Level adjustment method and apparatus for virtual character, terminal, and storage medium
By directly adjusting the level of virtual characters in chess games, the traditional store purchase and chess preparation process is simplified, and the problem of inconvenience in improving the level of virtual characters is solved, and convenient level adjustment and efficient human-computer interaction are achieved.
Patent Information
- Application Number
- PCT/CN2025/075317
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-08
- Filing Date
- 2025-01-26
- Publication Date
- 2025-08-14
AI Technical Summary
In auto-chess games, the level improvement of virtual characters requires the collection of the same star-level characters of a specified number, which is not convenient enough.
In the board area of turn-based chess games, the level of virtual characters is directly adjusted through chess cards, simplifying the traditional store purchase and chess preparation process, and using card operations to achieve level improvement.
It improves the convenience of level adjustment of virtual characters, shortens the length of level stagnation, improves human-computer interaction efficiency, and simplifies the operation process.
Smart Images

Figure CN2025075317_14082025_PF_FP_ABST
Abstract
Description
Method, device, terminal and storage medium for adjusting level of virtual character
[0001] This application claims priority to Chinese patent application No. 202410178221.1 filed on February 8, 2024, entitled “Method, device, terminal and storage medium for adjusting the level of a virtual character”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, device, terminal, and storage medium for adjusting the level of a virtual character. Background Art
[0003] In the Auto Chess game, the same virtual character (i.e., chess piece) has different star ratings (or levels), and the strength of the virtual character is different at different star ratings.
[0004] In related art, each virtual character has 1-star, 2-star, or 3-star ratings, and the star rating of a virtual character is positively correlated with the strength of the virtual character. For each virtual character, three virtual characters of the same star rating can be combined into a virtual character of the next star rating. For example, three 1-star virtual characters can be combined into a 2-star virtual character.
[0005] However, in the related art, for each virtual character, the user needs to collect a specified number of virtual characters of the same star level before synthesizing a virtual character of the next star level (ie, strength), and the upgrade of the virtual character is not convenient enough. Summary of the Invention
[0006] The embodiments of the present application provide a method, device, terminal, and storage medium for adjusting the level of a virtual character. The technical solutions provided by the embodiments of the present application may include the following contents.
[0007] According to one aspect of an embodiment of the present application, a method for adjusting the level of a virtual character is provided, the method being executed by a terminal device, the method comprising:
[0008] Displaying a game interface of a turn-based chess game, wherein the game interface includes a hand area and a chessboard area, wherein the hand area is used to display cards and the chessboard area is used to display virtual characters;
[0009] Displaying a first chess piece card in the hand area, where the first chess piece card is used to add a first virtual character to the chessboard area or adjust the level of the first virtual character already in the chessboard area;
[0010] In response to an operation for using the first chess piece card, when the first virtual character already exists in the chessboard area, the level identifier of the first virtual character displayed in the chessboard area is modified from the first level identifier to the second level identifier, wherein the level indicated by the first level identifier is different from the level indicated by the second level identifier.
[0011] According to one aspect of an embodiment of the present application, a device for adjusting the level of a virtual character is provided, the device comprising:
[0012] A game interface display module, configured to display a game interface for a turn-based chess game. The game interface includes a hand area and a board area. The hand area is used to display cards, and the board area is used to display virtual characters.
[0013] a chess piece card display module, configured to display a first chess piece card in the hand area, wherein the first chess piece card is used to add a first virtual character to the chessboard area or adjust the level of the first virtual character already in the chessboard area;
[0014] A level identification adjustment module is used to, in response to an operation for using the first chess piece card, change the level identification of the first virtual character displayed in the chessboard area from a first level identification to a second level identification when the first virtual character already exists in the chessboard area, wherein the level indicated by the first level identification is different from the level indicated by the second level identification.
[0015] According to one aspect of an embodiment of the present application, a terminal device is provided, comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned virtual character level adjustment method.
[0016] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned virtual character level adjustment method.
[0017] According to one aspect of an embodiment of the present application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the aforementioned method for adjusting the level of a virtual character.
[0018] The technical solutions provided by the embodiments of the present application may include the following beneficial effects.
[0019] If a first virtual character already exists in the board area corresponding to the turn-based chess game, each first chess piece card corresponding to the first virtual character can be used to adjust the first virtual character's level. This eliminates the need for the user to collect multiple first chess piece cards corresponding to the first virtual character that meet pre-set conditions. Instead, the user can adjust the first virtual character's level using any first chess piece card, thereby improving the convenience of virtual character level adjustment. This also effectively shortens the time spent accumulating chess pieces, thereby reducing the period of stagnation in the virtual character's level, and further facilitating more consistent level adjustments for the virtual character.
[0020] In addition, compared with the related art that requires operations on multiple first chess piece cards, the embodiment of the present application only requires one operation to adjust the level of the virtual character, which is conducive to improving the efficiency of human-computer interaction and further improving the convenience of virtual character level adjustment. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG1 is a schematic diagram of a computer system provided by one embodiment of the present application;
[0022] FIG2 is a flow chart of a method for interactively playing a turn-based chess game according to an embodiment of the present application;
[0023] FIG3 is a schematic diagram of a game interface provided by an embodiment of the present application;
[0024] FIG4 is a schematic diagram of a chess piece card provided by one embodiment of the present application;
[0025] FIG5 is a schematic diagram of an effect card provided by one embodiment of the present application;
[0026] FIG6 is a schematic diagram of an equipment card provided by one embodiment of the present application;
[0027] FIG7 is a schematic diagram of a chess player card provided by one embodiment of the present application;
[0028] FIG8 is a flowchart of a game interaction method for a turn-based chess game provided by another embodiment of the present application;
[0029] FIG9 is a schematic diagram of a player selection interface provided by one embodiment of the present application;
[0030] FIG10 is a schematic diagram of a quality mark provided by an embodiment of the present application;
[0031] FIG11 exemplarily shows a schematic diagram of automatic engagement of one's own chess piece and enemy chess piece in a melee in the chessboard area;
[0032] FIG12 is a schematic diagram of an animation effect of settlement provided by one embodiment of the present application;
[0033] FIG13 is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0034] FIG14 is a flowchart of a method for adjusting the level of a virtual character provided by one embodiment of the present application;
[0035] FIG15 is a schematic diagram of improving the level of a virtual character provided by one embodiment of the present application;
[0036] FIG16 is a schematic diagram showing the change in strength of lower body panels of different qualities over time provided by one embodiment of the present application;
[0037] FIG17 is a diagram showing the difference in size of models at different levels provided by one embodiment of the present application;
[0038] FIG18 is a schematic diagram of a lineup area provided by one embodiment of the present application;
[0039] FIG19 is a schematic diagram of a method for determining the level of a virtual character participating in a battle according to an embodiment of the present application;
[0040] FIG20 is a block diagram of a device for adjusting the level of a virtual character provided by one embodiment of the present application;
[0041] FIG21 is a block diagram of a device for adjusting the level of a virtual character provided by another embodiment of the present application;
[0042] Figure 22 is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0043] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0044] First, the nouns involved in the embodiments of this application are introduced:
[0045] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before a game begins, and during the game, the "chess pieces" automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game is usually round-based. When all the "chess pieces" on one side are killed (i.e., the virtual characters' health points are reduced to zero), that side is deemed the loser of that round. In some embodiments, in addition to the "chess piece-like virtual characters" that play the game, each side also has a chess player character to represent the current user participating in the game. This chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character also has health points (or health points). The player character's health points decrease (failure), remain unchanged (win), or increase accordingly based on the outcome of each game. When the health points of a chess piece character decrease to zero, the user corresponding to the chess player character exits the game, and the remaining users continue the game. Optionally, the turn-based chess game includes an auto chess game, abbreviated as auto chess.
[0046] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, and they each occupy an area on the chessboard. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation stage and the battle stage. In the preparation stage, users purchase chess pieces (heroes) from the store and arrange their troops on the chessboard; in the battle stage, the lineups of both sides are locked, and the chess pieces will automatically fight until all the chess pieces on one side are destroyed. The player whose chess pieces are completely destroyed loses the round and will have a certain amount of health deducted from them. The game rounds are repeated, and new opponents are matched. Players (i.e., the chess characters mentioned above) are eliminated until their health points are ≤ 0. The last remaining player will win the game (1st place).
[0047] Chessboard: refers to the area in the game interface of a turn-based chess game used to prepare for and conduct battles. For example, the chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This embodiment of the present application does not limit this.
[0048] The chessboard of a traditional Auto Chess game is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The chessboard area provided in the embodiments of the present application does not include the piece candidate area, but only includes the battle area.
[0049] Regarding the arrangement of the chess grids in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess grids. For example, n is an integer multiple of 2, and two adjacent rows of chess grids are aligned, or two adjacent rows of chess grids are staggered. In addition, the battle area is divided into two parts according to the rows, namely, the one-side battle area and the enemy battle area. The users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the one-side battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely, the one-side battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess grid can be any one of square, rectangle, circle, and hexagon. The embodiments of the present application do not limit the shape of the chess grid. In some embodiments, the two sides of the battle each correspond to a chessboard (that is, the entire chessboard is the battle area). In the battle stage, the game system splices the chessboards of the two sides to achieve a battle between the two sides.
[0050] Cards: A common term for a gaming genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting virtual character resources into card resources, making it easier for players to read and categorize card effects and carry more diverse information.
[0051] Energy: A game resource. In this embodiment, energy is defined as a virtual resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed. The energy consumed is the corresponding cost of the card.
[0052] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides the avatar with attributes or effects such as attack power, defense, health, healing, penetration, and shields. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them. Equipment can also be combined individually to create higher-quality equipment.
[0053] Player character: refers to a virtual character played by a player. Each player character has different special abilities (i.e., player skills) that can help players better play the game.
[0054] Avatar's Physical Strength: This refers to the avatar's basic attributes, which indicate their initial state. The avatar's corresponding real-world attributes can be adjusted based on their initial values through equipment, effects, skills, and other factors. These basic attributes include at least one of the following: basic combat power, basic defense, basic health, basic armor, and basic spell power. A avatar's basic attributes can be viewed through the game interface (e.g., triggering actions on cards or avatars will display the avatar's basic attributes at its current level).
[0055] FIG1 is a block diagram of a computer system according to an embodiment of the present application. The computer system 100 can be implemented as an implementation environment of the solution according to the embodiment of the present application, and can include: a first terminal 110 , a server 120 , and a second terminal 130 .
[0056] The first terminal 110 is installed and runs a client 111 that supports a virtual environment. The client 111 can be a client of a turn-based chess game program. When the first terminal runs the client 111, the user interface of the client 111 (such as the above-mentioned game interface) is displayed on the screen of the first terminal 110. The client can be a client of an auto chess game. The first terminal 110 is a terminal used by the first user 112. The first user 112 can use the first terminal 110 to layout chess pieces in the battle area in the game interface during the preparation phase of the game. The first terminal 110 or the server 120 automatically controls the chess pieces to play according to the attributes, skills, and layout of the chess pieces in the battle area during the battle phase. The terminal in the embodiment of the present application may also be referred to as a terminal device.
