Character-state switching method and apparatus, and electronic device and readable storage medium
By associating the interaction area and character status in the virtual interaction scenario and switching the attributes and skills of the virtual character in real time, the problem of low switching of virtual character skills is solved, and the game game efficiency and hardware device performance are improved.
Patent Information
- Application Number
- PCT/CN2025/072778
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-28
- Filing Date
- 2025-01-16
- Publication Date
- 2025-09-04
AI Technical Summary
In sports competitive games, virtual character skills switching is inefficient, making it difficult for players to quickly find suitable skills, resulting in longer game game time and increased power consumption of hardware equipment.
By correlating the status of different interactive areas and target virtual characters in the virtual interaction scenario, switching role attributes and skills in real time, providing more suitable role skills, using resource accumulation to control state switching, and reducing unnecessary skill releases.
Improves the efficiency of character skills switching, shortens game game time, saves power consumption of hardware equipment, and improves player gaming experience.
Smart Images

Figure CN2025072778_04092025_PF_FP_ABST
Abstract
Description
Character state switching method, device, electronic device and readable storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202410221070.3, filed on February 28, 2024, entitled “Method, device, electronic device and readable storage medium for switching role states”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device, and readable storage medium for switching character states. Background Art
[0004] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen. The movement controls among the multiple controls control the movement of the target virtual character, and the skill controls control the target virtual character to release corresponding skills.
[0005] In the related art, for different virtual characters, each virtual character has fixed character attributes and character skills when it is set up and cannot be adjusted. Appropriate skills cannot be executed at all times during the game. At the same time, for the same virtual character, the character often has a large number of skills that can be used. When using skills, players need to search a lot to determine the most suitable skills at the moment, resulting in low skill switching efficiency. Summary of the Invention
[0006] In view of this, the purpose of the present disclosure is to provide a method, device, electronic device and readable storage medium for switching character states, which associate different interaction areas in a virtual interaction scene with different states of a target virtual character, and in different states, the character attributes and skill types of the target virtual character are different; the character state of the target virtual character can be switched in real time during a game match to obtain different character states and character control experiences; at the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with character skills that are more suitable in different interaction areas, which helps to improve the switching efficiency of character skills, shorten the game match time, save power consumption of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).
[0007] In a first aspect, embodiments of the present disclosure provide a method for switching character states, providing a virtual interaction scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interaction scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger a projection event to advance the game. The switching method includes:
[0008] During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from a current first state to a second state, and the character attributes and character skills of the target virtual character are adjusted to target attributes and target skills in the second state;
[0009] The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located;
[0010] When the target virtual character is in the second state, in response to a skill release operation directed to the target virtual character, the target virtual character is controlled to release a target skill to perform an interactive operation on the virtual sphere.
[0011] In a second aspect, embodiments of the present disclosure further provide a device for switching character states, providing a virtual interactive scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger a projection event to advance the game. The switching device includes:
[0012] a state switching module configured to execute, during the game, in response to a state switching trigger operation for a target virtual character, control the target virtual character to switch from a current first state to a second state, and adjust the character attributes and character skills of the target virtual character to target attributes and target skills in the second state;
[0013] The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located;
[0014] The skill releasing module is configured to execute, when the target virtual character is in the second state, in response to a skill releasing operation directed at the target virtual character, controlling the target virtual character to release a target skill to perform an interactive operation on the virtual sphere.
[0015] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the method for switching the role state as described in any one of the first aspects.
[0016] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the method for switching the character status as described in any one of the first aspects is executed.
[0017] The present invention provides a method, device, electronic device and readable storage medium for switching character states. During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from the current first state to the second state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the second state; when the target virtual character is in the second state, in response to a skill release operation for the target virtual character, the target virtual character is controlled to release the target skill to perform an interactive operation on the virtual sphere. In this way, different interactive areas in the virtual interactive scene are associated with different states of the target virtual character. In different states, the character attributes and skill types of the target virtual character are different; the character state of the target virtual character can be switched in real time during the game, and different character states and character control experiences can be obtained; at the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with character skills that are more suitable for different interactive areas, which helps to improve the switching efficiency of character skills, shorten the game time, save the power consumption of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).
