiasm for executing virtual defense during the defensive round and improve the efficiency of game interaction, the first offensive attribute bonus obtained by the second virtual character can be cleared after the first offensive attribute bonus clearing condition is triggered.

[0331] In an optional embodiment of the present disclosure, the information processing device further includes a bonus clearing module (not shown in the figure), which is specifically further used to: in response to the triggering of the first offensive attribute bonus clearing condition, clear the first offensive attribute bonus obtained by the second virtual character; wherein the first offensive attribute bonus clearing condition includes any one of the following items: controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control; under the condition that the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, controlling the second virtual character to release the first shooting offensive skill corresponding to the first shooting control, and the first shooting offensive skill triggering a scoring event. By setting the first offensive attribute bonus clearing condition, when the second virtual character triggers the first offensive attribute bonus clearing condition, the first offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity and game interaction efficiency in the game. Since the first offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, and the utilization rate of network resources and storage space can be improved.

[0332] In an optional embodiment of the present disclosure, the information processing device further includes a reminder module (not shown in the figure), the reminder module being configured to: during the process of controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control, display a first reminder icon at a first preset position of the virtual sphere in the graphical user interface and a second reminder icon at a second preset position of the third virtual character; wherein the first reminder icon is configured to indicate that the virtual sphere is in a state of being passed, and the second reminder icon is configured to indicate that the third virtual character receives the virtual sphere from the second virtual character. By displaying the first reminder icon at the first preset position of the virtual sphere in the graphical user interface and the second reminder icon at the second preset position of the third virtual character, the first reminder icon and the second reminder icon are used to remind the player that the current virtual sphere is in a state of being passed to the third virtual character, thereby helping both the enemy and friendly camps to quickly understand the transfer movement of the virtual sphere, thereby enabling them to make strategic deployments as quickly as possible, allowing players to grasp the game trends in a timely and accurate manner, thereby improving the efficiency of game interaction and thereby improving the resource utilization of the game server.

[0333] In an optional embodiment of the present disclosure, the reminder module is specifically configured to, in the process of controlling the addition of the second virtual resource to the third virtual character, control the updating of the resource increase representation corresponding to the second virtual resource in response to the increase in the first offensive attribute bonus. By controlling the updating of the resource increase representation corresponding to the second virtual resource, the player is facilitated to promptly know the status of the accumulated second virtual resources of the third virtual character, making it easier for the player to view the information, thereby improving the efficiency of game interaction.

[0334] In an optional embodiment of the present disclosure, a second projection control is displayed on a graphical user interface, and a second projection offensive skill corresponding to the second projection control represents a virtual skill of controlling the second virtual character to project a virtual sphere into a virtual ball frame; the skill execution module 1103 is specifically further used to: in response to a trigger operation on the second projection control, control the second virtual character to execute the second projection offensive skill corresponding to the second projection control based on a second offensive attribute bonus; wherein the second offensive attribute bonus includes a projection hit rate bonus and an anti-interference bonus, the projection hit rate bonus represents the addition of the effective defensive behavior completed by the second virtual character in virtual defense to the projection hit rate, the projection hit rate represents the success rate of the second virtual character executing the second projection offensive skill corresponding to the second projection control to trigger a scoring event, the anti-interference bonus represents the addition of the effective defensive behavior completed by the second virtual character in virtual defense to the interference range, and the anti-interference range represents the range in which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control. The offensive attribute bonus obtained by the effective defensive behavior completed by the second virtual character in the defensive round can be used to improve the offensive attributes of the second shooting offensive skill in multiple dimensions, such as shooting hit rate and anti-interference ability; it can improve the efficiency of game interaction, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0335] In an optional embodiment of the present disclosure, the skill execution module 1103 is further specifically used to: in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, control the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character to be adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus to be adjusted to the second preset anti-interference bonus threshold, and obtain a second additional gain effect; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within the preset distance range, and the second additional gain effect indicates that the second virtual character is able to The second shooting offensive skill is executed regardless of interference from any virtual character in the camp to which the first virtual character belongs; and / or, in response to the offensive attribute bonus reaching the maximum value of a preset offensive attribute bonus range, the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character is controlled to be adjusted to a second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to a preset anti-interference bonus threshold; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold. By increasing the second additional gain effect or significantly improving the offensive attribute, the player's probability of winning in the virtual scene can be increased, thereby encouraging the player to actively defend during the defensive round, thereby reducing the game match time, reducing the power consumption of the terminal device, and reducing the performance overhead of the game server.

[0336] In an optional embodiment of the present disclosure, the bonus clearing module is further specifically used to: in response to the triggering of the second offensive attribute bonus clearing condition, clear the second offensive attribute bonus obtained by the second virtual character; wherein the second offensive attribute bonus clearing condition includes any one of the following items: controlling the second virtual character to execute a second shooting offensive skill to trigger a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second shooting offensive skill is outside a preset distance range; controlling the second virtual character to execute a second shooting offensive skill to trigger a scoring event under the condition that there is any virtual character in the camp to which the first virtual character belongs in the interference area, wherein the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second shooting offensive skill is within a preset distance range, and the interference area represents the area range where the success rate of the second shooting offensive skill triggering the scoring event is reduced due to the interference of any virtual character in the camp to which the first virtual character belongs to the second virtual character. In the embodiment of the present application, a second offensive attribute bonus clearing condition is set. When the second virtual character triggers the second offensive attribute bonus clearing condition, the second offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity in the game and the game interaction efficiency. Since the second offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, and the utilization rate of network resources and storage space is improved.

[0337] In an optional embodiment of the present disclosure, the reminder module is further configured to display an attribute bonus progress bar in a graphical user interface, the attribute bonus progress bar including multiple areas to be filled. The introduction of the attribute bonus progress bar allows for a clear and intuitive display of changes in the offensive attribute bonus received by the second virtual character, making it easier for players to view and helping to improve game interaction efficiency.

[0338] In an optional embodiment of the present disclosure, the reminder module is further specifically used to: in response to an increase in the offensive attribute bonus, update the filling area of ​​the multiple to-be-filled areas of the attribute bonus progress bar, and display attribute bonus update prompt information in the graphical user interface; and / or, when the offensive attribute bonus reaches the maximum value of a preset offensive attribute bonus range, the filling area of ​​the multiple to-be-filled areas of the attribute bonus progress bar reaches the maximum, and the attribute bonus update prompt information is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range is displayed at a third preset position of the second virtual character. By characterizing the change in the offensive attribute bonus through the progress change of the attribute bonus progress bar, the change in the offensive attribute bonus obtained by the second virtual character can be displayed intuitively and clearly, which is convenient for players to view, helps players predict the success rate of their execution of certain offensive skills, and thus helps improve the efficiency of game interaction.

[0339] In an optional embodiment of the present disclosure, the reminder module is further configured to display an attribute bonus indicator control in a graphical user interface based on the offensive attribute bonus, wherein the attribute bonus indicator control displays the bonus value information corresponding to the offensive attribute bonus. This module displays the attribute bonus indicator control with the bonus value information in addition to the attribute bonus progress bar. This ensures that players can timely and accurately view changes in the offensive attribute bonus obtained by the second virtual character, helping players predict the success rate of executing certain offensive skills, thereby improving game interaction efficiency.

[0340] In an optional embodiment of the present disclosure, the reminder module is further configured to control updating of the bonus value information in the attribute bonus prompt control in response to an increase in the offensive attribute bonus. By clearing the fill progress of multiple unfilled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, the player can promptly detect the current offensive attribute bonus being cleared, helping the player to make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.

[0341] In an optional embodiment of the present disclosure, the bonus clearing module is further configured to, in response to the clearing of the offensive attribute bonus, clear the fill progress of the multiple to-be-filled areas of the attribute bonus progress bar and clear the attribute bonus prompt control. By clearing the fill progress of the multiple to-be-filled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, the module allows players to promptly discover the current offensive attribute bonus has been cleared, helping players to make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.

[0342] The information processing device provided by the disclosed embodiment can utilize the effective defensive actions performed by a virtual character during a defensive round to improve the offensive attributes of the offensive skills of the virtual character or teammates during an offensive round, thereby enabling the virtual character to actively perform virtual defense during the defensive round, improving the efficiency of game interaction per unit time, and helping to improve server resource utilization, thereby improving server performance. Furthermore, the disclosed embodiment can also adjust the first pass control to a second pass control only after executing the first shooting offensive skill with improved anti-interference ability, thereby reducing the control area and improving the convenience of interaction. The display of the second pass control is associated with and interacts with the offensive attribute bonus, thereby increasing the diversity of the pass control display and the interactivity with the second virtual character. Furthermore, to enable both the attacker and defender to promptly view the currently accumulated offensive attribute bonus, a continuous external prompt content can be set on the graphical user interface. Through a visual display, the player is reminded of the current offensive attribute bonus in a timely manner, which is intuitive and clear, helping the player to roughly predict the offensive skill they will execute. This not only improves the player's gaming experience, but also further accelerates the game rhythm, and can play a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear process growth rewards and goal achievement rewards, enriches the gameplay, has wide application, and is conducive to improving players' gaming experience.