[0057] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a client for a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be a client for an Auto Chess game. The second terminal 130 is used by the second user 113. During the preparation phase of a game, the second user can use the second terminal 130 to arrange chess pieces in the game area of the game interface. During the game phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and arrangement of the pieces in the game area.
[0058] Optionally, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 113 via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user 112 and the second user 113 are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user 113 via the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user 113 are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard in that round.
[0059] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals. The embodiment of the present application is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: at least one of a smartphone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer 3, a third-generation audio compression technology based on the MPEG standard) player, an MP4 (Moving Picture Experts Group Audio Layer 4) player, a laptop computer, a desktop computer, an intelligent robot, a VR (Virtual Reality) device, an AR (Augmented Reality) device, and an MR (Mixed Reality) device. The following embodiment is illustrated by taking the terminal including a smartphone as an example.
[0060] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.
[0061] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be connected to the server 120. Optionally, one or more terminals 140 may be terminals corresponding to developers, and a client development and editing platform supporting a virtual environment may be installed on the terminal 140. The developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may then download the client installation package from the server 120 to update the client.
[0062] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0063] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting three-dimensional virtual environments (e.g., clients for turn-based chess games and Auto Chess games). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0064] In one example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 or the second terminal 130 via a wireless network or a wired network.
[0065] The embodiment of the present application provides a turn-based chess game based on card operations (such as the above-mentioned auto chess game). The various complicated operations involved in the traditional auto chess game, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, chess piece equipment additions, etc., are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, which is conducive to improving the utilization efficiency of the display area where the card is located.
[0066] Below, the technical solution provided by this application will be introduced and explained through method embodiments.
[0067] FIG2 is a flow chart of a method for interactive game play in a turn-based chess game provided by an embodiment of the present application. This embodiment of the present application uses the method as an example of a terminal executing the method, in which a client supporting the turn-based chess game is running. The method may include the following steps (220-260):
[0068] Step 220: Displaying a game interface of a turn-based chess game, wherein the game interface includes a chessboard area and a hand area, wherein at least one card is displayed in the hand area.
[0069] The game interface is an interface for two player objects to conduct turn-based battles in a turn-based chess game. A player object can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player. The hand area can be used to display cards. In the embodiments of this application, the cards can include chess pieces. The board area can be used to display virtual characters. There is a correspondence between chess pieces and virtual characters; for example, chess pieces can be constructed based on virtual characters.
[0070] With reference to FIG3 , the game interface includes a chessboard area 10 and a hand area 11 .
[0071] The chessboard area 10 is used to accommodate at least one chess piece (such as a virtual character) and at least one enemy chess piece (such as an enemy virtual character) participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array, which are always displayed or only displayed at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. The embodiment of the present application uses the chessboard area 10 as an example of a three-dimensional chessboard observed from above. The three-dimensional chessboard in this application refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0072] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0073] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0074] A round of turn-based chess games consists of multiple rounds. Each round consists of a preparation phase and a battle phase.
[0075] Step 240: In the preparation phase, in response to an operation for using at least one card, perform preparation operations related to the own side.
[0076] The operation for using cards can be referred to as a playing operation, such as a playing operation can refer to the operation of playing one or more cards held. Exemplarily, the playing operation is the operation of dragging a selected card to the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a certain square in the board area. The embodiment of the present application does not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing can also be provided, in which the playing object of the party is replaced by the playing object of the party in certain rounds, such as the first few rounds for novice players to play the cards by the client intelligent recommendation. The above-mentioned party can refer to the party's player object, such as the user account logged in in the client for displaying the above-mentioned game interface.
[0077] At least one local chess piece is a virtual chess piece that participates in at least one round (including the current round). When the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece and is displayed as a two-dimensional icon or a two-dimensional image; when the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece and is displayed as a three-dimensional model or a three-dimensional image. In the initial state, there can be zero local chess pieces in the chessboard area, and the local player object can add, delete, or supplement the chessboard area. The local chess pieces that did not die in the previous round can be automatically inherited to the next round. Optionally, all local chess pieces in the previous round can also be automatically inherited to the next round.
[0078] The display state of a selected card is different from the display state of an unselected card. Optionally, the selected card has a highlighting effect, which includes at least one of the following: a bold border, a highlighted border, a dynamic border, or the card's placement in the card queue being moved a preset distance toward the board area. A selected card is a card selected by the player object, and an unselected card is a card not selected by the player object.
[0079] The battle preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing gain effects to one's own chess pieces.
[0080] Since different card types have different effects, based on the card type of the selected card, at least one row of cards may be used to perform a battle preparation operation on at least one own chess piece in the chessboard area.
[0081] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.
[0082] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0083] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server can automatically control the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0084] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0085] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process. Furthermore, by eliminating the concept of a shop, players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. Furthermore, by replacing the traditional chess piece purchase process, which requires users to actively select pieces, with a passive receipt of distributed cards, the game system replaces some of the user's tedious operations. Users only need to use the same card playing operations as in a card game to complete various battle preparation operations, thereby improving the efficiency of human-computer interaction.
[0086] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0087] The following describes the classification of card types in the embodiments of the present application:
[0088] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.
[0089] Chess Cards:
[0090] A chess piece card is a card used to summon one's own chess piece or upgrade the chess piece level in the chessboard area. Figure 4 shows a card schematic diagram of a chess piece card. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, an energy value 23 consumed when the card is played, a chess piece type or camp 24 to which the chess piece belongs, a level 25 to which the chess piece is upgraded after the card is played (optionally, if the chess piece corresponding to the chess piece card has not been played, the level 25 can also represent the initial level of the chess piece), and a description of the chess piece's additional effects 26. In the embodiments of the present application, chess pieces can also be referred to as virtual chess pieces or virtual characters. Playing a card refers to the process of using a card.
[0091] The chess piece image 21 can be at least one of a head portrait, an icon, a bust, a full-length portrait, and a display animation of a virtual chess piece. FIG4 illustrates an example in which the chess piece image 21 is a bust of a virtual chess piece.
[0092] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0093] The energy value 23 refers to the energy cost (i.e., cost) required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively.
[0094] The chess piece type 24 is a categorization attribute that identifies the role a chess piece plays during combat. In one example, different chess pieces can be classified into at least one of the following: tank, warrior, assassin, mage, shooter, and support. Optionally, when chess pieces are represented by virtual characters, the chess piece type can also be referred to as the character type. The faction is a categorization attribute that identifies chess pieces belonging to the same chess group in the virtual worldview. In one example, different chess pieces can be classified into at least one of the following factions: A faction, B faction, C faction, D faction, F faction, and D faction. For example, two chess pieces belonging to the same faction in the virtual worldview both belong to faction A. In various embodiments, chess piece type and faction can be considered the same categorization attribute; this embodiment uses chess piece type and faction as different categorization attributes as an example.
[0095] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, different quality cards can upgrade the piece with the same name to different levels after being played. For example, five different quality cards can upgrade the piece with the same name to levels 1, 2, 3, 4, and 5, respectively.
[0096] The additional effect description 26 of a chess piece is a description of the additional effect of the chess piece. The additional effect can be triggered and take effect when the chess piece is played, or it can take effect when a certain trigger condition is met during the game. For example, the exclusive skill (i.e., the chess piece's talent) of chess piece 1 is: when chess piece 1 is on the field, whenever other chess pieces in the chessboard area are sold, a chess piece of the chess type "tank" on the field will be randomly selected, and the chess level of the randomly selected chess piece on the field will be increased by a first value, which is half the level of the chess piece that was sold.
[0097] Effect Cards:
[0098] Effect cards are used to apply an effect to at least one gameplay factor within a game. The at least one gameplay factor includes at least one of the following: chess pieces, skills, equipment, amplification effects, levels, combat progress, and hand card acquisition. Figure 5 shows a schematic diagram of an effect card. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, the energy consumed when the card is played 33, and a description of the effect card's effect 34.
[0099] The effect icon 31 may be an icon used to represent the buff effect of the effect card. FIG5 illustrates an icon with a hexagonal outer frame. The effect name 32 is the name of the effect card or the name of the buff effect.
[0100] Energy value 33 indicates the amount of energy required to play an effect card. Energy values are integers. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0101] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0102] 1. Increase at least one of the probability and quantity of chess cards obtained by your players;
[0103] 2. Increase at least one of the probability and quantity of players obtaining cards with the same name as the pieces on the field;
[0104] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0105] 4. Increase the number of chess cards that your players can exchange for;
[0106] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0107] 6. Improve the level of at least one chess piece on the field;
[0108] 7. Add equipment to at least one chess piece on the field;
[0109] 8. Upgrade the equipment level of at least one chess piece on the field;
[0110] 9. Reduce energy consumption when playing or changing cards;
[0111] 10. Increase the probability of obtaining certain cards;
[0112] 11. Increase the number of cards that can be obtained;
[0113] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0114] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: for the highest quality hero cards available at the current player level, choose 1 out of 3; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: randomly select a hero on the field with a level +5; the effect of the "One More Time" card is: draw 1 card, and get an extra free card exchange this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0115] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type / faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, a card's effect can only be acquired, used, or enjoyed by pieces of a specific piece type. Faction effect cards are effect cards whose attributes are related to faction. For example, a card's effect can only be acquired, used, or enjoyed by pieces of a specific faction.
[0116] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0117] Equipment Cards:
[0118] An equipment card is used to equip at least one of your own chess pieces. Figure 6 shows a schematic diagram of an equipment card provided by one embodiment of the present application. As shown in Figure 6, an equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, the energy consumed when the card is played 43, and an equipment description 44.
[0119] Equipment icon 41 can be an icon representing the image or effect of an equipment. Figure 6 illustrates this with an icon in a circular frame. Equipment name 42 is the name of the equipment card or equipment. Different equipment can enhance the combat capabilities of your own pieces, or weaken the combat capabilities of enemy pieces, in terms of health, armor, defense, mana, and other dimensions.
[0120] Energy value 43 refers to the amount of energy consumed when playing an equipment card. Energy values are integers. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy values consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0121] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0122] Chess player cards:
[0123] Player cards are cards acquired through a player character's player skills. Player cards can be acquired through a player character's passive skills, can be acquired only by a certain player character, can be used only by a certain player character, or can be exclusive to a certain player character, etc., and this embodiment of the application does not limit this.
[0124] Figure 7 shows a schematic diagram of a chess player card provided by one embodiment of the present application. As shown in Figure 7, the chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value consumed when playing a card 53, and a description of the equipment 54 of the chess player card.
[0125] The card icon 51 may be an icon used to represent a card effect. An icon with a hexagonal outer frame is used as an example in Figure 7. The player card name 52 is the name of the player card or the name of the effect.