[0018] Furthermore, upon receiving a state switching trigger operation for the target virtual character, the second accumulated resources are first consumed to switch the state of the target virtual character. By consuming the second accumulated resources first and then the first accumulated resources, the state switching of the target virtual character can be completed when the first accumulated resources have not reached the resources required for the character state switching (there is no basic skill release number), thereby ensuring the timeliness and feasibility of the switching and improving the player's gaming experience. At the same time, the unconsumed first accumulated resources can also be used to execute other operations in the game to improve the convenience and success rate of the target virtual character's game completion in the game, further improving the player's gaming experience.
[0019] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0021] FIG1 is a flow chart of a method for switching a role state according to one embodiment of the present disclosure;
[0022] FIG2 is a schematic diagram of a graphical user interface according to one embodiment of the present disclosure;
[0023] FIG3 is a second schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0024] FIG4 is a third schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0025] FIG5 is a fourth schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0026] FIG6 is a fifth schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0027] FIG7 is a schematic structural diagram of a device for switching a role state provided by one embodiment of the present disclosure;
[0028] FIG8 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0029] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.
[0030] First, the nouns involved in this disclosure are introduced:
[0031] (1) Terminal equipment
[0032] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling operations on a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0033] (2) Graphical User Interface
[0034] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, start programs, or perform other tasks.
[0035] (3) Virtual interaction scene
[0036] A virtual interactive scene is the game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Specifically, a virtual interactive scene refers to the virtual game controls that host virtual characters during game play. Within the game scene, the virtual characters can perform actions such as movement and skill release, controlled by commands issued by the user (i.e., player) to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional virtual interactive scenes, 2.5-dimensional virtual interactive scenes, and three-dimensional virtual interactive scenes. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scenes between at least two virtual characters, with virtual resources available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0037] (4) Target virtual character:
[0038] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual character is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual character can include a virtual character that competes in a game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In one possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to fight with other virtual characters using skills, virtual props, etc. provided by the application.
[0039] Next, the background technology of the present disclosure is introduced:
[0040] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen. The movement controls among the multiple controls control the movement of the target virtual character, and the skill controls control the target virtual character to release corresponding skills.
[0041] In the related art, for different virtual characters, each virtual character has fixed character attributes and character skills when it is set up and cannot be adjusted. Appropriate skills cannot be executed at all times during the game. At the same time, for the same virtual character, the character often has a large number of skills that can be used. When using skills, players need to search a lot to determine the most suitable skills at the moment, resulting in low skill switching efficiency.
[0042] Based on this, the embodiment of the present disclosure provides a method for switching character states to improve the efficiency of switching character skills, shorten game time, save power consumption of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).
[0043] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the character status switching method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0044] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0045] In one possible implementation, an embodiment of the present disclosure provides a method for switching character states, providing a graphical user interface via a terminal device. The terminal device may be the aforementioned local terminal device (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the method for switching character states running on a local terminal device (hereinafter referred to as the terminal device).
[0046] Please refer to Figure 1, which is a flow chart of a method for switching a character state provided by an embodiment of the present disclosure. As shown in Figure 1, the method for switching a character state provided by an embodiment of the present disclosure includes:
[0047] S101. During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from a current first state to a second state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the second state.
[0048] S102: When the target virtual character is in the second state, in response to a skill release operation directed at the target virtual character, control the target virtual character to release a target skill to perform an interactive operation on the virtual sphere.
[0049] The character state switching method provided by the embodiment of the present disclosure associates different interaction areas in a virtual interaction scene with different states of the target virtual character. In different states, the character attributes and skill types of the target virtual character are different. The character state of the target virtual character can be switched in real time during a game match to obtain different character states and character control experiences. At the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with character skills that are more suitable for different interaction areas, which helps to improve the switching efficiency of character skills, shorten the game match time, save power consumption of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).
[0050] The following describes the exemplary steps of the embodiment of the present disclosure:
[0051] S101. During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from a current first state to a second state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the second state.