[0343] Please refer to FIG13 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in FIG13 , the electronic device 1300 includes a processor 1301 , a memory 1302 , and a bus 1303 .

[0344] The memory 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device 1300 is running, the processor 1301 communicates with the memory 1302 via the bus 1303, so that the processor 1301 executes the following instructions at runtime:

[0345] In a first virtual character controlling a virtual sphere and performing a ball-carrying attack event, a second virtual character is controlled to perform virtual defense against the first virtual character; based on the effective defensive actions performed by the second virtual character during the virtual defense, an offensive attribute bonus is determined for the second virtual character, and the offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character in the ball-carrying attack event, where the third virtual character and the second virtual character are in the same faction. According to this embodiment, in a first virtual character controlling a virtual sphere and performing a ball-carrying attack event, a second virtual character is controlled to perform virtual defense against the first virtual character; based on the effective defensive actions performed by the second virtual character during the virtual defense, an offensive attribute bonus is determined for the second virtual character, and the offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or a third virtual character in the same faction as the second virtual character in the ball-carrying attack event. In other words, the embodiments of the present application can utilize the effective defensive actions performed by the virtual character during the defensive round to enhance the offensive attributes of the offensive skills of the virtual character or a teammate during the offensive round, enabling the virtual character to actively perform virtual defense during the defensive round, thereby improving the efficiency of game interaction per unit time, and helping to improve server resource utilization, thereby improving server performance.

[0346] In an optional embodiment of the present disclosure, effective defensive behavior includes direct effective defensive behavior and indirect effective defensive behavior; wherein, direct effective defensive behavior represents a defensive behavior that successfully ends the attack of the first virtual character through a target defensive action; indirect effective defensive behavior represents a defensive behavior that fails to end the attack of the first virtual character through a target defensive action.

[0347] In an optional embodiment of the present disclosure, a directly effective defensive behavior represents a defensive behavior that successfully ends the attack of the first virtual character through a target defensive action that meets preset conditions; an indirectly effective defensive behavior represents a defensive behavior that fails to end the attack of the first virtual character through a target defensive action that meets preset conditions.

[0348] Through the direct and effective defensive behaviors and indirect and effective defensive behaviors shown in the above embodiments, the sources of offensive attribute bonuses can be enriched, which helps to reduce the difficulty of accumulating offensive attribute bonuses, increase the rate at which the second virtual character obtains offensive attribute bonuses, and increase the cumulative richness of offensive attribute bonuses. This can not only improve the player's gaming experience, but also improve the game's interactive efficiency, help promote the player's active participation in the game process, thereby increasing the speed of game progress and improving the game rhythm.

[0349] In an optional embodiment of the present disclosure, the preset conditions include at least one of the following: the target defensive action's execution time is within a preset action release time range; the target defensive action's action interaction range is within a preset action release range; and the target defensive action's action execution angle is within a preset action release angle. By defining these preset conditions, a more accurate definition of the target defensive actions involved in direct and indirect effective defensive actions is obtained, facilitating accurate monitoring of direct and indirect effective defensive actions, thereby improving game interaction efficiency.

[0350] In an optional embodiment of the present disclosure, the target defense action includes at least one of the following items: an action to prevent the first virtual character from triggering a projection event using a virtual sphere, an action to prevent the first virtual character from passing a virtual sphere or holding the ball, a collision with the first virtual character during the first virtual character's execution of a breakthrough skill, an action to compete with at least one virtual character in the camp to which the first virtual character belongs for the touchdown of the virtual sphere, and an action to compete with at least one virtual character in the camp to which the first virtual character belongs for the virtual sphere when the virtual sphere projected by the first virtual character does not enter the virtual ball frame and is rebounded by the virtual ball frame or the virtual backboard. By setting the specific types of the above-mentioned target defense actions, the embodiment of the present application can clearly stipulate that offensive attribute bonuses can be obtained based on effective defensive behaviors involving the above-mentioned target defense actions in the game, so that the types of target defense actions that obtain offensive attribute bonuses are rich, while improving the player's gaming experience and accelerating the efficiency of obtaining offensive attribute bonuses.

[0351] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive behavior completed by the second virtual character in the virtual defense, including: judging whether the second virtual character triggers the target game event; if so, determining the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior; otherwise, determining the offensive attribute bonus obtained by the second virtual character based on the direct effective defensive behavior.

[0352] In an optional embodiment of the present disclosure, the target game event includes one of the following: the second virtual character achieves a preset achievement outside of or within the current game match; the second virtual character completes a designated game task within the current game match; the second virtual character obtains a specific virtual item within the current game match; the second virtual character's accumulated score within the current game match reaches a preset score line. The embodiment of the present application sets the above-mentioned target game events to trigger whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character, which is conducive to mobilizing the enthusiasm of players to actively participate, further improving the game rhythm, and not only improving the player's gaming experience, but also improving the efficiency of game interaction, thereby improving the resource utilization of the server.

[0353] In an optional embodiment of the present disclosure, the instructions executed by the processor 1301 determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense, including: determining the offensive attribute bonus obtained by the second virtual character based on the number of completions of the effective defensive behavior completed by the second virtual character in the virtual defense, and the offensive attribute bonus is positively correlated with the number of completions; or, accumulating the offensive attribute sub-bonuses corresponding to the effective defensive behavior completed by the second virtual character in the virtual defense to obtain the offensive attribute bonus obtained by the second virtual character. The above embodiment helps the second virtual character to actively perform target defensive actions in the defense round, which can not only improve the efficiency of determining the offensive attribute bonus, but also improve the efficiency of game interaction. The embodiment of the present application can promote the second virtual character to complete direct and effective defensive behaviors as much as possible in the defense round to obtain the offensive attribute bonus as soon as possible, and encourage players to stay online as long as possible to improve the game operation level, thereby increasing the average game time per person and increasing the number of real-time players.

[0354] In an optional embodiment of the present disclosure, the instructions executed by the processor 1301 determine the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior, including: determining the offensive attribute bonus obtained by the second virtual character based on the number of indirect behavior completions of the indirect effective defensive behavior and the number of direct behavior completions of the direct effective defensive behavior, wherein the offensive attribute bonus is positively correlated with the sum of the number of indirect behavior completions and the number of direct behavior completions; or determining the offensive attribute bonus obtained by the second virtual character based on the indirect attribute sub-bonus of the indirect effective defensive behavior and the direct attribute sub-bonus of the direct effective defensive behavior; wherein the direct attribute sub-bonus of the direct effective defensive behavior is greater than the indirect attribute sub-bonus of the indirect effective defensive behavior. The above embodiment can promote the second virtual character to complete as many direct effective defensive behaviors as possible in the defensive round to determine the offensive attribute bonus as quickly as possible, encourage players to stay online as long as possible to improve their game operation level, thereby increasing the average game time per person and increasing the number of real-time players. In addition, even if the player controlling the second virtual character performs a defensive action that fails to end the attack of the first virtual character, the second virtual character will be rewarded with a certain indirect attribute sub-bonus to promote the determination of the offensive attribute bonus, which will help the second virtual character actively perform target defensive actions in the defensive round, which can not only improve the efficiency of determining the offensive attribute bonus, but also improve the efficiency of game interaction.

[0355] In an optional embodiment of the present disclosure, the instructions executed by the processor 1301 determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense, including: in response to a preset trigger condition, determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense; wherein the preset trigger condition includes one of the following items: monitoring the completion of the effective defensive behavior, and the offensive attribute bonus obtained based on the effective defensive behavior completed by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0356] In an optional embodiment of the present disclosure, the instructions executed by processor 1301 further include: in response to an offensive interaction instruction issued to a second virtual character, controlling the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on an offensive attribute bonus. This simplifies the operation, reduces the player's learning curve, facilitates the second virtual character controlled by the target player to execute offensive skills during the game, and helps improve game operation efficiency.

[0357] In an optional embodiment of the present disclosure, the instructions executed by the processor 1301 include, in response to an offensive interaction instruction issued to a second virtual character, controlling the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on an offensive attribute bonus, including: in response to a shooting offensive interaction instruction issued to the second virtual character, controlling the second virtual character to execute a shooting offensive skill corresponding to the shooting offensive interaction instruction based on an offensive attribute bonus. This embodiment of the present application can achieve the purpose of obtaining a shooting hit rate and anti-interference ability of a shooting offensive skill during an offensive round by performing effective defensive actions completed during a defensive round, thereby helping to improve game interaction efficiency, accelerate game progress, and improve server resource utilization while saving server resources.