[0126] The energy value 53 refers to the energy consumed by the player when playing a card. The energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0127] The effect description 54 of the player card is used to describe the effect that the player card can produce after use. The effect of the player card can be the same or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect scope of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to be at least one of the following: summoning chess pieces, upgrading chess pieces, adding equipment, adding gain effects, reducing energy consumption, affecting the acquisition process of the hand cards, and other forms of effects. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0128] Based on the introduction of the above four types of cards:
[0129] On the one hand, different types of cards have different functions. Pawn cards can be used to eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can be used to eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can be used to eliminate the jungle phase in traditional Auto Chess. Player cards can be used to incorporate the gameplay characteristics of the relevant players. The embodiments of the present application simplify the different mechanics of turn-based chess games into the card-playing process based on different types of cards. This helps reduce the number of user interface elements that need to be displayed on the battle interface, reduces the difficulty of operating the player object, and thus helps improve the human-computer interaction efficiency of the player object.
[0130] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation links, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals, which is conducive to improving the efficiency of information transmission.
[0131] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.
[0132] The following describes how to obtain cards in the embodiment of this application:
[0133] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0134] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.
[0135] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.
[0136] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0137] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0138] Acquisition condition 5: Consume resources owned by your side in exchange; for example, consume energy to extract or exchange.
[0139] Acquisition condition 6: The player level of the chess player character is upgraded; after the player level is upgraded, higher quality or more cards can be unlocked.
[0140] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0141] Obtaining condition 8: Purchase card operation.
[0142] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.
[0143] It should be noted that the above-mentioned acquisition conditions can be combined. For example, some cards can only be obtained by using preset player cards after the player reaches level 2. Another point to note is that the acquisition conditions for different types of cards can be completely different, completely the same, or partially the same and partially different, and this embodiment of the application does not limit this.
[0144] FIG8 is a flow chart of a method for interactively playing a turn-based chess game provided by another embodiment of the present application. This embodiment uses the method executed by a terminal device as an example. The method may include the following steps (320-390):
[0145] Player selection phase:
[0146] Step 320: Select a chess player role for your side, where the chess player role is used to represent a virtual character that controls at least one chess piece of your side.
[0147] Before each game begins, the player selects their desired player role. Different player roles have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0148] In some embodiments, different player skills may have their own passive triggering mechanisms, allowing the player object to obtain cards with special effects. For example, a player character's skill effect is: every time three chess pieces are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0149] For example, as shown in FIG9 , before starting a game, the client displays a player selection interface. This interface displays the player characters selected by each of the six player objects. Optionally, the player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the player character selected by player object 4 is highlighted, standing up, enlarged, and centered in the foreground. The player characters selected by the other player objects are displayed in a conventional manner, seated, normal size, and spaced to the sides.
[0150] The player selection interface may also display a number of candidate player roles 62, such as candidate player roles 1 to 5. Other candidate player roles may be viewed by sliding left or right, or by clicking an "all" button 63 to view all candidate player roles.
[0151] The player selection interface may also display a player skill button 64. In response to the player skill button 64 being clicked, the client may display the player skill name and effect description of the currently selected player character in a pop-up window on the right.
[0152] Optionally, the top of the player selection interface displays messages from other player objects, as well as a countdown for selecting a player role or entering a game. The left side of the player selection interface displays a send button for sending text messages, a speaker on / off button, and a microphone on / off button. After the player object has confirmed their player role selection, the user can enter the ready state by clicking the "Confirm" button 65.
[0153] In a game, n players engage in round-based combat, with each pair engaging in combat. Each round consists of a preparation phase and a combat phase.
[0154] Preparation phase for each round:
[0155] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand card area.
[0156] With reference to Figure 3 , the board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (e.g., when all cards for the current round have been played), the number of cards displayed in the hand area 11 is zero.
[0157] Optionally, the upper left corner of the game interface also displays attribute information for the n player objects participating in the current game. This attribute information includes at least one of a player nickname, a player portrait, player health, and a player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player character's level to unlock higher-level cards, abilities, and equipment.
[0158] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at every stage of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0159] Step 360: In response to the operation for using at least one card, perform a preparation operation related to the own side.
[0160] Card types include: chess piece cards, equipment cards, effect cards, and player cards. The player object can perform different functions of preparation operations by playing different chess piece cards. This step includes at least one of the following steps:
[0161] Step 362: In response to the operation for using the chess piece card, perform a preparation operation related to at least one own chess piece in the chessboard area.
[0162] Step 364: In response to the operation for using the equipment card, equip all or part of the at least one chess piece with virtual equipment.
[0163] Step 366: In response to the operation for using the effect card, perform a preparation operation to add an effect to at least one factor in the game match.
[0164] Step 368: In response to the operation for using the player card, perform a preparation operation related to at least one factor in the game game.
[0165] Since the battle situation in each round of turn-based battle is different, the cards of each player object are different, and the playing habits of each player object are different, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0166] Regarding step 362 (chess card):
[0167] In some embodiments, the card in the hand area includes a first chess piece card. In response to an operation for using the first chess piece card, a first own chess piece is added to the board area, where the first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the board area.
[0168] That is, when the first own chess piece does not yet exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.
[0169] In response to an operation for using a first chess piece card, the client displays at least two candidate chess squares in the chessboard area, and displays a first indicator element corresponding to the first chess piece card, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to an operation for dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.
[0170] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.
[0171] For example, if the first chess piece card is the fourth card in Figure 3 , in conjunction with Figure 3 , in response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that can slide in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the release position of the drag operation is at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0172] Based on Figure 3, it can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area, which is conducive to improving the efficiency of human-computer interaction.
[0173] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card, if a second own chess piece already exists in the chessboard area, the client upgrades the chess piece level of the second own chess piece in the chessboard area, where the second own chess piece is the chess piece corresponding to the second chess piece card.
[0174] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since the second chess piece already exists in the chessboard area, the release position of the drag operation can be anywhere in the chessboard area, and there is no need for the player object to drag the second chess piece card accurately to the second chess piece, and the second chess piece card can also take effect.
[0175] Regarding step 364 (equip the card):
[0176] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, the client displays a second indicator element corresponding to the equipment card, the second indicator element including at least one of a reduced-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation for dragging the second indicator element to a second own chess piece, the client equips the second own chess piece with the virtual equipment; wherein the second own chess piece is already in the chessboard area.
[0177] Regarding step 366 (effect card):
[0178] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, the client performs at least one of the following steps: adding an effect to at least one own chess piece, adding an effect to the card acquisition process.
[0179] According to the objects of action, effect cards can be divided into two categories:
[0180] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0181] Type 2: Adds effects to the card acquisition process.
[0182] In response to the play operation for the type 1 effect card, the client adds an effect to at least one of its own chess pieces, such as adding a gain exclusive to the chess piece type, a joint gain when at least two chess pieces of the same camp are on the field at the same time, etc.
[0183] In response to the card-playing operation of type 2 effect cards, the client adds effects to the card acquisition process, for example, it supports the continuous drawing of two identical chess pieces.
[0184] Regarding step 368 (player card):
[0185] In response to a play operation on a player's card, at least one of the following preparation operations is performed:
[0186] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces' levels, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health of your own player objects.
[0187] In other words, the function of a player card is relatively special. It can be any function of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.
[0188] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.
[0189] Card swap function:
[0190] During the preparation phase, the player can also replace one or more cards in the hand area. For example, the user can click the swap button to replace one or more cards. Replacing cards consumes energy. For example, cards can only be swapped once per turn, and multiple cards can be swapped at once. Each card swap consumes 1 energy point.
[0191] Delete card function:
[0192] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0193] Player level upgrade function:
[0194] The player object receives a certain amount of energy each round. Unused energy from one round accumulates and can be used to increase the player's level. A higher player level increases the quality of the cards drawn each round, and also unlocks new abilities, such as talents and purchasable equipment. Optionally, the upgrade button 15 may display quality indicators of different colors. As the player's level increases, the client will illuminate the quality indicator corresponding to the current player level to indicate the quality of the cards available at the current player level. The quality indicator may be a small rounded rectangle 71 as shown in FIG10 , or may be other shapes or forms.
[0195] For example, when the player level of our player object is 1, 2, 3, 4, and 5, cards of quality 1, 2, 3, 4, and 5 will be unlocked respectively.
[0196] The battle phase of each round:
[0197] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0198] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. It can be automatically controlled by the client or server based on the chess position of both chess pieces on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all chess pieces of one side are killed.
[0199] Figure 11 shows a schematic diagram of an automatic battle between a player's chess piece 81 and an enemy chess piece 82. The movement, skill release, and other functions of the two chess pieces during the battle do not require manual control by the player.
[0200] Battle settlement phase:
[0201] Step 390: Calculate the health value of the player character, and start the next round of turn-based battle or end the current game based on the health value.
[0202] Both the player object and the enemy player object have health values (such as the health values of the chess player character). After the round ends, the health value of the losing player object will be deducted by a certain value. This certain value can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0203] When the health value is deducted to zero, the player object is eliminated in this game.
[0204] When the health value has not been deducted to zero, the player object on this side will start the next round of turn-based battle in the current game to continue fighting with one of the n player objects until being eliminated, or, as the last player not eliminated, wins the current game.
[0205] In some embodiments, damage calculations are based on the number of pieces remaining on the winning side's board. Figure 12 illustrates an animation effect for calculating the health of a player's chess character 83 when the player is the losing side and only one enemy piece 82 remains. A health bar can be displayed above the player's head.
[0206] 13 , the settlement information of the current game is displayed on the settlement interface 91. The settlement information includes player rankings, the chess player roles used by each player, chess piece lineups, chess piece types, and other information.
[0207] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process. Furthermore, by eliminating the concept of a shop, players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. Furthermore, by replacing the traditional chess piece purchase process, which requires users to actively select pieces, with a passive receipt of distributed cards, the game system replaces some of the user's tedious operations. Users only need to use the same card playing operations as in a card game to complete various battle preparation operations, thereby improving the efficiency of human-computer interaction.
[0208] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0209] The method provided in this embodiment can eliminate the shops in traditional Auto Chess by using chess pieces and cards based on the playing characteristics of the cards, thereby converting the tedious process that requires users to purchase the chess pieces they want from dozens of chess pieces available for sale in the store into a process in which the game system automatically distributes several cards to the player, without the need for the user to manually select the cards, thereby reducing the number of interactive operations required for the user to obtain chess pieces and the amount of information that the user needs to process.
[0210] The method provided in this embodiment enables the removal of effect buttons or controls in traditional Auto Chess through effect cards, the elimination of jungle combat through equipment cards, and the integration of player-specific gameplay characteristics through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this helps reduce the number of user interface elements required to be displayed on the battle screen, reduces the time users spend actively searching for relevant function entries, and reduces the difficulty of operating the player object, thereby improving the efficiency of human-computer interaction for the player object.
[0211] The following will take the chess piece being a virtual character as an example to illustrate the level adjustment method of the virtual character provided in the embodiment of the present application. For matters not described in the embodiment of the present application, reference can be made to the above embodiment.