[0052] In the disclosed embodiment, the virtual game includes two camps. The two camps compete for a virtual sphere through confrontation and interaction, and use the virtual sphere to trigger a scoring event to settle the scores of different camps. When specified conditions are met (a certain time is reached, the game end time can be pre-set, and when the time node is reached, the current game is directly settled. When the game end time is reached, the camp with the higher score wins the game, or a camp reaches a certain score first, and the game end score can be pre-set, and when a camp reaches the game end score, the game is determined to be over, and the camp that obtains the game end score wins the game, the confrontation interaction ends, and the scores are settled to determine which camp wins and which camp loses), etc.
[0053] In one possible embodiment, the game interaction includes ball-holding interaction and other interactions. The virtual character's ball-holding interaction with the virtual sphere includes ball control and dribbling, controlling the sphere to follow the virtual character in the virtual interactive scene, and other interactions include passing, stealing, blocking (when the virtual sphere is a virtual basketball), tackling (when the virtual sphere is a virtual soccer ball), and controlling the virtual sphere to enter a target area (e.g., when the virtual sphere is a virtual basketball, controlling the virtual basketball to enter a virtual basket; when the virtual sphere is a virtual soccer ball, controlling the virtual soccer ball to enter a virtual goal).
[0054] Specifically, the virtual character's interaction with the virtual sphere holding the ball may include the virtual character manipulating the movement of the virtual sphere (when the virtual character holds the ball, the virtual sphere moves with the virtual character holding the ball); while any virtual character is holding the ball, virtual characters in other camps may interact with the virtual character holding the ball in other ways (taking the virtual sphere as a virtual basketball as an example, other interactions may be the virtual character's defensive operations against the virtual character holding the ball, or the virtual character's blocking operations against the virtual basketball; taking the virtual sphere as a virtual football as an example, other interactions may be the virtual character's defensive operations against the virtual character holding the ball, or the virtual character's tackling operations against the virtual football, etc.); other interactions with the virtual sphere also include triggering For example, a scoring event (controlling the virtual sphere to enter the target area) may be performed by taking the virtual sphere as a virtual basketball. A scoring event may be to throw the virtual basketball into a virtual basket, and determine a specific score (2 points, 3 points, etc.) based on the specific position of the virtual character in throwing the virtual basketball, or to obtain a penalty kick opportunity when the enemy virtual character commits a foul, and to throw the virtual basketball into the virtual basket at the penalty kick position. Taking the virtual sphere as a virtual football as an example, a scoring event may be to shoot the virtual football into the virtual goal, or to obtain a penalty kick opportunity when the enemy virtual character commits a foul, and to shoot the virtual football into the virtual goal at the penalty kick position, with one goal scored and one point awarded. It is worth noting that no matter which virtual character holds the ball and scores, the score is counted in the camp to which the virtual character belongs.
[0055] Specifically, during the process of the virtual character interacting with the ball, the virtual sphere is controlled to move with the virtual character in the virtual scene. For example, the virtual sphere moves with the virtual character in the virtual scene at a preset speed.
[0056] In one possible implementation, scoring events are triggered based on the ball-holding interactions and other interactions of the virtual character controlling the virtual sphere, and after the game settlement conditions are triggered, the score of the camp to which the virtual character belongs is counted. For example, if the virtual character controls the virtual sphere to enter a designated area (e.g., when the virtual sphere is a virtual basketball, the virtual basketball enters the virtual basket; when the virtual sphere is a virtual football, the virtual football enters the virtual goal), the score of this scoring event is accumulated for the camp to which the virtual character controlling the virtual sphere to enter the designated area belongs.
[0057] In one possible implementation, when calculating the score, it is also necessary to integrate points based on the position of the virtual character when controlling the virtual sphere to enter the designated area. For example, when the virtual sphere is a virtual basketball, it is necessary to calculate whether the goal is a three-pointer or a two-pointer based on the position of the virtual character.
[0058] For example, taking the virtual sphere as a virtual basketball, a scoring event can be throwing the virtual basketball into a virtual basket, and determining the specific score (2 points, 3 points, etc.) based on the specific position of the virtual character when throwing the virtual basketball; taking the virtual sphere as a virtual basketball, a scoring event can be kicking the virtual football into the virtual goal, with one point scored.
[0059] In one possible implementation, the target virtual character may have multiple skills, and the player can control the target virtual character to release the target skills through different skill controls to complete the interaction process with the virtual sphere; for the target virtual character, when the target virtual character is located at different positions in the virtual interaction scene, the skills that can be used or are more applicable may not be exactly the same.