[0358] In an optional embodiment of the present disclosure, the instructions executed by the processor 1301, in response to an offensive interaction instruction issued to a second virtual character, control the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on an offensive attribute bonus, including: in response to a pass offensive interaction instruction issued to the second virtual character, adding an offensive attribute bonus to a third virtual character to which the pass offensive interaction instruction is applied, so that when the third virtual character performs a shooting offensive skill, the offensive attribute is improved based on the offensive attribute bonus. In this embodiment of the application, while transferring a virtual sphere via a pass offensive interaction instruction, the offensive attribute bonus is added to the third virtual character that receives the virtual sphere transferred by the second virtual character, so that when the third virtual character performs a shooting offensive skill, the offensive attribute is improved based on the offensive attribute bonus. In this way, before the offensive attribute bonus is cleared, the offensive attribute bonus can move with the virtual sphere, that is, the friendly virtual character that obtains the ball will also receive the offensive attribute bonus accordingly, which helps to improve game interaction efficiency, speed up game progress, and improve server resource utilization while saving server resources.

[0359] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in response to a pass attack interaction instruction issued to the second virtual character, controlling the third virtual character that is the subject of the pass attack interaction instruction to increase the first virtual resource. The embodiment of the present application can control the second virtual character to pass the virtual sphere to the third virtual character, and then increase the first virtual resource for the third virtual character, which helps the third virtual character accumulate the first virtual resource as quickly as possible to unlock special skills in the game or upgrade special skills in the game. The increased first virtual resources can continue to be used to unlock special skills in the game or upgrade special skills in the game. Furthermore, the increased first virtual resources can increase the accumulation speed of special skills. This process helps to improve the efficiency of game interaction and promote the game process.

[0360] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method also includes: displaying a first projection control on a graphical user interface, the first projection offensive skill corresponding to the first projection control represents a virtual skill of controlling the second virtual character to project a virtual sphere into a virtual ball frame with a projection hit rate greater than a preset hit rate threshold, and the first projection offensive skill is acquired based on virtual resources; in response to a projection offensive interaction instruction issued to the second virtual character, controlling the second virtual character to execute the projection offensive skill corresponding to the projection offensive interaction instruction based on an offensive attribute bonus, including: in response to a trigger operation on the first projection control, controlling the second virtual character to execute the first projection offensive skill corresponding to the first projection control based on the first offensive attribute bonus; wherein the first offensive attribute bonus includes an anti-interference bonus, the anti-interference bonus represents a bonus to an effective defensive behavior performed by the second virtual character in virtual defense against an interference range, and the anti-interference range represents a range in which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control. In the embodiment of the present application, based on the fact that the first shooting offensive skill itself has been improved, other offensive attributes of the first shooting offensive skill, such as anti-interference ability, can be flexibly improved according to the offensive attribute bonus obtained by the effective defensive behavior completed by the second virtual character in the defensive round; it can ensure that the game interaction efficiency is further improved on the basis of game fairness, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0361] In an optional embodiment of the present disclosure, a first pass control is displayed on a graphical user interface, wherein a first pass offensive skill corresponding to the first pass control represents controlling a second virtual character to transfer a virtual ball to a third virtual character. The instructions executed by processor 1301 further include: during the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on a first offensive attribute bonus, controlling the first pass control to be adjusted to a second pass control; the second passing offensive skill corresponding to the second pass control has a higher pass success rate than the first passing offensive skill corresponding to the first pass control, and a higher pass distance than the first passing offensive skill; and in response to a triggering operation on the second pass control, controlling the second virtual character to execute the second passing offensive skill corresponding to the second pass control. In this embodiment of the present application, the improved anti-interference ability of the first shooting offensive skill is enhanced by the offensive attribute bonus. During the execution of the first shooting offensive skill with enhanced anti-interference ability, the pass success rate and pass distance of the passing offensive skill are further enhanced. This process can accelerate the speed of duels between virtual characters of different factions, help speed up the game process, improve the efficiency of game interaction per unit time, and thereby improve server resource utilization. In addition, the embodiment of the present application can adjust the first pass control to the second pass control only after executing the first shooting offensive skill with improved anti-interference ability, which can improve the convenience of interaction while reducing the area occupied by the control; and the display of the second pass control is associated with and interacts with the offensive attribute addition, which improves the diversity of the pass control display and the interactivity with the second virtual character. It can also achieve the intuitive display of the second pass control during the execution of the first shooting offensive skill with improved anti-interference ability, so that the player can promptly know the currently allowed pass skills and realize the delivery of the virtual sphere with improved pass success rate and pass distance based on the newly displayed second pass control, which helps to improve the efficiency of game interaction.

[0362] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in response to a trigger operation for the second pass control, controlling the addition of a second virtual resource to the third virtual character, wherein the second virtual resource is used to obtain the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus. In the embodiment of the present application, during the process of the second virtual character performing the first shooting offensive skill, after the second virtual character is controlled by the second pass control to pass the virtual sphere to the third virtual character, the second virtual resource can continue to be added to the third virtual character, and the added second virtual resource can continue to be used to obtain the first shooting offensive skill. This process creates a close connection and interaction between the first shooting offensive skill, the second passing offensive skill corresponding to the second pass control, and the second virtual resource. In addition, the added second virtual resource can increase the accumulation speed of the first shooting offensive skill, which helps to improve the efficiency of game interaction.

[0363] In an optional embodiment of the present disclosure, in the instructions executed by processor 1301, the method further includes: in response to the first offensive attribute bonus reaching the maximum value of a preset offensive attribute bonus range, controlling the anti-interference bonus corresponding to the first shooting offensive skill executed by the second virtual character to be adjusted to a first preset anti-interference bonus threshold, and obtaining a first additional gain effect, the first additional gain effect indicating that the second virtual character can execute the first shooting offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs. In this embodiment of the present application, in order to further mobilize the player's enthusiasm for performing virtual defense in the defensive round and improve the efficiency of game interaction, after the first offensive attribute bonus clearing condition is triggered, the first offensive attribute bonus obtained by the second virtual character can be cleared.

[0364] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in response to triggering a first offensive attribute bonus clearing condition, clearing the first offensive attribute bonus obtained by the second virtual character; wherein the first offensive attribute bonus clearing condition includes any one of the following items:

[0365] The second virtual character is controlled to execute the second passing offensive skill corresponding to the second passing control; when the first offensive attribute bonus reaches the maximum value of a preset offensive attribute bonus range, the second virtual character is controlled to release the first shooting offensive skill corresponding to the first shooting control, and the first shooting offensive skill triggers a scoring event. In the embodiment of the present application, a first offensive attribute bonus clearing condition is set. When the second virtual character triggers the first offensive attribute bonus clearing condition, the first offensive attribute bonus obtained by the second virtual character is cleared. This can increase the player's enthusiasm for executing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity and game interaction efficiency in the game. Since the first offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, thereby improving the utilization rate of network resources and storage space.

[0366] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in the process of controlling the second virtual character to execute the second pass offensive skill corresponding to the second pass control, displaying a first reminder icon at a first preset position of the virtual sphere in the graphical user interface and a second reminder icon at a second preset position of the third virtual character; wherein the first reminder icon is used to prompt that the virtual sphere is in a state of being passed, and the second reminder icon is used to prompt the third virtual character to receive the virtual sphere passed by the second virtual character. In this embodiment of the application, by displaying the first reminder icon at the first preset position of the virtual sphere and the second reminder icon at the second preset position of the third virtual character in the graphical user interface, the first reminder icon and the second reminder icon remind the player that the current virtual sphere is in a state of being passed to the third virtual character, thereby helping both the enemy and friendly camps to quickly know the transfer trend of the virtual sphere, thereby making strategic deployments as soon as possible, helping players to grasp the game trends in a timely and accurate manner, helping to improve the efficiency of game interaction, and thereby improving the resource utilization of the game server.

[0367] In an optional embodiment of the present disclosure, the instructions executed by processor 1301 further include: during the process of controlling the addition of the second virtual resource to the third virtual character, in response to the increase in the first offensive attribute bonus, controlling the updating of a resource increase representation corresponding to the second virtual resource. This embodiment of the present application facilitates players to promptly understand the status of the accumulated second virtual resources of the third virtual character by controlling the updating of the resource increase representation corresponding to the second virtual resource, facilitating player viewing and helping to improve game interaction efficiency.

[0368] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: displaying a second shooting control on a graphical user interface, wherein a second shooting offensive skill corresponding to the second shooting control represents a virtual skill for controlling the second virtual character to shoot a virtual sphere into a virtual ball frame; and in response to a shooting offensive interaction instruction issued to the second virtual character, controlling the second virtual character to execute the shooting offensive skill corresponding to the shooting offensive interaction instruction based on an offensive attribute bonus, including: in response to a trigger operation on the second shooting control, controlling the second virtual character to execute the second shooting offensive skill corresponding to the second shooting control based on the second offensive attribute bonus; wherein the second offensive attribute bonus includes a shooting hit rate bonus and an anti-interference bonus, wherein the shooting hit rate bonus represents a contribution to the shooting hit rate of an effective defensive action performed by the second virtual character in virtual defense, the shooting hit rate represents a success rate of the second virtual character triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control, the anti-interference bonus represents a contribution to the interference range of the effective defensive action performed by the second virtual character in virtual defense, and the anti-interference range represents a range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control. This application can improve the offensive attributes of the second shooting offensive skill in multiple dimensions, such as shooting hit rate and anti-interference ability, based on the offensive attribute bonus obtained by the second virtual character's effective defensive behavior completed in the defensive round; it can improve the efficiency of game interaction, speed up the game process, save server resources and improve server resource utilization.