[0212] Please refer to Figure 14, which shows a flow chart of a method for adjusting the level of a virtual character provided by an embodiment of the present application. This embodiment of the present application uses the method as an example of a terminal executing the method, in which a program client supporting a turn-based chess game is running. The method may include the following steps (420-460):
[0213] Step 420: Displaying a game interface of a turn-based chess game, wherein the game interface includes a hand area and a chessboard area. The hand area is used to display cards, and the chessboard area is used to display virtual characters.
[0214] Optionally, at least one card may be displayed in the hand area, and at least one virtual character may be displayed in the board area. The cards may include chess pieces, and there is a corresponding relationship between the chess pieces and the virtual characters, such as the chess pieces may be constructed based on the virtual characters.
[0215] The game interface is an interface for two player objects to conduct turn-based battles in a turn-based chess game. The game interface can be used to display game information of the game that has been started in the turn-based chess game. The game information may include information about each player object participating in the game, information about the player objects of both players, information about the virtual character lineup (i.e., the chess piece lineup), card information, as well as the battle process, battle results, card playing process, lineup matching process, etc., which are not limited in the embodiments of the present application.
[0216] In an embodiment of the present application, each game match may include multiple rounds. For each client corresponding to the aforementioned turn-based chess game, the client's game interface may be used to display game information corresponding to each round. The game information corresponding to a round may be the information required to be displayed in that round. For example, for a first player object (e.g., a first user) corresponding to a first client, the first client may display the game information corresponding to each round of the first player object through the game interface.
[0217] Alternatively, the aforementioned turn-based chess game can be implemented as the aforementioned Auto Chess game, in which the aforementioned virtual characters serve as chess pieces, and the controllers of the cards and virtual characters serve as the players in the game. The aforementioned virtual characters are the basic combat units in turn-based chess games. The embodiments of this application do not limit the image of the virtual characters; they may be at least one of a human image, an animal image, a plant image, a cartoon image, an animated image, and the like.
[0218] The cards in the embodiments of the present application are related to the virtual characters. For example, they can be used to trigger the virtual characters to fight, to trigger the virtual characters to upgrade their levels, to trigger the virtual characters to wear equipment, and to trigger the virtual characters to add effects. The embodiments of the present application are not limited to this. In one example, the cards in the embodiments of the present application include at least one of chess piece cards, effect cards, player cards, and equipment cards.
[0219] The hand area can be used to display the player's current cards. In embodiments of the present application, the cards may be dealt by the game system, such as two cards per battle round. The board area can be used to display the player's currently deployed virtual characters, i.e., the virtual character lineup. Optionally, the board area can be used for battle preparation during the preparation phase, such as by assembling a virtual character lineup. It can also be used for battle during the battle phase, such as by providing a virtual environment for battle.
[0220] The player object can send out a virtual character by performing a card-playing operation on the card. The card-playing operation is an operation for using the card. For example, the player object can decide how to use the cards it owns and the number of cards to use based on the energy value it owns. Optionally, there may be cards that require energy consumption to use, and there may be cards that do not require energy consumption to use. The energy value (i.e., cost) consumed by the use of some cards is the same, while the energy value consumed by the use of most cards is different. The energy value consumed by the use of the card can be set and adjusted by the designer based on actual usage needs, and the embodiments of the present application are not limited to this.
[0221] For example, referring to Figure 15, the client displays the game interface 1500 of the auto chess game. The game interface 1500 includes a chessboard area and a hand area. The game information of the currently ongoing game round 1 is displayed in the game interface 1500. For example, 4 chess cards are displayed in the hand area, and 1 virtual character (i.e., virtual character 1503) is displayed in the chessboard area. The chessboard area is composed of multiple chess squares, and each chess square can be used to place a virtual character.
[0222] Step 440: Display a first chess piece card in the hand area, where the first chess piece card is used to add a first virtual character to the chessboard area or adjust the level of a first virtual character already in the chessboard area.
[0223] Optionally, the at least one card includes a first chess piece card. Alternatively, in response to an operation by the player object to obtain a chess piece card, the client displays the first chess piece card in the hand area. The first virtual character may be any virtual character provided by a turn-based chess game, and the first chess piece card corresponds to the first virtual character, e.g., the first chess piece card is a chess piece card corresponding to the first virtual character.
[0224] Adding the first virtual character to the chessboard area may refer to displaying a model of the first virtual character in the chessboard area, so that the model of the first virtual character and the model of the enemy virtual character engage in battle. The level of the first virtual character may refer to the level of the chess piece of the first virtual character. The presence of the first virtual character in the chessboard area may indicate that the first virtual character is being used in the battle.
[0225] Optionally, the first chess piece card can be used to increase the level of the first virtual character already in the chessboard area, or can be used to decrease the level of the first virtual character already in the chessboard area, which is not limited in this embodiment of the present application. The following description takes the example of the first chess piece card being used to increase the level of the first virtual character.
[0226] For example, referring to FIG15 , in a game interface 1500, four cards are displayed in the hand area, including a first chess piece card 1501. First chess piece card 1501 is the chess piece card corresponding to a first virtual character 1503 in the chessboard area. Since first virtual character 1503 already exists in the chessboard area, first chess piece card 1501 can be used to increase the level of first virtual character 1503.
[0227] Step 460: In response to an operation for using the first chess piece card, when a first virtual character already exists in the chessboard area, the level identifier of the first virtual character displayed in the chessboard area is modified from the first level identifier to the second level identifier, wherein the level indicated by the first level identifier is different from the level indicated by the second level identifier.
[0228] In embodiments of the present application, a card-playing operation may refer to an operation of playing a card for use. For example, the card-playing operation may be a dragging operation of dragging a selected card toward the board area. Alternatively, the card-playing operation may include a first click operation and a second click operation, wherein the first click operation is an operation of clicking to select a card, and the second click operation is an operation of clicking a specific square in the board area. The combination of the first click operation and the second click operation may trigger the use of the selected card. Embodiments of the present application do not limit the specific form of the card-playing operation.
[0229] In one example, taking the card playing operation as a drag operation as an example, step 460 may also include the following content:
[0230] 1. In response to a dragging operation for dragging a first chess piece card from a hand area to a chessboard area, a preview model of a first virtual character corresponding to the first chess piece card is displayed in the chessboard area.
[0231] Optionally, when the dragging distance corresponding to the dragging operation is greater than a distance threshold, the client adds a preview model of the first virtual character corresponding to the first chess piece card in the chessboard area. The display position of the preview model is the real-time position of the dragging operation, that is, the preview model moves dynamically following the real-time position of the dragging operation. The distance threshold can be set and adjusted according to actual use requirements, and the embodiments of the present application do not limit this. The preview model of the first virtual character can be determined based on the model of the first virtual character. For example, the preview model of the first virtual character can be the same as the model of the first virtual character, and the preview model of the first virtual character can also be displayed differently from the model of the first virtual character, such as in terms of color, size, display effect, etc.
[0232] Optionally, a first indicator arrow is displayed between the preview model and the first chess piece card. The starting point of the first indicator arrow is the position of the first chess piece card before it is played, that is, the position of the first chess piece card in the hand area, and the end point of the first indicator arrow is the real-time position of the drag operation. The first indicator arrow can be displayed in the form of a guide arrow.
[0233] 2. When the first virtual character already exists in the chessboard area, a first prompt line is displayed between the preview model and the model of the first virtual character, and the first prompt line is used to prompt triggering the first chess piece card to increase the level of the first virtual character.
[0234] In an embodiment of the present application, the virtual character and the chess piece card corresponding to the virtual character have the same identification information. The identification information of the virtual character is used to uniquely identify the virtual character, such as the name of the virtual character, the virtual character's ID (Identity Document), etc. Optionally, the identification information corresponding to the first chess piece card is matched with the identification information of each virtual character in the chessboard area. If the identification information is the same, it can be determined that the first virtual character exists in the chessboard area. Otherwise, it can be determined that the first virtual character does not exist in the chessboard area.
[0235] Optionally, the first prompt line may be a prompt line pointing from the preview model to the model of the first virtual character. This embodiment of the present application does not limit the specific style of the first prompt line, such as an arrow, a pointer, etc. The first prompt line may be used to prompt the player object that the first virtual character's level can be increased by using the first chess piece card. This facilitates the player object to obtain information more intuitively, thereby improving the convenience of obtaining information and enhancing the player's gaming experience.
[0236] For example, referring to FIG15 , in response to a player dragging a first chess card 1501 from the hand area to the board area, the game interface 1500 displays a preview model 1502 corresponding to a first virtual character in the board area. If a first virtual character 1503 already exists in the board area, preview model 1502 and first chess card 1501 are connected by a first indicator arrow, and preview model 1502 and the model of first virtual character 1503 are connected by a first prompt line 1506.
[0237] Optionally, when a first virtual character is already present in the chessboard area, in response to a drag operation for dragging a first chess piece card from the hand area to the chessboard area, the client may further display a first prompt message near the first virtual character. The first prompt message may be used to prompt triggering the first chess piece card to raise the first virtual character's level, as well as the number of levels that can be raised. For example, the first prompt message may be in the form of text, an icon, or a numerical value, which is not limited in this embodiment of the present application. For example, referring to FIG15 , when a first virtual character 1503 is already present in the chessboard area, in response to a player object dragging a first chess piece card 1501 from the hand area to the chessboard area, a first prompt message 1505 is further displayed above the first virtual character 1503. The first prompt message 1505 is used to indicate that using the first chess piece card 1501 can raise the first virtual character 1503's level by one level.
[0238] 3. In response to releasing the drag operation, displaying a screen in which the preview model is merged with the model of the first avatar.
[0239] The release of the drag operation means that the player object ends the drag operation. Optionally, when the player object is dragging the object with a finger, if the finger is released from the terminal display screen, the client can determine that the drag operation is released (i.e., the drag operation ends); when the player object is dragging the object with a touch device (such as a stylus), if the touch device is released from the terminal display screen, the client can determine that the drag operation is released (i.e., the drag operation ends).
[0240] Optionally, in response to releasing the drag operation, the client merges the preview model with the model of the first virtual character; or, in response to releasing the drag operation, the client retains displaying the model of the first virtual character and cancels displaying the preview model, so as to form an effect in which the preview model and the model of the first virtual character are merged.
[0241] In response to the release of the drag operation, the client also cancels the display of the first chess piece card in the hand area to indicate that the first chess piece card has been used.
[0242] 4. Change the level identifier of the first virtual character from the first level identifier to the second level identifier.
[0243] In the embodiments of the present application, the level identifier of the virtual character is used to indicate the level of the virtual character. It can be in the form of a numerical value, such as 1, 2, 3, 4, etc.; it can also be in the form of a star, such as 1 star, 2 stars, 3 stars, etc.; it can also be in the form of an icon, such as different icons represent different levels. The embodiments of the present application do not limit the specific form of the level identifier. The following description will assume that the level identifier is in the form of a numerical value.
[0244] Optionally, the level indicated by the first level identifier is lower than the level indicated by the second level identifier.
[0245] For example, referring to Figure 15, in response to the release of the drag operation, the client keeps displaying the model of the first virtual character 1503, cancels the display of the preview model 1502 in the chessboard area and the first chess card 1501 in the hand area, and changes the level identifier 1504 of the first virtual character 1503 from 2 to 3.