[0060] For example, taking the virtual sphere as a virtual basketball, multiple virtual characters in the game may be divided into inside virtual characters or outside virtual characters. Different virtual characters can perform different skills in different positions in the virtual interactive scene. For example, outside players can use long pass skills to send the virtual basketball to the virtual basket, while inside virtual characters may not need to have long pass skills (inside virtual characters), and inside virtual characters have rebounding skills that outside virtual characters do not have, etc.
[0061] Furthermore, for an all-round virtual character, the virtual character can move in different positions in the virtual interaction scene, and the virtual character can use different interaction skills in different virtual interaction areas. Therefore, it can be considered that for an all-round virtual character, the different attributes and skills currently possessed by the virtual character can be adjusted by adjusting the different states of the virtual character, so that the target virtual character can complete corresponding operations in different virtual interaction areas, and then complete the game task and accumulate points.
[0062] In a possible implementation, the first state and the second state of the target virtual character may correspond to the inside state and the outside state of the target virtual character, respectively, and the first state and the second state of the target virtual character may correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill type of the target virtual character are associated with the interaction area where the target virtual character is located.
[0063] In a possible implementation, the first state or the second state that the target virtual character currently is in is determined based on a skill identifier of a character skill currently possessed by the target virtual character.
[0064] Specifically, since the character attributes of the target virtual character in the first state and the second state are different, and the character skills of the target virtual character in the first state and the second state are different, and each skill has a corresponding skill identifier, at this time, it is possible to determine whether the current target virtual character is in the first state or the second state based on the recorded skill identifier of the current target virtual character.
[0065] In a possible implementation, the correspondence between the target virtual character and the state of the target virtual character may be stored in a fixed area in the server.
[0066] For example, when the target virtual character is in the first state, it has three corresponding character skills A1, A2 and A3; when the target virtual character is in the second state, it has three corresponding character skills B1, B2 and B3; if it is determined that the character skill possessed by the current target virtual character is A2, then it is determined that the target virtual character is currently in the first state.
[0067] In a possible implementation, a state switching control is also displayed in the graphical user interface, and the player can trigger the state switching control to issue a state switching trigger operation for the target virtual character.
[0068] Specifically, the step of “responding to a state switching trigger operation for a target virtual character, controlling the target virtual character to switch from a current first state to a second state” includes:
[0069] a1: In response to a triggering operation on the state switching control, controlling the target virtual character to switch from the current first state to the second state.
[0070] In a possible implementation, the state switching control may be a reused skill control displayed in the graphical user interface, or a new skill control may be added to the graphical user interface as a state switching control.
[0071] Specifically, on the one hand, for virtual characters that do not have "burst skills", since there is no need to trigger the burst skills through the burst skill control, the function of the burst skill control can be reused as a state switching control. The player completes the state switching process of the target virtual character by triggering the burst skill control.
[0072] On the other hand, for virtual characters with "burst skills", the burst skills need to be triggered through the burst skill controls. Therefore, in order to avoid conflicts in the use of skill controls, you can choose to add controls again in the empty positions in the graphical user interface as state switching controls, and complete the state switching process of the target virtual character by triggering the state switching controls.
[0073] For example, in order to suit the player's operating habits, a state switching control can be added on the right side of the graphical user interface corresponding to the skill control (the skill control is generally set on the right side of the graphical user interface, and the player is accustomed to controlling the target virtual character to release skills through the control on the right); and the method of adding a new state switching control in the graphical user interface may cause a certain obstruction to the virtual interactive scene displayed in the graphical user interface, resulting in errors in the observation of interactive behaviors in the game. Therefore, for virtual characters with "burst skills", it is also possible to select controls with relatively low skill usage frequency in the skill control for functional reuse, and perform the function of character state switching through the skill control. However, for the above-mentioned method of reusing controls, there may still be the problem of skill conflicts.
[0074] Based on this, for virtual characters with "burst skills", it is preferred to add a new state switching control to complete the process of switching the state of the virtual character. At the same time, when designing the interface, you can choose to set the state switching control in a vacant position in the graphical user interface, and the display method of the state switching control can be displayed in a non-resident manner. When the player wants to switch skills, execute the preset trigger operation, display the state switching control in the graphical user interface, and cancel the display of the state switching control after switching the state of the target virtual character through the state switching control.