[0369] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, controlling the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character to be adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus to be adjusted to the second preset anti-interference bonus threshold, and obtaining a second additional gain effect; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within the preset distance range, and the second additional gain effect represents the second virtual character's The second shooting offensive skill can be executed regardless of the interference of any virtual character in the camp to which the first virtual character belongs; and / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character is controlled to be adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold. The embodiment of the present application can increase the player's probability of winning in the virtual scene by increasing the second additional gain effect or significantly improving the offensive attribute, thereby promoting the player to actively defend in the defensive round, thereby reducing the game match time, reducing the power consumption of the terminal device, and reducing the performance overhead of the game server.

[0370] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in response to triggering a second offensive attribute bonus clearing condition, clearing the second offensive attribute bonus obtained by the second virtual character; wherein the second offensive attribute bonus clearing condition includes any one of the following items:

[0371] The second shooting offensive skill executed by the second virtual character is controlled to trigger a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when the second shooting offensive skill is executed is outside a preset distance range; under the condition that any virtual character in the camp to which the first virtual character belongs exists in the interference area, the second virtual character is controlled to execute the second shooting offensive skill to trigger a scoring event, wherein the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when the second shooting offensive skill is executed is within a preset distance range, and the interference area represents the area range in which the success rate of the second shooting offensive skill triggering the scoring event is reduced due to the interference of any virtual character in the camp to which the first virtual character belongs to the second virtual character. In the embodiment of the present application, a second offensive attribute bonus clearing condition is set. When the second virtual character triggers the second offensive attribute bonus clearing condition, the second offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity in the game and the game interaction efficiency. Since the second offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, and the utilization rate of network resources and storage space is improved.

[0372] In an optional embodiment of the present disclosure, the instructions executed by processor 1301 further include: displaying an attribute bonus progress bar in a graphical user interface, wherein the attribute bonus progress bar includes multiple areas to be filled. This embodiment of the present application introduces an attribute bonus progress bar to intuitively and clearly display changes in the offensive attribute bonus obtained by the second virtual character, making it easier for players to view and helping to improve game interaction efficiency.

[0373] In an optional embodiment of the present disclosure, in the instructions executed by the processor 1301, the method further includes: in response to an increase in the offensive attribute bonus, updating the filling area of ​​multiple to-be-filled areas of the attribute bonus progress bar, and displaying attribute bonus update prompt information in the graphical user interface; and / or, when the offensive attribute bonus reaches the maximum value of a preset offensive attribute bonus range, the filling area of ​​multiple to-be-filled areas of the attribute bonus progress bar reaches the maximum, and the attribute bonus update prompt information is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range is displayed at a third preset position of the second virtual character. The embodiment of the present application characterizes the change in offensive attribute bonus by the progress change of the attribute bonus progress bar, which can intuitively and clearly display the change in the offensive attribute bonus obtained by the second virtual character, making it easy for players to view, helping players to predict the success rate of their execution of certain offensive skills, and thus helping to improve the efficiency of game interaction.

[0374] In an optional embodiment of the present disclosure, the instructions executed by processor 1301 further include: displaying an attribute bonus prompt control in a graphical user interface based on the offensive attribute bonus, wherein the attribute bonus prompt control displays bonus numerical information corresponding to the offensive attribute bonus. In addition to displaying an attribute bonus progress bar, the present application continues to display an attribute bonus prompt control carrying the bonus numerical information, ensuring that players can timely and accurately view changes in the offensive attribute bonus obtained by the second virtual character, helping players predict their success rate when executing certain offensive skills, thereby helping to improve game interaction efficiency.

[0375] In an optional embodiment of the present disclosure, the instructions executed by processor 1301 further include: controlling the updating of the bonus value information in the attribute bonus prompt control in response to an increase in the offensive attribute bonus. By clearing the fill progress of multiple to-be-filled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, the present embodiment enables the player to promptly discover that the current offensive attribute bonus has been cleared, thereby helping the player to make the next strategic deployment in a timely manner and thereby improving the efficiency of game interaction.

[0376] In an optional embodiment of the present disclosure, the instructions executed by processor 1301 further include: in response to the clearing of the offensive attribute bonus, clearing the filling progress of multiple to-be-filled areas of the attribute bonus progress bar, and clearing the attribute bonus prompt control. By clearing the filling progress of multiple to-be-filled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, this embodiment of the present application allows players to promptly discover that the current offensive attribute bonus has been cleared, helping players to make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.

[0377] The disclosed embodiment can utilize the effective defensive actions performed by a virtual character during a defensive round to improve the offensive attributes of the offensive skills of the virtual character or teammates during an offensive round, enabling the virtual character to actively perform virtual defense during the defensive round, thereby improving the game interaction efficiency per unit time, helping to improve server resource utilization, and thus improving server performance. Furthermore, the disclosed embodiment can also adjust the first pass control to a second pass control only after executing the first shooting offensive skill with improved anti-interference ability, thereby reducing the control area and improving the convenience of interaction. The display of the second pass control is associated with and interacts with the offensive attribute bonus, thereby increasing the diversity of the pass control display and the interactivity with the second virtual character. Furthermore, in order to enable both the attacker and defender to view the current accumulated offensive attribute bonus in a timely manner, a continuous external prompt content can be set on the graphical user interface. Through visual display, the player is reminded of the current offensive attribute bonus in a timely manner, which is intuitive and clear, helping the player to roughly predict the offensive skill they will execute. This not only improves the player's gaming experience, but also further accelerates the game rhythm, and can play a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear process growth rewards and goal achievement rewards, enriches the gameplay, has wide application, and is conducive to improving players' gaming experience.

[0378] The disclosed embodiment also provides a computer-readable storage medium having a computer program stored thereon, so that when the computer program is executed by a processor, the following instructions are executed: in a first virtual character manipulating a virtual sphere to perform a ball-holding offense event, the second virtual character is controlled to perform virtual defense against the first virtual character; based on the effective defensive behavior completed by the second virtual character in the virtual defense, the offensive attribute bonus obtained by the second virtual character is determined, and the offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or the third virtual character in the event of manipulating the virtual sphere to perform a ball-holding offense, and the third virtual character and the second virtual character are in the same camp. Through this embodiment, in a first virtual character manipulating a virtual sphere to perform a ball-holding offense event, the second virtual character is controlled to perform virtual defense against the first virtual character; based on the effective defensive behavior completed by the second virtual character in the virtual defense, the offensive attribute bonus obtained by the second virtual character is determined, and the offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or the third virtual character in the same camp as the second virtual character in the event of manipulating the virtual sphere to perform a ball-holding offense. That is to say, the embodiments of the present application can utilize the effective defensive behavior performed by the virtual character in the defensive round to improve the offensive attributes of the offensive skills of the virtual character or teammates in the offensive round, so that the virtual character actively performs virtual defense in the defensive round, improves the game interaction efficiency per unit time, helps to improve the resource utilization of the server, and thus improves the performance of the server.

[0379] In an optional embodiment of the present disclosure, effective defensive behavior includes direct effective defensive behavior and indirect effective defensive behavior; wherein, direct effective defensive behavior represents a defensive behavior that successfully ends the attack of the first virtual character through a target defensive action; indirect effective defensive behavior represents a defensive behavior that fails to end the attack of the first virtual character through a target defensive action.

[0380] In an optional embodiment of the present disclosure, a directly effective defensive behavior represents a defensive behavior that successfully ends the attack of the first virtual character through a target defensive action that meets preset conditions; an indirectly effective defensive behavior represents a defensive behavior that fails to end the attack of the first virtual character through a target defensive action that meets preset conditions.

[0381] Through the direct and effective defensive behaviors and indirect and effective defensive behaviors shown in the above embodiments, the sources of offensive attribute bonuses can be enriched, which helps to reduce the difficulty of accumulating offensive attribute bonuses, increase the rate at which the second virtual character obtains offensive attribute bonuses, and increase the cumulative richness of offensive attribute bonuses. This can not only improve the player's gaming experience, but also improve the game's interactive efficiency, help promote the player's active participation in the game process, thereby increasing the speed of game progress and improving the game rhythm.

[0382] In an optional embodiment of the present disclosure, the preset conditions include at least one of the following: the target defensive action's execution time is within a preset action release time range; the target defensive action's action interaction range is within a preset action release range; and the target defensive action's action execution angle is within a preset action release angle. By defining these preset conditions, a more accurate definition of the target defensive actions involved in direct and indirect effective defensive actions is obtained, facilitating accurate monitoring of direct and indirect effective defensive actions, thereby improving game interaction efficiency.