[0246] This embodiment of the present application supports the use of cards through dragging, allowing the player to use cards with a single operation, rather than multiple operations, which improves operational convenience. In addition, the level of the first virtual character that has already been deployed can be adjusted simply by using any first chess piece card, thereby improving the convenience of virtual character level adjustment.
[0247] In one example, after using a first chess piece card, the client obtains the first virtual character's promotion level and, based on the first virtual character's promotion level, modifies the first virtual character's level identifier from the first level identifier to the second level identifier. The promotion level of the first virtual character can be determined based on the quality of the first virtual character and the cost of the first chess piece card. Optionally, the promotion level of the first virtual character can be determined by the client or by the server, which is not limited in this embodiment of the application. The promotion level of the first virtual character can be used to determine the second level identifier.
[0248] For example, taking the client obtaining the upgrade level of the first virtual character as an example, step 460 may further include the following contents:
[0249] 1. Obtain the quality of the first virtual character and the cost of the first chess card.
[0250] In this embodiment of the present application, the quality of a virtual character can be used to indicate the initial level and level-up efficiency of the virtual character. For example, the quality of the first virtual character can be used to indicate the initial level and level-up efficiency of the first virtual character. In this embodiment of the present application, each virtual character corresponds to only one quality, and the quality of the chess piece card corresponding to the virtual character is the same as the quality of the virtual character. For example, if the quality of the first virtual character is 1, the quality of the first chess piece card is also 1. Different virtual characters can have different qualities. For example, the later the card appears, the higher the quality, and the earlier the card appears, the lower the quality.
[0251] For example, for cards that appear earlier, the probability of their corresponding quality being low is higher, and for cards that appear later, the probability of their corresponding quality being high is higher. This embodiment of the application does not limit the specific form of quality, such as numerical format, icon format, star format, etc. This embodiment of the application also does not limit the classification of quality. For example, quality can be divided into three qualities: quality 1, quality 2, and quality 3, and quality can be divided into five qualities: quality 1, quality 2, quality 3, quality 4, and quality 5.
[0252] The above-mentioned initial level refers to the level of the virtual character when it first appears in the battle (i.e., when it is first displayed in the chessboard area). For example, if the level of the first virtual character when it first appears in the battle is 1, then the initial level of the first virtual character is 1. Optionally, the initial level of the virtual character can be positively correlated with the overall quality of the virtual character. The higher the quality of the virtual character, the greater the initial level of the virtual character. The initial level of the virtual character can also be set by the designer based on the quality of the virtual character, and this embodiment of the application is not limited to this.
[0253] For example, referring to Table 1 below, taking the three qualities provided in the embodiment of the present application as an example, under the condition of the same cost, the initial level of the virtual character and the quality of the virtual character are positively correlated as a whole.
[0254] Table 1
[0255] The aforementioned level-up efficiency is used to indicate the speed at which a virtual character's level is increased. For example, the level-up efficiency of a first virtual character can be used to indicate the speed at which the first virtual character's level is increased. Optionally, the level-up efficiency of a virtual character can be positively correlated with the overall quality of the virtual character. The level-up efficiency of a virtual character can also be set by a designer based on the quality of the virtual character, which is not limited in this embodiment of the present application. For example, the higher the quality of the virtual character, the higher the level-up efficiency of the virtual character, i.e., the faster the level-up speed of the virtual character.
[0256] In one example, the level promotion efficiency can be used to indicate the speed of level promotion. For example, the level promotion efficiency can be represented by the level promotion span, and different qualities correspond to different promotion spans, such as quality 1 corresponds to a promotion span of 1, and quality 2 corresponds to a promotion span of 2.
[0257] The aforementioned cost refers to the energy consumed by using the chess piece card corresponding to the avatar. For example, the cost of the first chess piece card may refer to the energy consumed by using the first chess piece card, which may be represented by an energy value. Optionally, the efficiency of the avatar's level advancement may also be affected by the cost of the first chess piece card, such that the higher the level advancement, the more energy consumed.
[0258] In one example, the quality of the first virtual character and the cost of the first chess piece card can be obtained by querying a character information table, which records relevant information of each virtual character, such as ID, name, quality, cost, character type, etc. For example, the character information table can be implemented as Table 2 below.
[0259] Table 2
[0260] For example, for virtual character A, you can query from Table 2 through the ID or name of virtual character A: the quality of virtual character A is 1, and the cost of the chess card corresponding to virtual character A is 1. This allows for quick query of quality and cost, thereby improving data acquisition efficiency.
[0261] 2. Determine the upgrade level of the first virtual character based on the quality of the first virtual character and the cost of the first chess piece card.
[0262] The level increase is the level that a virtual character needs to increase. For example, the level increase refers to the level that a virtual character needs to increase after using a chess player card. The level increase can be used to reflect the efficiency of level increase. For different virtual characters, the greater the level increase corresponding to using a chess player card, the more efficient the level increase of the virtual character.
[0263] Optionally, the first virtual character's upgrade level is related to the first virtual character's quality and the cost of the first chess piece card. Generally speaking, the higher the quality of the first virtual character or the cost of the first chess piece card, the greater the value of the first virtual character's upgrade level. Referring to Table 1, when the quality of the first virtual character is fixed, the higher the cost of the first chess piece card, the greater the value of the first virtual character's upgrade level; when the cost of the first chess piece card is fixed, the higher the quality of the first virtual character, the greater the value of the first virtual character's upgrade level. Optionally, the first virtual character's upgrade level can also be obtained by the designer based on the quality of the first virtual character and the first chess piece card settings, and this embodiment of the application is not limited to this.
[0264] For example, the quality of the first virtual character can be used to search for at least one candidate upgrade level corresponding to the quality of the first virtual character from a level upgrade efficiency table, wherein the level upgrade efficiency table records a mapping relationship between quality, cost, and upgrade level; the cost of the first chess piece card can be used to determine a target upgrade level corresponding to the cost of the first chess piece card from the at least one candidate upgrade level; the target upgrade level can be used as the upgrade level of the first virtual character, and the upgrade level acquisition process can further include the following:
[0265] (1) From the level improvement efficiency table, find at least one candidate improvement level corresponding to the quality of the first virtual character.
[0266] For example, the level promotion efficiency table can be implemented as the above-mentioned Table 1. If the quality of the first virtual character is 1, the candidate promotion levels corresponding to the first virtual character are: 1, 2, 3, 4 and 5.
[0267] (2) From at least one candidate promotion level, determine a target promotion level corresponding to the cost of the first chess piece card.
[0268] For example, referring to Table 1 above, if the cost of the first chess piece card is 2, the target upgrade level is 2.
[0269] (3) The target promotion level is determined as the promotion level of the first virtual character.
[0270] For example, based on the above embodiment, if the target promotion level is 2, the promotion level of the first virtual character is 2.
[0271] By querying the level-up efficiency table, the first virtual character's level can be quickly obtained. Because the first virtual character's level-up is only related to quality and cost, the complexity of determining the level-up is simplified, making it easier for players to quickly understand how to determine the level-up. Furthermore, designers can adjust the level-up by adjusting quality and cost, ensuring a wide range of control options for level-up.
[0272] Optionally, at least one candidate upgrade level corresponding to the cost of the first virtual character can be first found from the level upgrade efficiency table, and then a target upgrade level corresponding to the quality of the first chess piece card can be determined from the at least one candidate upgrade level. This embodiment of the present application does not limit this.
[0273] Optionally, when the process of determining the promotion level of the first virtual character is performed by the server, after determining the promotion level of the first virtual character, the server sends the promotion level of the first virtual character to the client. In one feasible example, after determining the promotion level of the first virtual character, the server may further determine a second level identifier and notify the client to change the level identifier of the first virtual character from the first level identifier to the second level identifier. This embodiment of the present application is not limited to this.
[0274] 3. According to the upgraded level, the level identifier of the first virtual character is changed from the first level identifier to the second level identifier.
[0275] Optionally, the client may determine the level indicated by the second level identifier based on the promotion level and the level indicated by the first level identifier, and further determine the second level identifier. For example, the client may sum the level indicated by the first level identifier and the promotion level to obtain the level indicated by the second level identifier, and further determine the second level identifier based on the level, and then replace the first level identifier with the second level identifier.
[0276] This supports playing chess pieces with the same name (that is, the played chess pieces correspond to the virtual characters that have been deployed) to increase the level of the virtual characters, so that after the chess pieces with the same name are played, the corresponding virtual characters are immediately upgraded to the corresponding level, and each chess piece card with the same name played can instantly increase the combat power of the virtual character without a residence period (that is, there is no need to wait for multiple chess pieces with the same name or multiple chess pieces with the same star level). The level of the virtual character is upgraded more smoothly, which is conducive to improving the gaming experience of the player object.
[0277] In one example, to facilitate the player object's quick determination of the level increase resulting from using a first chess piece card, if a first virtual character already exists in the chessboard area, the first chess piece card may display the corresponding level increase for the first virtual character. For example, referring to FIG15 , if a first virtual character 1503 already exists in the chessboard area, the level information on first chess piece card 1501 indicates that using first chess piece card 1501 will increase the level of first chess piece card 1501 by one level.
[0278] Optionally, if the first virtual character is not present in the chessboard area, the client displays the initial level of the first virtual character on the first chess piece card. For example, referring to FIG15 , for other chess pieces in the hand area, since there are no corresponding virtual characters in the chessboard area, the level information on the other chess pieces indicates the initial level of the virtual characters corresponding to the other chess pieces when they first enter the battle.
[0279] This allows the player object to quickly obtain the initial level of a virtual character that is playing for the first time, or the upgraded level of a virtual character that has already played, thereby improving the efficiency of obtaining information, facilitating the player object's quick decision-making, and improving the player object's gaming experience.
[0280] In one example, in response to an operation for using a first chess piece card, if the first virtual character does not exist in the chessboard area, the client adds the first virtual character to the chessboard area; wherein the level identifier of the first virtual character is determined based on the initial level of the first virtual character.
[0281] That is, when the first chess piece card is used to add the first virtual character to the chessboard area, the level identifier of the first virtual character is used to indicate the initial level of the first virtual character, so that the player object can quickly determine the initial level of the virtual character, thereby improving the efficiency of information acquisition.
[0282] Optionally, the initial level of the first virtual character can be determined based on the quality of the first virtual character and the cost of the first chess piece card. For example, the client can query the initial level of the first virtual character from the level improvement efficiency table based on the quality of the first virtual character and the cost of the first chess piece card. For example, the level improvement efficiency table can be implemented as Table 1 above. If the quality of the first virtual character is 1 and the cost of the first chess piece card is 2, then the initial level of the first virtual character is 2; if the quality of the first virtual character is 1 and the cost of the first chess piece card is 1, then the initial level of the first virtual character is 1. This embodiment of the present application is not limited to this.