[0075] In a possible implementation, the triggering operation for the state switching control may be a touch operation on the state switching control or a click operation on the state switching control.
[0076] For example, when the terminal device is a mobile terminal, the trigger operation for the state switching control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the state switching control; when the terminal device is a PC, the trigger operation for the state switching control can be a click operation (through a mouse click operation, etc.) for the state switching control through an external input device.
[0077] In the disclosed embodiment, there are differences in the character attributes and skill composition of the target virtual character in different states. Generally speaking, there are differences in the skill types of the target virtual character in different states. At the same time, there are certain differences in the attributes of the same character.
[0078] For example, taking the virtual sphere as a virtual basketball, the first state and the second state of the target virtual character correspond to the inside state and the outside state respectively. The target virtual character has rebounding skills in the inside state and long pass skills in the outside state; and the target virtual character's rebounding hit rate in the inside state is higher than that in the outside state; and the ability of short and medium-range passing in the inside state is lower than that in the outside state.
[0079] In a possible implementation, the specific skill composition of the target virtual character can be viewed before entering the game, that is, outside the game.
[0080] Specifically, the switching method further includes:
[0081] b1: Outside the game, in response to the information viewing operation for the target virtual character, a character attribute interface is displayed; the character attribute interface includes a state attribute switching control, attribute information of the target virtual character, attribute comparison information and character skill information.
[0082] b2: In response to a triggering operation on the state attribute switching control, the character attribute information and the character skill information of the target virtual character in the first state or the target virtual character in the second state are displayed in the character attribute interface.
[0083] In the disclosed embodiment, after entering the game, the player can select a virtual character through the character selection interface, and then the character attribute information and skill information of the target character can be displayed.
[0084] In a possible implementation, the information viewing operation for the target virtual character may be performed by triggering the character identification (character avatar, etc.) in the character selection interface.
[0085] Similarly, the triggering operation for the character logo in the character selection interface can be a touch operation on the character logo or a click operation on the character logo.
[0086] For example, when the terminal device is a mobile terminal, the trigger operation for the character identification can be a touch operation (long press operation, click operation or sliding operation, etc.) for the character identification; when the terminal device is a PC, the trigger operation for the character identification can be a click operation (click operation, etc.) for the character identification through an external input device.
[0087] Furthermore, after receiving the information viewing operation for the target virtual character, the character attribute interface of the target virtual character is displayed. The character attribute interface may include the skill overview interface of the target virtual character, the skill details information description interface of the target virtual character, the talent skill display interface of the target virtual character, the skill radar chart display interface of the target virtual character, the specific attribute display interface of the target virtual character, and the attribute comparison interface of the target virtual character.
[0088] In one possible implementation, regardless of the skill information of the target virtual character being displayed, a state attribute switching control will be displayed in the corresponding interface. By touching the state attribute switching control, the skill information and attribute information of the target virtual character in different states can be switched.
[0089] Among them, a display state can be pre-set, and when the character attribute interface is opened, the attribute information and skill information of the target virtual character in the preset state are pre-displayed, and after receiving the trigger operation for the state attribute switching control, the display of the character information in the character attribute interface is switched.
[0090] In an embodiment of the present disclosure, after receiving a state switching trigger operation for a target virtual character, it is necessary to determine whether the switching process of the target virtual character can be completed at present. Specifically, it is necessary to determine whether the current resource accumulation of the target virtual character meets the preset state switching conditions. The switching will only be performed after it is determined that the current resource accumulation of the target virtual character meets the preset state switching conditions.
[0091] Specifically, the step of “responding to a state switching trigger operation for a target virtual character, controlling the target virtual character to switch from a current first state to a second state” includes:
[0092] c1: In response to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character meets a preset state switching condition, control the target virtual character to switch from the current first state to the second state.
[0093] In one possible implementation, the target virtual character can accumulate virtual resources during a game match. While accumulating virtual resources, the target virtual character can determine the current number of state switching skill releases based on the accumulated virtual resources according to the correspondence between the resources and the number of state switching skill releases, and determine whether the target virtual resource accumulation meets the preset state switching conditions based on the number of state switching skill releases.