[0383] In an optional embodiment of the present disclosure, the target defense action includes at least one of the following items: an action to prevent the first virtual character from triggering a projection event using a virtual sphere, an action to prevent the first virtual character from passing a virtual sphere or holding the ball, a collision with the first virtual character during the first virtual character's execution of a breakthrough skill, an action to compete with at least one virtual character in the camp to which the first virtual character belongs for the touchdown of the virtual sphere, and an action to compete with at least one virtual character in the camp to which the first virtual character belongs for the virtual sphere when the virtual sphere projected by the first virtual character does not enter the virtual ball frame and is rebounded by the virtual ball frame or the virtual backboard. By setting the specific types of the above-mentioned target defense actions, the embodiment of the present application can clearly stipulate that offensive attribute bonuses can be obtained based on effective defensive behaviors involving the above-mentioned target defense actions in the game, so that the types of target defense actions that obtain offensive attribute bonuses are rich, while improving the player's gaming experience and accelerating the efficiency of obtaining offensive attribute bonuses.

[0384] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the offensive attribute bonus obtained by the second virtual character is determined based on the effective defensive behavior completed by the second virtual character in the virtual defense, including: judging whether the second virtual character triggers the target game event; if so, determining the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive behavior and the direct effective defensive behavior; otherwise, determining the offensive attribute bonus obtained by the second virtual character based on the direct effective defensive behavior.

[0385] In an optional embodiment of the present disclosure, the target game event includes one of the following: the second virtual character achieves a preset achievement outside of or within the current game match; the second virtual character completes a designated game task within the current game match; the second virtual character obtains a specific virtual item within the current game match; the second virtual character's accumulated score within the current game match reaches a preset score line. The embodiment of the present application sets the above-mentioned target game events to trigger whether to use indirect effective defensive behavior to determine the offensive attribute bonus obtained by the second virtual character, which is conducive to mobilizing the enthusiasm of players to actively participate, further improving the game rhythm, and not only improving the player's gaming experience, but also improving the efficiency of game interaction, thereby improving the resource utilization of the server.

[0386] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense, including: determining the offensive attribute bonus obtained by the second virtual character based on the number of completions of the effective defensive behavior completed by the second virtual character in the virtual defense, and the offensive attribute bonus is positively correlated with the number of completions; or, accumulating the offensive attribute sub-bonuses corresponding to the effective defensive behavior completed by the second virtual character in the virtual defense to obtain the offensive attribute bonus obtained by the second virtual character. The above embodiment helps the second virtual character to actively perform target defensive actions in the defense round, which can not only improve the efficiency of determining the offensive attribute bonus, but also improve the efficiency of game interaction. The embodiment of the present application can promote the second virtual character to complete direct and effective defensive behaviors as much as possible in the defense round to obtain the offensive attribute bonus as soon as possible, and encourage players to stay online as long as possible to improve the game operation level, thereby increasing the average game time per person and increasing the number of real-time players.

[0387] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on indirect effective defensive actions and direct effective defensive actions, including: determining the offensive attribute bonus obtained by the second virtual character based on the number of indirect action completions of the indirect effective defensive actions and the number of direct action completions of the direct effective defensive actions, wherein the offensive attribute bonus is positively correlated with the sum of the number of indirect action completions and the number of direct action completions; or determining the offensive attribute bonus obtained by the second virtual character based on the indirect attribute sub-bonus of the indirect effective defensive actions and the direct attribute sub-bonus of the direct effective defensive actions; wherein the direct attribute sub-bonus of the direct effective defensive actions is greater than the indirect attribute sub-bonus of the indirect effective defensive actions. The above embodiment can promote the second virtual character to complete as many direct effective defensive actions as possible in the defensive round to determine the offensive attribute bonus as quickly as possible, and encourage players to stay online as long as possible to improve their game operation level, thereby increasing the average game time per person and increasing the number of real-time players. In addition, even if the player controlling the second virtual character performs a defensive action that fails to end the attack of the first virtual character, the second virtual character will be rewarded with a certain indirect attribute sub-bonus to promote the determination of the offensive attribute bonus, which will help the second virtual character actively perform target defensive actions in the defensive round, which can not only improve the efficiency of determining the offensive attribute bonus, but also improve the efficiency of game interaction.

[0388] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium determine the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense, including: in response to a preset trigger condition, determining the offensive attribute bonus obtained by the second virtual character based on the effective defensive behavior completed by the second virtual character in the virtual defense; wherein the preset trigger condition includes one of the following items: monitoring the completion of the effective defensive behavior, and the offensive attribute bonus obtained based on the effective defensive behavior completed by the second virtual character in the virtual defense reaches the minimum value of the preset offensive attribute bonus range.

[0389] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include: in response to an offensive interaction instruction issued to a second virtual character, controlling the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on an offensive attribute bonus. This simplifies the operation, reduces the player's learning curve, facilitates the second virtual character controlled by the target player to execute offensive skills during the game, and helps improve game operation efficiency.

[0390] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium include, in response to an offensive interaction instruction issued to a second virtual character, controlling the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on an offensive attribute bonus, including: in response to a shooting offensive interaction instruction issued to the second virtual character, controlling the second virtual character to execute a shooting offensive skill corresponding to the shooting offensive interaction instruction based on an offensive attribute bonus. This embodiment of the present application can achieve the purpose of obtaining a shooting hit rate and anti-interference ability of a shooting offensive skill during an offensive round by performing effective defensive actions completed during a defensive round, thereby helping to improve game interaction efficiency, accelerate game progress, and improve server resource utilization while saving server resources.

[0391] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium, in response to an offensive interaction instruction issued to a second virtual character, control the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on an offensive attribute bonus, including: in response to a pass offensive interaction instruction issued to the second virtual character, adding an offensive attribute bonus to a third virtual character to which the pass offensive interaction instruction is applied, so that when the third virtual character executes a shooting offensive skill, the offensive attribute bonus is increased based on the offensive attribute bonus. In this embodiment of the application, while transferring a virtual sphere via the pass offensive interaction instruction, the offensive attribute bonus is added to the third virtual character that receives the virtual sphere transferred by the second virtual character, so that when the third virtual character executes the shooting offensive skill, the offensive attribute bonus is increased based on the offensive attribute bonus. In this way, before the offensive attribute bonus is cleared, the offensive attribute bonus can move with the virtual sphere, that is, the friendly virtual character that gains possession of the ball will also receive the offensive attribute bonus accordingly, which helps to improve game interaction efficiency, speed up game progress, and improve server resource utilization while saving server resources.

[0392] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to the passing attack interaction instruction issued to the second virtual character, controlling the third virtual character that is the subject of the passing attack interaction instruction to increase the first virtual resource. The embodiment of the present application can control the second virtual character to increase the first virtual resource for the third virtual character after passing the virtual sphere to the third virtual character, which helps the third virtual character accumulate the first virtual resource as quickly as possible to unlock special skills in the game or upgrade special skills in the game. The increased first virtual resource can continue to be used to unlock special skills in the game or upgrade special skills in the game. Furthermore, the increased first virtual resource can increase the accumulation speed of special skills. This process helps to improve the efficiency of game interaction and promote the game process.

[0393] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method also includes: displaying a first projection control on a graphical user interface, the first projection offensive skill corresponding to the first projection control represents a virtual skill of controlling the second virtual character to project a virtual sphere into a virtual ball frame with a projection hit rate greater than a preset hit rate threshold, and the first projection offensive skill is acquired based on virtual resources; in response to a projection offensive interaction instruction issued to the second virtual character, controlling the second virtual character to execute the projection offensive skill corresponding to the projection offensive interaction instruction based on an offensive attribute bonus, including: in response to a trigger operation on the first projection control, controlling the second virtual character to execute the first projection offensive skill corresponding to the first projection control based on the first offensive attribute bonus; wherein the first offensive attribute bonus includes an anti-interference bonus, the anti-interference bonus represents a bonus to the effective defensive behavior completed by the second virtual character in virtual defense against the interference range, and the anti-interference range represents a range in which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control. In the embodiment of the present application, based on the fact that the first shooting offensive skill itself has been improved, other offensive attributes of the first shooting offensive skill, such as anti-interference ability, can be flexibly improved according to the offensive attribute bonus obtained by the effective defensive behavior completed by the second virtual character in the defensive round; it can ensure that the game interaction efficiency is further improved on the basis of game fairness, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0394] In an optional embodiment of the present disclosure, a first pass control is displayed on a graphical user interface, wherein a first pass offensive skill corresponding to the first pass control represents controlling a second virtual character to transfer a virtual ball to a third virtual character. The method further comprises, in the instructions executed by a computer-readable storage medium, controlling the first pass control to be changed to a second pass control during the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on a first offensive attribute bonus; controlling the second passing offensive skill corresponding to the second passing control to have a higher pass success rate than the first shooting offensive skill corresponding to the first passing control, and a higher pass distance than the first passing offensive skill; and controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control in response to a triggering operation on the second passing control. This application enhances the interference resistance of the first shooting offensive skill by enhancing the interference resistance, and further enhances the pass success rate and pass distance of the shooting offensive skill during the execution of the first shooting offensive skill with enhanced interference resistance. This process can accelerate the speed of duels between virtual characters of different factions, help speed up the game process, improve the efficiency of game interaction per unit time, and thereby improve server resource utilization. In addition, the embodiment of the present application can adjust the first pass control to the second pass control only after executing the first shooting offensive skill with improved anti-interference ability, which can improve the convenience of interaction while reducing the area occupied by the control; and the display of the second pass control is associated with and interacts with the offensive attribute addition, which improves the diversity of the pass control display and the interactivity with the second virtual character. It can also achieve the intuitive display of the second pass control during the execution of the first shooting offensive skill with improved anti-interference ability, so that the player can promptly know the currently allowed pass skills and realize the delivery of the virtual sphere with improved pass success rate and pass distance based on the newly displayed second pass control, which helps to improve the efficiency of game interaction.