[0283] In the embodiment of the present application, high-quality chess pieces and cards (i.e., virtual characters) often appear relatively late. For example, quality 3 chess pieces and cards only appear in the later stages of a game, while quality 1 chess pieces and cards generally appear in the early stages of a game. To maintain a level balance between virtual characters that appear early and late, in the embodiment of the present application, the initial level of high-quality virtual characters is higher than the initial level of low-quality virtual characters, and the level-up efficiency of high-quality virtual characters is higher than that of low-quality virtual characters. This allows the levels of virtual characters that appear later to quickly catch up with the levels of virtual characters that appear early.
[0284] For example, referring to FIG16 , curve 1601 is a curve showing the change of the physical strength (i.e., equivalent to the level) of a high-quality virtual character over time, curve 1602 is a curve showing the change of the physical strength (i.e., level) of a medium-quality virtual character over time, and curve 1603 is a curve showing the change of the physical strength (i.e., level) of a low-quality virtual character over time. It can be seen that the level improvement efficiency of a high-quality virtual character is greater than that of a low-quality virtual character, and the initial level of a high-quality virtual character is greater than that of a low-quality virtual character. Among them, high quality may refer to quality greater than a first quality threshold, low quality may refer to quality less than a second quality threshold, medium quality may refer to quality less than or equal to the first quality threshold and greater than or equal to the second quality threshold, the first quality threshold is greater than the second quality threshold, and the first quality threshold and the second quality threshold can be set and adjusted according to actual usage requirements.
[0285] In one example, the level of a virtual character is a standard for measuring the physical strength of the virtual character. For example, the level of a virtual character represents the physical strength of the virtual character (i.e., a basic attribute). The higher the level of the virtual character, the stronger the physical strength of the virtual character. However, there is no direct correlation between the quality of the virtual character and the physical strength of the virtual character. The quality of the virtual character only affects the initial level of the virtual character and the efficiency of level improvement. In this way, the physical strength of the virtual character can be determined only based on the level of the virtual character, which helps to simplify the process of determining the physical strength of the virtual character.
[0286] Optionally, the mapping relationship between levels and physical strength can be represented by a character level model, which can include the physical strength of the virtual character at each level, and the mapping relationship between the level and the physical strength corresponding to the level.
[0287] However, if a character level model is designed for each virtual character, it will bring a lot of work and require the generation and maintenance of a large amount of data. Therefore, the embodiment of the present application divides the virtual characters into multiple character types, such as 6, 8, 10, etc., according to the positioning of the virtual characters in the battle. The virtual characters under each character type share a set of level-basic attribute templates (i.e., character level models). For example, each character level model is configured with the attribute values of all basic attributes of the virtual character at each level (e.g., levels 1-60).
[0288] For example, virtual characters can be divided into 6 character types, and virtual characters under each character type share a character level model. By designing only 6 character level models, the basic attributes of all virtual characters at levels 1 to 60 can be configured, thereby reducing the data volume of the character level model and further reducing the data maintenance cost. Optionally, for a small number of virtual characters, a new set of exclusive character level templates can be configured separately, which is conducive to improving the design flexibility of the character level template. The embodiment of the present application does not limit the level division, such as levels 1-60, 1-100, etc.
[0289] For example, referring to Table 3 below, virtual characters can be divided into 6 types: tank, warrior, mage, shooter, assassin and support. Each character type has a corresponding character level template, and each character level template can be identified by a corresponding character level template ID.
[0290] Table 3
[0291] Optionally, each role level template may be integrated into the following Table 4 to form a level attribute relationship table.
[0292] Table 4
[0293] As shown in Table 4, for different virtual characters of the same character type, the basic attributes at the same level are the same. Basic attributes include at least one of the following: basic health, basic attack damage, basic spell power, and basic armor. For virtual characters of different character types, the basic attributes at the same level can vary. Different character types correspond to different character level templates.
[0294] In one example, the process of checking the attribute value of the first virtual character may include the following:
[0295] 1. Obtain a role type of a first virtual role, where the role type refers to a classification attribute of the virtual role.
[0296] Optionally, based on the identification information of the first virtual character, the role type of the first virtual character can be queried from the role information table (such as Table 2 above). For example, according to the name of virtual character A, it can be queried from Table 2 that the role type of virtual character A is a mage, and the role level model ID is 101.
[0297] 2. Obtain a role level model corresponding to the role type. The role level model records the mapping relationship between the level of the virtual role and the attribute value of the virtual role. The attribute value is used to indicate the strength of the virtual role.
[0298] Optionally, based on the character level model ID corresponding to the character type, the character level model corresponding to the character type can be obtained from the level attribute relationship table (such as Table 4 above). The character level model corresponding to the character type records the mapping relationship between the level of the virtual character under that character type and the attribute value of the virtual character. The attribute value can refer to the attribute value of the basic attribute. The higher the attribute value, the stronger the physical strength of the virtual character.
[0299] 3. Obtain an attribute value that matches the level of the first virtual character from the character level model corresponding to the character type.
[0300] For example, if the character level model ID corresponding to the character type is 101, the character level model corresponding to the tank character type can be determined from Table 4. If the level of the first virtual character is 3, the attribute values of basic health, basic attack power, basic spell strength, basic armor, etc. corresponding to level 3 in the character level model corresponding to the tank character type are determined as attribute values that match the level of the first virtual character.
[0301] Optionally, the attribute value that matches the level of the first virtual character may also be acquired by the server and sent to the client, which is not limited in this embodiment of the present application.
[0302] 4. In response to an operation for viewing information of the first virtual character, an attribute value matching the level of the first virtual character is displayed.
[0303] The operation of viewing the information of the first virtual character may be referred to as a viewing operation. Optionally, the viewing operation may refer to a triggering operation on the model of the first virtual character in the chessboard area, such as a click, double-click, or press operation. The viewing operation may also refer to a triggering operation on the chess piece card corresponding to the first virtual character in the hand area, which is not limited in this embodiment of the application.
[0304] Exemplarily, in response to a viewing operation on the first virtual character, the client displays an information card of the first virtual character, which includes attribute values matching the level of the first virtual character, such as attribute values of the first virtual character at the current level under various basic attribute values.
[0305] The embodiment of the present application supports quickly obtaining attribute values that match the level of the virtual character through a role level model corresponding to the production and demand and role type, thereby facilitating improved efficiency and convenience in obtaining information.
[0306] In one example, the present application also supports adjusting the level of a virtual character by using effect cards, player skills, and the virtual character's talents. This can increase the flexibility of virtual character level adjustment and enrich the methods for adjusting the level of a virtual character. Taking the first virtual character as an example, the embodiment of the present application may also include at least one of the following:
[0307] 1. In response to an operation for using a first effect card in the hand area, the second level indicator is modified to a third level indicator, and the first effect card is used to trigger an upgrade of the virtual character's level.
[0308] The embodiment of the present application does not limit the improvement effect of the first effect card. For example, the first effect card can be used to improve the level of the virtual character by 1 level, 2 levels, or 3 levels.
[0309] Optionally, the playing operation for the first effect card can be dragging the first effect card to the first virtual character in the chessboard area to increase the level of the first virtual character; the playing operation for the first effect card can include a first click operation and a second click operation, such as the first click operation for the first effect card can select the first effect card, and the second click operation for the first virtual character can realize the first virtual character as the target of the first effect card. The embodiment of the present application is not limited to this. Optionally, in the case where the target of the first effect card is all virtual characters in the game, it is only necessary to trigger the first effect card without selecting the target. For example, dragging the first effect card to any position in the chessboard area can realize the level increase of all virtual characters in the game (including the first virtual character).
[0310] The level indicated by the third level indicator is different from the level indicated by the second level indicator and the level indicated by the first level indicator. For example, the level indicated by the third level indicator is greater than the level indicated by the second level indicator and the level indicated by the first level indicator.
[0311] 2. In response to the number of rounds of the turn-based chess game reaching a first threshold corresponding to the first virtual character, the second level identifier is modified to a third level identifier.
[0312] The first threshold corresponding to the first virtual character can be used to indicate whether the first virtual character's talent skill (i.e., the effect produced by the talent) is triggered. Optionally, the first threshold can be determined based on the first virtual character's talent. For example, if the first virtual character's talent is to increase the first virtual character's level by 2 when the number of turns is 4, then the first threshold corresponding to the first virtual character is 4.
[0313] The embodiment of the present application does not limit the talent of the first virtual character. The talent can be related to the level, attributes, and number of cards used of the first virtual character. For example, when the first virtual character is upgraded to level 20, the first virtual character is additionally upgraded by 2 levels. For example, when the number of cards used reaches 20, the first virtual character is additionally upgraded by 2 levels.
[0314] 3. In response to an operation for using the player skill of a player character, the second level identifier is modified to a third level identifier. The player character refers to a character played by the user for controlling the virtual character.
[0315] The operation for using a player skill of a chess player character may be referred to as a triggering operation. The player skill may refer to a skill used to trigger a level increase in a virtual character. For example, a skill effect of a chess player character may be: for every three cards played, the level of a designated player piece in the chessboard area increases by 2; or, for every 10 energy points consumed, the level of a designated player piece in the chessboard area increases by 2; or, when the virtual character reaches level 20, the virtual character is additionally increased by 2 levels. This embodiment of the present application is not limited to this.
[0316] In one example, as the level increases, some virtual characters will also obtain special effects (corresponding to the above-mentioned additional effects) at specified levels, which is conducive to improving the gaming experience of the player object. The embodiment of the present application may also include the following content:
[0317] When the level indicated by the second level identifier reaches the level threshold, a gain event is triggered, which includes at least one of the following: providing an additional specified number of cards, providing an additional specified amount of energy, increasing the level of the virtual character in the chess and card area, increasing the attribute value of the virtual character in the chess and card area, and restoring the virtual life value of the chess player character.
[0318] The above-mentioned level threshold can be set and adjusted according to actual use requirements, such as level 20, level 30, level 40, etc. The gain event is an event generated by a special effect.
[0319] For example, when the level of the first virtual character reaches level 20, the client triggers a gain event of "providing 2 additional cards", that is, the client provides 2 additional cards to the player object.
[0320] In one example, the model of the virtual character will also change as the level increases, which helps the player object to more conveniently obtain the level difference of the virtual character, thereby improving the efficiency and convenience of obtaining information. The embodiment of the present application may also include at least one of the following:
[0321] 1. The size of the first virtual character under the second level identification is larger than the size of the first virtual character under the first level identification.
[0322] The above-mentioned size may refer to the size of the model of the virtual character. Optionally, the higher the level of the first virtual character, the larger the size of the first virtual character.
[0323] Exemplarily, each level of the first virtual character corresponds to a model scaling factor, and the model scaling factor is used to scale the size of the virtual character's model. For example, referring to Table 4, the size of the first virtual character at level 1 is the base size, and the model scaling factor is 100. The size of the first virtual character at level 2 is the product of the base size and the model scaling factor (101). The size of the first virtual character at level 3 is the product of the base size and the model scaling factor (102).
[0324] For example, referring to FIG. 17 , the size of the model of the first avatar 1701 at level 9 is larger than the size of the model of the first avatar 1701 at level 3.