[0094] Among them, if the target virtual character has one state switching skill release number, it means that the target virtual character can currently release the state switching skill once to complete the state switching of the character.
[0095] Specifically, the step of “responding to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character satisfies a preset state switching condition, controlling the target virtual character to switch from the current first state to the second state” includes:
[0096] d1: In response to the state switching trigger operation for the target virtual character, if the number of state switching skill releases corresponding to the current resource accumulation of the target virtual character is greater than the preset release number threshold and the state switching skill ratio is not in a cooling state, control the target virtual character to switch from the current first state to the second state.
[0097] In an embodiment of the present disclosure, the preset release number threshold can be 0, that is, the target virtual character has resource accumulation, and the current resource accumulation supports the release of greater than or equal to one state switching skill release, and the current state switching skill is not in a cooling state. At this time, it is determined that the current resource accumulation of the target virtual character meets the preset state switching conditions.
[0098] In one possible implementation, for a state switching skill, after releasing the state switching skill once to control the target virtual character to switch states, the state switching skill will enter a cooling state. When the state switching skill is in the cooling period, the state switching skill cannot be triggered to complete the change of the state of the target virtual character.
[0099] In a possible implementation, if the target virtual character is performing an interactive operation on the virtual sphere or is in a frozen state, the state of the target virtual character cannot be switched.
[0100] For example, taking the virtual sphere as a virtual basketball, when the target virtual character is in a shooting state, the state of the target virtual character is switched; or when the target virtual character is shaken and falls into a stiff state and cannot move while competing for the virtual basketball, the state of the target virtual character cannot be switched.
[0101] In the disclosed embodiment, resource accumulation for the target virtual character can be divided into two aspects. The first aspect is accumulation through the target virtual character successfully performing corresponding interactive operations in the game match. This accumulation method is applicable to all virtual characters in the game and is a way to accumulate the burst skills of the virtual character. The second aspect is that additional resource accumulation can be completed based on the interaction results of the target virtual character performing corresponding interactive operations in the game match and the virtual resources accumulated by successfully performing corresponding interactive operations. Through the second aspect of resource accumulation, corresponding virtual resources can be accumulated for the target virtual character for releasing state switching skills.
[0102] Specifically, the number of times the state switching skill is released corresponding to the current resource accumulation is determined through the following steps:
[0103] e1: In response to the target virtual character successfully executing a preset interactive operation on the virtual sphere, determining a first accumulated resource accumulated by the target virtual character, and determining a basic skill release count according to the first accumulated resource.
[0104] e2: Based on the preset interactive operation execution result of the target virtual character on the virtual sphere and the accumulation information of the first accumulated resources, determine the second accumulated resources accumulated by the target virtual character, and determine the number of bonus skill releases according to the second accumulated resources.
[0105] e3: Based on the number of times the basic skill is released and the number of times the bonus skill is released, the number of times the state switching skill is released corresponding to the current resource accumulation is determined.
[0106] In the application embodiment, the preset interactive operation can be a pre-set offensive skill and a pre-set defensive skill. As long as it is determined that the target virtual character performs the corresponding preset interactive operation on the virtual sphere and the preset interactive operation is successfully executed, the first accumulated resource that can be accumulated for the target virtual character is determined.
[0107] In one possible implementation, it may be determined that the preset interactive operation includes a first interactive skill and a second interactive skill, and that the interaction timing and interaction distance of the first interactive skill and the second interactive skill meet the preset interaction conditions, and it is determined that the current target virtual character has performed the corresponding preset interactive operation on the virtual sphere and that the preset interactive operation has been successfully executed.
[0108] Among them, the interaction distance of the interactive skills can be determined according to the coordinates of the target virtual character in the virtual interactive scene and the coordinates of the virtual sphere in the virtual interactive scene; the interaction distance of the interactive skills can be determined according to the time when the interactive skills are triggered and the preset skill effective time.
[0109] In a possible implementation, the preset interactive operation may be that the target virtual character completes a scoring operation, or performs a corresponding cooperation event with a teammate virtual character.