[0395] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to a trigger operation for the second pass control, controlling the addition of a second virtual resource to the third virtual character, wherein the second virtual resource is used to obtain the first shooting offensive skill, and the second virtual resource is positively correlated with the first offensive attribute bonus. In the embodiment of the present application, during the process of the second virtual character performing the first shooting offensive skill, after the second virtual character is controlled by the second pass control to pass the virtual sphere to the third virtual character, the second virtual resource can continue to be added to the third virtual character, and the added second virtual resource can continue to be used to obtain the first shooting offensive skill. This process creates a close connection and interaction between the first shooting offensive skill, the second passing offensive skill corresponding to the second pass control, and the second virtual resource. In addition, the added second virtual resource can increase the accumulation speed of the first shooting offensive skill, which helps to improve the efficiency of game interaction.

[0396] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, controlling the anti-interference bonus corresponding to the first shooting offensive skill executed by the second virtual character to be adjusted to a first preset anti-interference bonus threshold, and obtaining a first additional gain effect, the first additional gain effect indicating that the second virtual character can execute the first shooting offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs. In this embodiment of the present application, in order to further mobilize the player's enthusiasm for performing virtual defense in the defensive round and improve the efficiency of game interaction, after the first offensive attribute bonus clearing condition is triggered, the first offensive attribute bonus obtained by the second virtual character can be cleared.

[0397] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to the triggering of the first offensive attribute bonus clearing condition, clearing the first offensive attribute bonus obtained by the second virtual character; wherein the first offensive attribute bonus clearing condition includes any one of the following items: controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control; under the condition that the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, controlling the second virtual character to release the first shooting offensive skill corresponding to the first shooting control, and the first shooting offensive skill triggering a scoring event. In the embodiment of the present application, a first offensive attribute bonus clearing condition is set, and when the second virtual character triggers the first offensive attribute bonus clearing condition, the first offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity and game interaction efficiency in the game. Since the first offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, and the utilization rate of network resources and storage space can be improved.

[0398] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in the process of controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control, displaying a first reminder icon at a first preset position of the virtual sphere in the graphical user interface and a second reminder icon at a second preset position of the third virtual character; wherein the first reminder icon is used to prompt that the virtual sphere is in a state of being passed, and the second reminder icon is used to prompt the third virtual character who receives the virtual sphere passed by the second virtual character. The embodiment of the present application displays the first reminder icon at the first preset position of the virtual sphere in the graphical user interface and the second reminder icon at the second preset position of the third virtual character, and reminds the player through the first reminder icon and the second reminder icon that the current virtual sphere is in a state of being passed to the third virtual character, which helps both the enemy and friendly camps quickly know the transfer trend of the virtual sphere, so as to make strategic deployment as soon as possible, helps players to grasp the game trends in a timely and accurate manner, helps to improve the efficiency of game interaction, and thus improves the resource utilization of the game server.

[0399] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium further include: during the process of controlling the addition of the second virtual resource to the third virtual character, in response to the increase in the first offensive attribute bonus, controlling the updating of a resource increase representation corresponding to the second virtual resource. This embodiment of the present application facilitates players to promptly understand the status of the accumulated second virtual resources of the third virtual character by controlling the updating of the resource increase representation corresponding to the second virtual resource, facilitating player viewing and helping to improve game interaction efficiency.

[0400] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: displaying a second shooting control on a graphical user interface, wherein the second shooting offensive skill corresponding to the second shooting control represents a virtual skill for controlling the second virtual character to shoot a virtual sphere into a virtual ball frame; and in response to a shooting offensive interaction instruction issued to the second virtual character, controlling the second virtual character to execute the shooting offensive skill corresponding to the shooting offensive interaction instruction based on an offensive attribute bonus, including: in response to a trigger operation on the second shooting control, controlling the second virtual character to execute the second shooting offensive skill corresponding to the second shooting control based on the second offensive attribute bonus; wherein the second offensive attribute bonus includes a shooting hit rate bonus and an anti-interference bonus, wherein the shooting hit rate bonus represents a bonus to the shooting hit rate of an effective defensive action completed by the second virtual character in virtual defense, the shooting hit rate represents a success rate of the second virtual character triggering a scoring event by executing the second shooting offensive skill corresponding to the second shooting control, the anti-interference bonus represents a bonus to the effective defensive action completed by the second virtual character in virtual defense against an interference range, and the anti-interference range represents a range within which the second virtual character is not interfered with when executing the first shooting offensive skill corresponding to the first shooting control. The embodiment of the present application can improve the offensive attributes of the second shooting offensive skill in multiple dimensions, such as shooting hit rate and anti-interference ability, based on the offensive attribute bonus obtained by the effective defensive behavior completed by the second virtual character in the defensive round; it can improve the game interaction efficiency, speed up the game process, and improve the resource utilization of the server while saving server resources.

[0401] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, controlling the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character to be adjusted to the first preset hit rate bonus threshold and the corresponding anti-interference bonus to be adjusted to the second preset anti-interference bonus threshold, and obtaining a second additional gain effect; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is within the preset distance range, and the second additional gain effect represents the second virtual character's The character can execute the second shooting offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs; and / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, the shooting hit rate bonus corresponding to the second shooting offensive skill executed by the second virtual character is controlled to be adjusted to the second preset hit rate bonus threshold and the corresponding anti-interference bonus is adjusted to the preset anti-interference bonus threshold; wherein, when executing the second shooting offensive skill, the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold. The embodiment of the present application can increase the player's probability of winning in the virtual scene by increasing the second additional gain effect or significantly improving the offensive attribute, thereby promoting the player to actively defend in the defensive round, thereby reducing the game match time, reducing the power consumption of the terminal device, and reducing the performance overhead of the game server.

[0402] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to the triggering of the second offensive attribute bonus clearing condition, clearing the second offensive attribute bonus obtained by the second virtual character; wherein the second offensive attribute bonus clearing condition includes any one of the following items: controlling the second virtual character to execute a second shooting offensive skill to trigger a scoring event, and the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second shooting offensive skill is outside a preset distance range; controlling the second virtual character to execute a second shooting offensive skill to trigger a scoring event under the condition that there is any virtual character in the camp to which the first virtual character belongs in the interference area, wherein the distance between the second virtual character and the vertical projection position of the virtual ball frame on the horizontal plane of the virtual scene when executing the second shooting offensive skill is within a preset distance range, and the interference area represents the area range where the success rate of the second shooting offensive skill triggering the scoring event is reduced due to the interference of any virtual character in the camp to which the first virtual character belongs to the second virtual character. In the embodiment of the present application, a second offensive attribute bonus clearing condition is set. When the second virtual character triggers the second offensive attribute bonus clearing condition, the second offensive attribute bonus obtained by the second virtual character is cleared; this can increase the player's enthusiasm for performing virtual defense in the defensive round, enhance the playability of the game, and further improve the player's interactivity in the game and the game interaction efficiency. Since the second offensive attribute bonus obtained by the second virtual character is cleared in a timely manner, the required storage resources can be reduced, and the utilization rate of network resources and storage space is improved.

[0403] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium further include: displaying an attribute bonus progress bar in a graphical user interface, wherein the attribute bonus progress bar includes multiple areas to be filled. This embodiment of the present application introduces an attribute bonus progress bar to intuitively and clearly display changes in the offensive attribute bonus obtained by the second virtual character, making it easier for players to view and helping to improve game interaction efficiency.

[0404] In an optional embodiment of the present disclosure, in the instructions executed by the computer-readable storage medium, the method further includes: in response to an increase in the offensive attribute bonus, updating the filling area of ​​multiple to-be-filled areas of the attribute bonus progress bar, and displaying attribute bonus update prompt information in the graphical user interface; and / or, when the offensive attribute bonus reaches the maximum value of a preset offensive attribute bonus range, the filling area of ​​multiple to-be-filled areas of the attribute bonus progress bar reaches the maximum, and the attribute bonus update prompt information is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range is displayed at a third preset position of the second virtual character. The embodiment of the present application characterizes the change in offensive attribute bonus by the progress change of the attribute bonus progress bar, which can intuitively and clearly display the change in the offensive attribute bonus obtained by the second virtual character, making it easy for players to view, helping players to predict the success rate of their execution of certain offensive skills, and thus helping to improve the efficiency of game interaction.