[0325] 2. The appearance of the first virtual character under the second level identification is different from the appearance of the first virtual character under the first level identification.
[0326] Optionally, the different appearance may refer to different clothing of the virtual character, different decorations of the virtual character, or different models of the virtual character, which is not limited in this embodiment of the present application.
[0327] For example, the clothing of the first avatar at level 9 is different from the clothing of the first avatar at level 3.
[0328] 3. The skill effects of the first virtual character under the second-level mark are different from the skill effects of the first virtual character under the first-level mark.
[0329] Optionally, the skill effects may refer to the range of skills or the style of skills, which is not limited in this embodiment. For example, the range of skill effects of the first avatar at level 9 is greater than the range of skill effects of the first avatar at level 3.
[0330] In one example, the game interface also includes a lineup area for displaying a lineup of virtual characters. For example, the lineup area displays images of each virtual character that has already been deployed, such as a headshot, bust, or full-length portrait of the virtual character. For example, referring to FIG18 , the lineup area 1800 displays the heads of six virtual characters that have already been deployed, with the current level of each virtual character displayed in the upper left corner of the headshot. This helps the player object quickly understand their lineup and the current level of each virtual character, allowing the player object to make quick decisions, thereby improving the player object's gaming experience.
[0331] In summary, the technical solution provided by the embodiments of the present application enables, when a first virtual character already exists in the board area corresponding to a turn-based chess game, each first chess piece card corresponding to the first virtual character can be used to adjust the first virtual character's level. This eliminates the need for the user to collect multiple first chess piece cards corresponding to the first virtual character that meet preset conditions; instead, the user can adjust the first virtual character's level using only any first chess piece card, thereby improving the convenience of virtual character level adjustment. Furthermore, this effectively shortens the time required to accumulate chess pieces and cards, thereby reducing the duration of stagnation in the virtual character's level, and further facilitating the consistency of virtual character level adjustment.
[0332] In addition, compared to the related art that requires operations on multiple first chess pieces and cards, the embodiment of the present application only requires one operation to achieve the level adjustment of the virtual character, which is conducive to improving the efficiency of human-computer interaction and further improving the convenience of level adjustment of the virtual character. In addition, by supporting the use of chess pieces and cards with the same name, the level of the virtual character can be improved without having to collect chess pieces and cards that meet the preset conditions. This effectively reduces the difficulty of adjusting the level of the virtual character, thereby reducing the difficulty of getting started in turn-based chess games, and thus helping to improve user stickiness. At the same time, users can flexibly adjust the level of the virtual character using chess pieces and cards with the same name according to their needs, without being restricted by preset conditions, which is conducive to improving the flexibility of human-computer interaction and further improving user stickiness.
[0333] In some embodiments, the physical strength of a virtual character is described by taking the turn-based chess game, Auto Chess, as an example.
[0334] The virtual character's physical strength varies at different levels. For different levels, the physical strength can be determined by the basic attributes at that level, such as the physical strength can be the weighted sum of the attribute values of the basic attributes.
[0335] In related technologies, the upper limit of a virtual character's star upgrade is 3 stars, and each virtual character has a retention period after star upgrade. Therefore, whether you choose an early or late lineup, the variance in lineup strength will not be very large (as can be seen in actual combat, the lineups of most player objects in the final circle are composed of a small number of 3-star virtual characters + most 2-star virtual characters).
[0336] However, the embodiment of the present application divides the physical strength of the virtual character into 60 levels. Every time a chess card with the same name or an effect card related to the upgrade is played, the physical strength of the virtual character can be improved once. If the efficiency of level improvement is not differentiated, the level of the high-quality virtual character obtained in the later stage will be greatly behind the level of the low-quality virtual character cultivated from the early stage.
[0337] Therefore, the embodiment of the present application gives high-quality virtual characters and low-quality virtual characters different growth rates. The level-up efficiency in the embodiment of the present application can be affected by the quality of the virtual character and the cost of the chess pieces and cards. For example, a high-quality virtual character will have a higher initial level, and the cost-effectiveness ratio (i.e., the ratio between cost and level-up efficiency) of a high-quality virtual character is higher, that is, on the basic template of a fixed level-up of X points for 1 point of cost, a rule is added that the higher the quality, the greater the X. Combining these two designs, it is possible to achieve that although low-quality virtual characters are obtained earlier in the early stage, their corresponding level-up window period is longer and the efficiency is relatively low, while high-quality virtual characters, although obtained later, have higher initial levels and higher levels, and a shorter level-up window period. In this way, the levels of virtual characters in the early and late stages can be balanced.
[0338] For example, referring to FIG19 , for a virtual character in a chessboard area, the current level of the virtual character may be calculated as follows:
[0339] 1. According to the name of the virtual character, the quality of the virtual character is searched from the character information table 1901, and the corresponding fee is calculated.
[0340] 2. Based on the quality of the virtual character, the corresponding initial level X1 and the upgrade level X2 corresponding to the chess card with the same name are found from the level upgrade efficiency table 1902 at the corresponding cost.
[0341] 3. Obtain the number N of chess piece cards with the same name corresponding to the participating virtual character (excluding chess piece cards used to add the participating virtual character to the chessboard area).
[0342] 4. Obtain the effect card used to increase the level of the virtual character, and determine the level increase brought by the effect card x3 based on the actual effect of the effect card configuration.
[0343] 5. Level increase through other means (such as player skills, talent, etc.) X4.
[0344] Then, the current level of the virtual character participating in the battle can be expressed as: X=X1+X2*N+X3+X4.
[0345] Optionally, after obtaining the current level of the virtual character, the character level model 1903 corresponding to the virtual character can be determined according to the character type of the virtual character, and then the current physical strength of the virtual character can be determined from the character level model 1903 according to the current level X of the virtual character.
[0346] This embodiment of the application uses only the avatar's level as a measure of the avatar's physical strength, making it easier for players to understand. Furthermore, designers only need to scale the avatar's physical strength based on the avatar's level, making scaling easier and providing a higher upper limit.
[0347] Furthermore, from a numerical perspective, by replacing the star-level upgrades used in the related art with the level upgrades used in the present embodiment, the numerical growth curve shifts from the original jumps in physical strength (1, 2, and 3 stars) to a smoother progression, thereby reducing the variance caused by luck in combat. Furthermore, regardless of the quality and cost of the avatar, multiple avatars of the same level and of the same character type will have the same physical strength. However, due to the varying efficiency of level upgrades for avatars of different qualities, differences in physical strength can also occur.
[0348] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0349] Please refer to Figure 20, which is a block diagram of a virtual character level adjustment device provided in one embodiment of the present application. This device has the functions of implementing the above-described method examples. These functions can be implemented by hardware or by hardware executing corresponding software. This device can be the terminal described above, or it can be installed in a terminal. This device 2000 includes: a game interface display module 2001, a chess piece and card display module 2002, and a level indicator adjustment module 2003.
[0350] The game interface display module 2001 is used to display the game interface of the turn-based chess game. The game interface includes a hand area and a chessboard area. The hand area is used to display cards, and the chessboard area is used to display virtual characters.
[0351] The chess piece card display module 2002 is used to display a first chess piece card in the hand area, where the first chess piece card is used to add a first virtual character to the chessboard area or adjust the level of the first virtual character already in the chessboard area.
[0352] The level identification adjustment module 2003 is used to, in response to an operation for using the first chess piece card, change the level identification of the first virtual character displayed in the chessboard area from a first level identification to a second level identification when the first virtual character already exists in the chessboard area, wherein the level indicated by the first level identification is different from the level indicated by the second level identification.
[0353] In some embodiments, as shown in FIG. 21 , the level identification adjustment module 2003 includes: an upgraded level acquisition submodule 2003 a and a level identification modification submodule 2003 b .
[0354] The upgrade level acquisition submodule 2003a is used to obtain the upgrade level of the first virtual character. The upgrade level is determined based on the quality of the first virtual character and the cost of the first chess card. The quality is used to indicate the initial level and level upgrade efficiency of the virtual character. The level upgrade efficiency is used to indicate the speed of the virtual character's level upgrade. The cost refers to the energy consumed by using the chess card corresponding to the virtual character.
[0355] The level identifier modification submodule 2003b is configured to modify the level identifier of the first virtual character from the first level identifier to the second level identifier according to the upgraded level.
[0356] In some embodiments, the quality of the first virtual character is used to find at least one candidate upgrade level corresponding to the quality of the first virtual character from a level upgrade efficiency table, wherein the level upgrade efficiency table records the mapping relationship between the quality and the cost, and the upgrade level; the cost of the first chess piece card is used to determine the target upgrade level corresponding to the cost of the first chess piece card from the at least one candidate upgrade level; the target upgrade level is used as the upgrade level of the first virtual character.
[0357] In some embodiments, as shown in FIG. 21 , the apparatus 2000 further includes: a level display module 2004 .
[0358] The level display module 2004 is configured to display the first virtual character's level increase on the first chess piece card if the first virtual character already exists in the chessboard area. Alternatively, the level display module 2004 is further configured to display the first virtual character's initial level on the first chess piece card if the first virtual character does not exist in the chessboard area.
[0359] In some embodiments, as shown in FIG. 21 , the apparatus 2000 further includes: a virtual character adding module 2005 .
[0360] The virtual character adding module 2005 is used to respond to the operation for using the first chess piece card and, if the first virtual character does not exist in the chessboard area, add the first virtual character to the chessboard area for display; wherein the level identifier of the first virtual character is determined based on the initial level of the first virtual character.
[0361] In some embodiments, as shown in FIG. 21 , the apparatus 2000 further includes: a role type acquisition module 2006 , a relationship table acquisition module 2007 , an attribute value acquisition module 2008 , and an attribute value display module 2009 .
[0362] The role type acquisition module 2006 is configured to acquire the role type of the first virtual role, where the role type refers to a classification attribute of the virtual role.
[0363] The relationship table acquisition module 2007 is used to obtain the role level model of the role type, in which the mapping relationship between the level of the virtual role and the attribute value of the virtual role is recorded. The attribute value is used to indicate the strength of the virtual role.
[0364] The attribute value acquisition module 2008 is configured to acquire an attribute value that matches the level of the first virtual character from the character level model corresponding to the character type.
[0365] The attribute value display module 2009 is configured to display an attribute value that matches the level of the first virtual character in response to an operation for viewing the information of the first virtual character.
[0366] In some embodiments, the level identification adjustment module 2003 is further configured to:
[0367] In response to an operation for using a first effect card in the hand area, the second level identifier is modified to a third level identifier, and the first effect card is used to trigger an upgrade of the level of the virtual character; or, in response to the number of rounds of the turn-based chess game reaching a first threshold corresponding to the first virtual character, the second level identifier is modified to a third level identifier; or, in response to an operation for using the chess player skills of a chess player character, the second level identifier is modified to a third level identifier, and the chess player character refers to a character played by a user for controlling the virtual character; wherein the level indicated by the third level identifier is different from the level indicated by the second level identifier and the level indicated by the first level identifier.