[0405] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium further include: displaying an attribute bonus prompt control in a graphical user interface based on the offensive attribute bonus, wherein the attribute bonus prompt control displays bonus numerical information corresponding to the offensive attribute bonus. In addition to displaying the attribute bonus progress bar, this embodiment of the present application continues to display the attribute bonus prompt control carrying the bonus numerical information, ensuring that the player can timely and accurately view changes in the offensive attribute bonus obtained by the second virtual character, helping the player to predict the success rate of executing certain offensive skills, thereby helping to improve the efficiency of game interaction.

[0406] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium further include: controlling the updating of the bonus value information in the attribute bonus prompt control in response to an increase in the offensive attribute bonus. By clearing the fill progress of multiple to-be-filled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, the present embodiment enables players to promptly discover that the current offensive attribute bonus has been cleared, helping players to make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.

[0407] In an optional embodiment of the present disclosure, the instructions executed by a computer-readable storage medium further include: in response to the clearing of the offensive attribute bonus, clearing the filling progress of multiple to-be-filled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control. By clearing the filling progress of multiple to-be-filled areas of the attribute bonus progress bar and clearing the attribute bonus prompt control, the embodiment of the present application allows players to promptly discover that the current offensive attribute bonus has been cleared, helping players to make the next strategic deployment in a timely manner, thereby improving game interaction efficiency.

[0408] Based on the above embodiments, the present disclosure can utilize the effective defensive actions performed by a virtual character during a defensive round to improve the offensive attributes of the offensive skills of the virtual character or teammates during an offensive round, enabling the virtual character to actively perform virtual defense during the defensive round, thereby improving the game interaction efficiency per unit time, helping to improve server resource utilization, and thus improving server performance. Furthermore, the present disclosure can also adjust the first pass control to a second pass control only after executing the first shooting offensive skill with improved anti-interference ability, thereby reducing the control area and improving the convenience of interaction. The display of the second pass control is associated with and interacts with the offensive attribute bonus, thereby increasing the diversity of the pass control display and the interactivity with the second virtual character. Furthermore, in order to enable both the attacker and defender to view the current accumulated offensive attribute bonus in a timely manner, a continuous external prompt content can be set on the graphical user interface. Through visual display, the player is reminded of the current offensive attribute bonus in a timely manner, which is intuitive and clear, helping the player to roughly predict the offensive skill they will execute. This not only improves the player's gaming experience, but also further accelerates the game rhythm, and can play a certain auxiliary role in improving the efficiency of game interaction. Finally, it provides clear process growth rewards and goal achievement rewards, enriches the gameplay, has wide application, and is conducive to improving players' gaming experience.

[0409] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific action 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.

[0410] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0411] Units described as separate components may or may not be physically separate, and 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.

[0412] In addition, each functional unit in each embodiment of the present disclosure 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.

[0413] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), magnetic disk or optical disk, and other media that can store program code.

[0414] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above 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 embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. An information processing method in a game, providing a virtual scene on the graphical user interface of a terminal device for virtual characters of different camps to interact. In the virtual scene, the virtual characters of different camps confront each other by competing for virtual spheres. The method includes: During the first virtual character controlling the virtual sphere to execute a ball-holding offensive event, controlling the second virtual character to perform virtual defense on the first virtual character; According to the effective defense actions completed by the second virtual character in virtual defense, determining the offensive attribute bonus obtained by the second virtual character, where the offensive attribute bonus is used to enhance the offensive attributes of the second virtual character and / or the third virtual character when controlling the virtual sphere to execute a ball-holding offensive event, and the third virtual character is in the same camp as the second virtual character.

2. The method according to claim 1, wherein, The effective defense actions include direct effective defense actions and indirect effective defense actions; Among them, the direct effective defense action represents a defense action that successfully terminates the first virtual character's offense through a target defense action; The indirect effective defense action represents a defense action that fails to terminate the first virtual character's offense through a target defense action.

3. The method according to claim 2, wherein, The direct effective defense action represents a defense action that successfully terminates the first virtual character's offense through a target defense action that meets a preset condition; The indirect effective defense action represents a defense action that fails to terminate the first virtual character's offense through a target defense action that meets a preset condition.

4. The method according to claim 3, wherein The preset conditions include at least one of the following items: The action execution moment of the target defense action is within the preset action release time range; The action interaction range of the target defense action is within the preset action release range; The action execution angle of the target defense action is within the preset action release angle.

5. The method according to claim 2, wherein The target defense action includes at least one of the following items: an action to prevent the first virtual character from triggering a projection event using the virtual sphere, an action to prevent the first virtual character from passing or holding the virtual sphere, a collision with the first virtual character during the process of the first virtual character executing a breakthrough skill, a ball-touching action to compete for the virtual sphere with at least one virtual character in the camp of the first virtual character during the process of the virtual sphere touching the ground, and an action to scramble for the virtual sphere with at least one virtual character in the camp of the first virtual character during the process of the virtual sphere projected by the first virtual character not entering the virtual basket and being rebounded by the virtual basket or the virtual backboard.

6. The method according to claim 2, wherein, The determining the offensive attribute bonus obtained by the second virtual character according to the effective defense actions completed by the second virtual character in virtual defense includes: Judging whether the second virtual character triggers a target game event; If so, determining the offensive attribute bonus obtained by the second virtual character based on the indirect effective defense action and the direct effective defense action; Otherwise, determining the offensive attribute bonus obtained by the second virtual character based on the direct effective defense action.

7. The method according to claim 6, wherein The target game event includes one of the following items: The second virtual character achieves a preset achievement outside or during the current game round; The second virtual character has completed the specified game task in this game session; The second virtual character has obtained a specific virtual item in this game session; The score accumulated by the second virtual character in this game session has reached the preset score line.

8. The method according to claim 1, wherein Determining the offensive attribute bonus obtained by the second virtual character according to the effective defensive actions completed by the second virtual character in virtual defense includes: Determining the offensive attribute bonus obtained by the second virtual character according to the number of times the effective defensive actions completed by the second virtual character in virtual defense are completed, and the offensive attribute bonus is positively correlated with the number of times the actions are completed; Or, accumulating the offensive attribute sub-bonuses corresponding to the effective defensive actions completed by the second virtual character in virtual defense to obtain the offensive attribute bonus obtained by the second virtual character.

9. The method according to claim 6, wherein, Determining the offensive attribute bonus obtained by the second virtual character based on the indirect effective defensive action and the direct effective defensive action includes: Determining the offensive attribute bonus obtained by the second virtual character according to the number of times the indirect actions of the indirect effective defensive action are completed and the number of times the direct actions of the direct effective defensive action are completed, and the offensive attribute bonus is positively correlated with the sum value between the number of times the indirect actions are completed and the number of times the direct actions are completed; Or, determining the offensive attribute bonus obtained by the second virtual character according to the indirect attribute sub-bonus of the indirect effective defensive action and the direct attribute sub-bonus of the direct effective defensive action; Wherein, the direct attribute sub-bonus of the direct effective defensive action is greater than the indirect attribute sub-bonus of the indirect effective defensive action.

10. The method according to claim 1, wherein Determining the offensive attribute bonus obtained by the second virtual character according to the effective defensive actions completed by the second virtual character in virtual defense includes: In response to a preset trigger condition, determining the offensive attribute bonus obtained by the second virtual character according to the effective defensive actions completed by the second virtual character in virtual defense; Wherein, the preset trigger condition includes one of the following items: Monitoring that the effective defensive action is completed, and the offensive attribute bonus obtained according to the effective defensive actions completed by the second virtual character in virtual defense reaches the minimum value of the preset offensive attribute bonus range.

11. The method according to claim 1, wherein, After determining the offensive attribute bonus obtained by the second virtual character according to the effective defensive actions completed by the second virtual character in virtual defense, the method further includes: In response to an offensive interaction instruction issued for the second virtual character, controlling the second virtual character to execute the target offensive skill corresponding to the offensive interaction instruction based on the offensive attribute bonus.

12. The method according to claim 11, wherein, Controlling the second virtual character to execute the target offensive skill corresponding to the offensive interaction instruction based on the offensive attribute bonus in response to the offensive interaction instruction issued for the second virtual character includes: In response to a projection offensive interaction instruction issued for the second virtual character, controlling the second virtual character to execute the projection offensive skill corresponding to the projection offensive interaction instruction based on the offensive attribute bonus.

13. The method according to claim 11, wherein, Responding to an offensive interaction instruction issued for the second virtual character, controlling the second virtual character to execute a target offensive skill corresponding to the offensive interaction instruction based on the offensive attribute bonus, includes: Responding to a passing offensive interaction instruction issued for the second virtual character, adding the offensive attribute bonus to the third virtual character affected by the passing offensive interaction instruction, so that when the third virtual character executes a shooting offensive skill, it obtains an improvement in offensive attributes based on the offensive attribute bonus.