[0368] In some embodiments, as shown in FIG. 21 , the apparatus 2000 further includes a gain event triggering module 2010 .
[0369] The gain event triggering module 2010 is used to trigger a gain event when the level indicated by the second level identifier reaches the level threshold, and the gain event includes at least one of the following: providing an additional specified number of cards, providing an additional specified amount of energy, increasing the level of the virtual character in the chess and card area, increasing the attribute value of the virtual character in the chess and card area, and restoring the virtual life value of the chess player character.
[0370] In some embodiments, the size of the first virtual character under the second level identifier is larger than the size of the first virtual character under the first level identifier; or, the appearance of the first virtual character under the second level identifier is different from the appearance of the first virtual character under the first level identifier; or, the skill special effects of the first virtual character under the second level identifier are different from the skill special effects of the first virtual character under the first level identifier.
[0371] In some embodiments, as shown in FIG21 , the level identification adjustment module 2003 further includes: a preview model display submodule 2003 c , a prompt line display submodule 2003 d , and a fusion animation display submodule 2003 e .
[0372] The preview model display submodule 2003c is configured to display a preview model of the first virtual character corresponding to the first chess piece card in the chess board area in response to a dragging operation for dragging the first chess piece card from the hand area to the chess board area.
[0373] The prompt line display submodule 2003d is used to display a first prompt line between the preview model and the model of the first virtual character when the first virtual character already exists in the chessboard area. The first prompt line is used to prompt triggering the first chess piece card to increase the level of the first virtual character.
[0374] The fusion animation display submodule 2003e is configured to display a fusion image of the preview model and the model of the first virtual character in response to the release of the drag operation.
[0375] The level identification modification submodule 2003b is further configured to modify the level identification of the first virtual character from the first level identification to the second level identification.
[0376] In summary, the technical solution provided by the embodiments of the present application enables, when a first virtual character already exists in the chessboard area corresponding to a turn-based chess game, each first chess piece card corresponding to the first virtual character can be used to adjust the first virtual character's level. This eliminates the need for the user to collect multiple first chess piece cards corresponding to the first virtual character that meet preset conditions; instead, the user can adjust the first virtual character's level using any one of the first chess piece cards, thereby improving the convenience of virtual character level adjustment. Furthermore, this effectively shortens the time required to accumulate chess piece cards, thereby reducing the duration of stagnation in the virtual character's level, thereby facilitating more consistent level adjustment for the virtual character. Furthermore, compared to related technologies that require operations on multiple first chess piece cards, the embodiments of the present application require only a single operation to adjust the virtual character's level, which improves the efficiency of human-computer interaction and further enhances the convenience of virtual character level adjustment.
[0377] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0378] Please refer to Figure 22, which shows a block diagram of a terminal device provided in one embodiment of the present application. The terminal device 2200 is used to implement the virtual character level adjustment method provided in the above embodiment. The terminal device 2200 can be a terminal (such as the first terminal 110 or the second terminal 130) in the implementation environment shown in Figure 1. Specifically:
[0379] Typically, the terminal device 2200 includes: a processor 2201 and a memory 2202 .
[0380] Optionally, the processor 2201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 2201 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2201 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2201 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2201 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0381] Optionally, the memory 2202 may include one or more computer-readable storage media, which may be non-transitory. The memory 2202 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2202 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned virtual character level adjustment method.
[0382] In some embodiments, terminal device 2200 may optionally include a peripheral device interface 2203 and at least one peripheral device. The processor 2201, memory 2202, and peripheral device interface 2203 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 2203 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2204, a display screen 2205, an audio circuit 2206, and a power supply 2207.
[0383] Those skilled in the art will understand that the structure shown in FIG22 does not constitute a limitation on the terminal device 2200 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0384] In some embodiments, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium. When the computer program is executed by a processor, the computer program implements the above-mentioned virtual character level adjustment method.
[0385] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0386] In some embodiments, a computer program product is further provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned method for adjusting the level of a virtual character.
[0387] It should be noted that, in the embodiments of the present application, before collecting the relevant data of the user and during the process of collecting the relevant data of the user, a prompt interface, pop-up window or voice prompt information can be displayed. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that the present application only starts to execute the relevant steps of obtaining the relevant data of the user after obtaining the confirmation operation issued by the user on the prompt interface or pop-up window. Otherwise (that is, when the user does not obtain the confirmation operation issued by the prompt interface or pop-up window), the relevant steps of obtaining the relevant data of the user are terminated, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application are processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the personal information subject is obtained only when the user agrees and authorizes the collection, and the subsequent use and processing of the data are carried out within the scope of the authorization of the laws and regulations and the personal information subject. The collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the card-playing operation, dragging operation, game interface, etc. involved in this application are all obtained with full authorization.
[0388] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.
[0389] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for adjusting the level of a virtual character, the method being executed by a terminal device, the method comprising: Displaying a game interface of a turn-based chess game, wherein the game interface includes a hand area and a chessboard area, wherein the hand area is used to display cards and the chessboard area is used to display virtual characters; Displaying a first chess piece card in the hand area, where the first chess piece card is used to add a first virtual character to the chessboard area or adjust the level of the first virtual character already in the chessboard area; In response to an operation for using the first chess piece card, when the first virtual character already exists in the chessboard area, the level identifier of the first virtual character displayed in the chessboard area is modified from the first level identifier to the second level identifier, wherein the level indicated by the first level identifier is different from the level indicated by the second level identifier.
2. The method according to claim 1, wherein The step of changing the level identifier of the first virtual character displayed in the chessboard area from a first level identifier to a second level identifier includes: Obtaining an upgrade level for the first virtual character, where the upgrade level is determined based on the quality of the first virtual character and the cost of the first chess piece card, where the quality indicates the initial level and level upgrade efficiency of the virtual character, the level upgrade efficiency indicates the speed at which the virtual character's level is upgraded, and the cost refers to the energy consumed by using the chess piece card corresponding to the virtual character; According to the upgraded level, the level identifier of the first virtual character is modified from the first level identifier to the second level identifier.
3. The method according to claim 2, wherein: The quality of the first virtual character is used to find at least one candidate upgrade level corresponding to the quality of the first virtual character from a level upgrade efficiency table, wherein the level upgrade efficiency table records the mapping relationship between the quality and the cost, and the upgrade level; the cost of the first chess piece card is used to determine the target upgrade level corresponding to the cost of the first chess piece card from the at least one candidate upgrade level; the target upgrade level is used as the upgrade level of the first virtual character.
4. The method according to any one of claims 1 to 3, wherein: The method further comprises: When the first virtual character already exists in the chessboard area, the upgraded level of the first virtual character is displayed in the first chess piece card; or, when the first virtual character does not exist in the chessboard area, the initial level of the first virtual character is displayed in the first chess piece card.
5. The method according to claim 4, wherein The method further comprises: In response to an operation for using the first chess piece card, if the first virtual character does not exist in the chessboard area, additionally displaying the first virtual character in the chessboard area; The level identifier of the first virtual character is determined based on the initial level of the first virtual character.
6. The method according to any one of claims 1 to 5, wherein: After the level identifier of the first virtual character displayed in the chessboard area is changed from the first level identifier to the second level identifier, the method further includes: Obtaining a role type of the first virtual role, where the role type refers to a classification attribute of the virtual role; Obtaining a role level model of the role type, wherein the role level model records a mapping relationship between the level of the virtual role and the attribute value of the virtual role, wherein the attribute value is used to indicate the strength of the virtual role; acquiring, from a role level model corresponding to the role type, an attribute value that matches the level of the first virtual role; In response to an operation for viewing information of the first virtual character, attribute values matching the level of the first virtual character are displayed.
7. The method according to any one of claims 1 to 6, wherein: After the level identifier of the first virtual character displayed in the chessboard area is changed from the first level identifier to the second level identifier, the method further includes: In response to an operation for using a first effect card in the hand area, the second level identifier is modified to a third level identifier, and the first effect card is used to trigger an upgrade of the level of the virtual character; or, in response to the number of rounds of the turn-based chess game reaching a first threshold corresponding to the first virtual character, the second level identifier is modified to a third level identifier; or, in response to an operation for using the chess player skills of a chess player character, the second level identifier is modified to a third level identifier, and the chess player character refers to a character played by a user for controlling the virtual character; wherein the level indicated by the third level identifier is different from the level indicated by the second level identifier and the level indicated by the first level identifier.
8. The method according to any one of claims 1 to 7, wherein: After the level identifier of the first virtual character displayed in the chessboard area is changed from the first level identifier to the second level identifier, the method further includes: When the level indicated by the second level identifier reaches the level threshold, a gain event is triggered, and the gain event includes at least one of the following: providing an additional specified number of cards, providing an additional specified amount of energy, increasing the level of the virtual character in the chess and card area, increasing the attribute value of the virtual character in the chess and card area, and restoring the virtual life value of the chess player character.
9. The method according to any one of claims 1 to 8, wherein: The size of the first virtual character under the second level identifier is larger than the size of the first virtual character under the first level identifier; or the appearance of the first virtual character under the second level identifier is different from the appearance of the first virtual character under the first level identifier; Alternatively, the skill effects of the first virtual character under the second level identifier are different from the skill effects of the first virtual character under the first level identifier.
10. The method according to any one of claims 1 to 9, wherein: In response to the operation for using the first chess piece card, if the first virtual character already exists in the chessboard area, changing the level identifier of the first virtual character displayed in the chessboard area from the first level identifier to the second level identifier includes: In response to a dragging operation for dragging the first chess piece card from the hand area to the chessboard area, displaying a preview model of a first virtual character corresponding to the first chess piece card in the chessboard area; If the first virtual character already exists in the chessboard area, displaying a first prompt line between the preview model and the model of the first virtual character, the first prompt line being used to prompt triggering the first chess piece card to increase the level of the first virtual character; In response to releasing the drag operation, displaying a screen in which the preview model and the model of the first virtual character are merged; The level identifier of the first virtual character is changed from the first level identifier to the second level identifier.
11. A device for adjusting the level of a virtual character, the device comprising: A game interface display module, configured to display a game interface for a turn-based chess game. The game interface includes a hand area and a board area. The hand area is used to display cards, and the board area is used to display virtual characters. a chess piece card display module, configured to display a first chess piece card in the hand area, wherein the first chess piece card is used to add a first virtual character to the chessboard area or adjust the level of the first virtual character already in the chessboard area; A level identification adjustment module is used to, in response to an operation for using the first chess piece card, change the level identification of the first virtual character displayed in the chessboard area from a first level identification to a second level identification when the first virtual character already exists in the chessboard area, wherein the level indicated by the first level identification is different from the level indicated by the second level identification.
12. A terminal device comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual character level adjustment method according to any one of claims 1 to 10.
13. A computer-readable storage medium, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is loaded and executed by a processor to implement the virtual character level adjustment method according to any one of claims 1 to 10.
14. A computer program product, comprising a computer program, wherein the computer program is stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement the virtual character level adjustment method according to any one of claims 1 to 10.
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