14. The method according to claim 13, wherein, The method further includes: Responding to a passing offensive interaction instruction issued for the second virtual character, controlling to add a first virtual resource to the third virtual character affected by the passing offensive interaction instruction.

15. The method according to claim 12, wherein, The method further includes: Displaying a first shooting control on the graphical user interface, where the first shooting offensive skill corresponding to the first shooting control represents a virtual skill that controls the second virtual character to project the virtual sphere into the virtual ball frame with a shooting hit rate greater than a preset hit rate threshold, and the first shooting offensive skill is obtained based on virtual resources; Responding to a shooting offensive interaction instruction issued for the second virtual character, controlling the second virtual character to execute a shooting offensive skill corresponding to the shooting offensive interaction instruction based on the offensive attribute bonus, includes: Responding to a trigger operation on the first shooting control, controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on a first offensive attribute bonus; Wherein, the first offensive attribute bonus includes an anti-interference bonus, and the anti-interference bonus represents the bonus of the effective defensive behavior completed by the second virtual character in virtual defense against the interference range, and the anti-interference range represents the range in which the second virtual character is not interfered when executing the first shooting offensive skill corresponding to the first shooting control.

16. The method according to claim 15, wherein A first passing control is displayed on the graphical user interface, and the first passing offensive skill corresponding to the first passing control represents controlling the second virtual character to transmit the virtual sphere to the third virtual character; The method further includes: During the process of controlling the second virtual character to execute the first shooting offensive skill corresponding to the first shooting control based on the first offensive attribute bonus, controlling the first passing control to be adjusted to a second passing control; the passing success rate of the second passing offensive skill corresponding to the second passing control is greater than the passing success rate of the first passing offensive skill corresponding to the first passing control, and the passing distance of the second passing offensive skill is greater than the passing distance of the first passing offensive skill; Responding to a trigger operation on the second passing control, controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control.

17. The method according to claim 16, wherein The method further includes: Responding to a trigger operation on the second passing control, controlling to add a second virtual resource to the third virtual character, where the second virtual resource is used to obtain the first shooting offensive skill, and the second virtual resource has a positive correlation with the first offensive attribute bonus.

18. The method according to claim 15, wherein The method further includes: In response to the first offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, adjust the anti-interference bonus corresponding to the first projection offensive skill executed by the second virtual character to the first preset anti-interference bonus threshold, and obtain a first additional bonus effect, where the first additional bonus effect indicates that the second virtual character can execute the first projection offensive skill regardless of the interference of any virtual character in the camp to which the first virtual character belongs.

19. The method according to claim 15, wherein The method further includes: In response to the triggering of the first offensive attribute bonus clearing condition, clear the first offensive attribute bonus obtained by the second virtual character; Among them, the first offensive attribute bonus clearing condition includes any one of the following items: Control the second virtual character to execute the second passing offensive skill corresponding to the second passing control; Under the condition that the first offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, control the second virtual character to release the first projection offensive skill corresponding to the first projection control, and the first projection offensive skill triggers a scoring event.

20. The method according to claim 16, wherein, The method further includes: During the process of controlling the second virtual character to execute the second passing offensive skill corresponding to the second passing control, display a first reminder icon at a first preset position of the virtual sphere and a second reminder icon at a second preset position of the third virtual character in the graphical user interface; Among them, the first reminder icon is used to prompt that the virtual sphere is in a transferred state, and the second reminder icon is used to prompt the third virtual character that receives the virtual sphere transferred by the second virtual character.

21. The method according to claim 17, wherein The method further includes: During the process of controlling the addition of the second virtual resource to the third virtual character, in response to the increase of the first offensive attribute bonus, control to update the resource addition manifestation form corresponding to the second virtual resource.

22. The method according to claim 12, wherein The method further includes: Display a second projection control on the graphical user interface, where the second projection offensive skill corresponding to the second projection control represents a virtual skill for controlling the second virtual character to project the virtual sphere into the virtual ball frame; The controlling the second virtual character to execute the projection offensive skill corresponding to the projection offensive interaction instruction based on the offensive attribute bonus in response to the projection offensive interaction instruction issued for the second virtual character includes: In response to a triggering operation on the second projection control, control the second virtual character to execute the second projection offensive skill corresponding to the second projection control based on the second offensive attribute bonus; Among them, the second offensive attribute bonus includes a projection hit rate bonus and an anti-interference bonus. The projection hit rate bonus represents the bonus of the effective defensive behavior completed by the second virtual character in virtual defense to the projection hit rate. The projection hit rate represents the success rate of the second virtual character executing the second projection offensive skill corresponding to the second projection control to trigger a scoring event. The anti-interference bonus represents the bonus of the effective defensive behavior completed by the second virtual character in virtual defense to the anti-interference range. The anti-interference range represents the range in which the second virtual character is not interfered with when executing the first projection offensive skill corresponding to the first projection control.

23. The method according to claim 22, wherein The method further includes: In response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, adjusting the shooting hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character to a first preset hit rate bonus threshold and the corresponding anti-interference bonus to a second preset anti-interference bonus threshold, and obtaining a second additional bonus effect; wherein, the distance between the second virtual character when executing the second projectile offensive skill and the vertical projection position of the virtual basket on the virtual scene horizontal plane is within a preset distance range, and the second additional bonus effect indicates that the second virtual character can execute the second projectile offensive skill regardless of the interference of any virtual character in the camp of the first virtual character; And / or, in response to the offensive attribute bonus reaching the maximum value of the preset offensive attribute bonus range, adjusting the shooting hit rate bonus corresponding to the second projectile offensive skill executed by the second virtual character to a second preset hit rate bonus threshold and the corresponding anti-interference bonus to a preset anti-interference bonus threshold; wherein, the distance between the second virtual character when executing the second projectile offensive skill and the vertical projection position of the virtual basket on the virtual scene horizontal plane is outside the preset distance range, and the second preset hit rate bonus threshold is greater than the first preset hit rate bonus threshold.

24. The method according to claim 22, wherein, The method further includes: In response to the triggering of the second offensive attribute bonus clearing condition, clearing the second offensive attribute bonus obtained by the second virtual character; Wherein, the second offensive attribute bonus clearing condition includes any one of the following items: Controlling the second projectile offensive skill executed by the second virtual character to trigger a scoring event, and the distance between the second virtual character when executing the second projectile offensive skill and the vertical projection position of the virtual basket on the virtual scene horizontal plane is outside the preset distance range; Under the condition that there is any virtual character in the camp of the first virtual character in the interference area, controlling the second projectile offensive skill executed by the second virtual character to trigger a scoring event, wherein the distance between the second virtual character when executing the second projectile offensive skill and the vertical projection position of the virtual basket on the virtual scene horizontal plane is within the preset distance range, and the interference area represents the area range where the success rate of the second projectile offensive skill triggering a scoring event is reduced due to the interference of any virtual character in the camp of the first virtual character on the second projectile offensive skill of the second virtual character.

25. The method according to claim 1, wherein, The method further includes: Displaying an attribute bonus progress bar in the graphical user interface, and the attribute bonus progress bar includes a plurality of areas to be filled.

26. The method according to claim 25, wherein, The method further includes: In response to the increase of the offensive attribute bonus, updating the filling area of the plurality of areas to be filled in the attribute bonus progress bar, and displaying an attribute bonus update prompt message in the graphical user interface; And / or, when the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range, the filling areas of multiple to-be-filled regions of the attribute bonus progress bar reach the maximum, and an attribute bonus update prompt message is displayed in the graphical user interface, and a prompt icon indicating that the offensive attribute bonus reaches the maximum value of the preset offensive attribute bonus range is displayed at a third preset position of the second virtual character.

27. The method according to claim 1 or 25, wherein The method further includes: Displaying an attribute bonus prompt control in the graphical user interface according to the offensive attribute bonus, and bonus numerical information corresponding to the offensive attribute bonus is displayed on the attribute bonus prompt control.

28. The method according to claim 27, wherein The method further includes: Controlling to update the bonus numerical information on the attribute bonus prompt control in response to an increase in the offensive attribute bonus.

29. The method according to claim 27, wherein The method further includes: In response to the clearing of the offensive attribute bonus, clearing the filling progress of multiple to-be-filled regions of the attribute bonus progress bar and clearing the attribute bonus prompt control.

30. An information processing device in a game, the device includes: A defensive interaction module configured to control a second virtual character to perform virtual defense on the first virtual character in a ball-holding offensive event where the first virtual character manipulates a virtual sphere. An attribute bonus module configured to determine the offensive attribute bonus obtained by the second virtual character according to the effective defensive actions completed by the second virtual character in virtual defense, the offensive attribute bonus being used to enhance the offensive attributes of the second virtual character and / or a third virtual character in a ball-holding offensive event where the virtual sphere is manipulated, and the third virtual character being in the same camp as the second virtual character.

31. An electronic device, comprising: A processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor, when the electronic device runs, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 29.

32. A computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, it performs the steps of the method according to any one of claims 1 to 29.

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