[0110] For example, taking the virtual sphere as a virtual basketball, the preset interactive operation of the target virtual character with respect to the virtual sphere can be that the target virtual character throws the virtual basketball into the virtual basket to complete the scoring operation, or it can be that the target virtual character obtains a floor ball, the target virtual character successfully performs a rebounding skill, the target virtual character successfully performs a blocking skill, the target virtual character successfully steals the ball, the target virtual character successfully intercepts the ball, the target virtual character interferes with the shooting action of the enemy virtual character, etc.
[0111] For example, taking the target virtual character as a defensive character, when the virtual sphere is a virtual basketball, the enemy virtual character moves with the ball toward the virtual basket to perform a shooting operation. At this time, the target virtual character defends the enemy virtual character, which may be a defensive operation performed after the enemy virtual character performs the shooting operation. At this time, the first interactive skill may be a rebounding skill, and the second interactive skill may be a blocking skill; when the virtual sphere is a virtual football, the enemy virtual character moves with the ball toward the virtual goal to perform a shooting operation. At this time, the target virtual character defends the enemy virtual character, which may be a defensive operation performed before the enemy virtual character performs the shooting operation. At this time, the first interactive skill may be a tackling skill, and the second interactive skill may be a pressing skill.
[0112] In one possible implementation, the method of determining the number of basic skill releases based on the first accumulated resources can be determined based on the accumulated resources required for one skill release. For example, if in a game match, the value of the first accumulated resources accumulated by the target virtual character by performing preset interactive operations is 3600, and releasing a state switching skill requires 600 virtual resources, then it can be determined that the number of basic skill releases that can be obtained based on the current target virtual resources is 3600 / 600=6 times.
[0113] Furthermore, in the embodiment of the present disclosure, when the target virtual character performs a preset interactive operation on the virtual sphere, a second accumulation resource is accumulated synchronously and the corresponding bonus skill release times can be accumulated through the second accumulation resource.
[0114] Among them, different from the accumulation method of the first accumulated resources, for the accumulation of the second accumulated resources, if the target virtual character successfully performs the preset interactive operation, the accumulation of the second accumulated resources can be completed, and if the target virtual character fails to perform the preset interactive operation, the accumulation of the second accumulated resources needs to be reduced. At the same time, when accumulating the second accumulated resources, the accumulation of the first accumulated resources also needs to be considered.
[0115] Specifically, the step of “determining the second accumulated resources accumulated by the target virtual character based on the result of the preset interactive operation executed by the target virtual character with respect to the virtual sphere and the accumulation information of the first accumulated resources, and determining the number of bonus skill releases based on the second accumulated resources” includes:
[0116] f1: In response to the preset interactive operation execution result of the target virtual character on the virtual sphere and the accumulation value of the first accumulated resource meeting the preset accumulation interaction condition, determine the increase number of skill releases of the target virtual character to accumulate the second accumulated resource.
[0117] f2: In response to the result of the preset interactive operation performed by the target virtual character on the virtual sphere satisfying a preset resource reduction interaction condition, determining a reduction in the number of skill releases of the target virtual character on the second accumulated resource.
[0118] f3: Determine the bonus skill release times based on the increase in skill release times and the decrease in skill release times.
[0119] In the embodiment of the present disclosure, the accumulation method is the same as the first accumulation resource method, which may be the successful execution of a preset interaction operation, that is, the interaction timing and interaction distance of the interaction skills included in the preset interaction operation meet the preset interaction conditions, and the target virtual character's projection interaction operation for the virtual sphere triggers a scoring event, or the target virtual character and the teammate virtual character execute a predetermined cooperation event to determine that the virtual character meets the current preset accumulation interaction conditions.
[0120] Specifically, the following steps are performed to determine whether the result of executing the preset interactive operation of the target virtual character on the virtual sphere satisfies the preset accumulated interaction condition:
[0121] g1: In response to the target virtual character's interactive operation with respect to the virtual sphere including a first interactive skill, and the target interactive event triggered by executing the first interactive skill of the target virtual character being successfully executed, determining that the execution result of the preset interactive operation with respect to the virtual sphere meets a preset accumulated interaction condition; and / or,
[0122] g2: in response to the target virtual character's projection interaction operation on the virtual sphere triggering a scoring event, determining whether the execution result of the preset interaction operation on the virtual sphere meets a preset accumulation interaction condition; and / or,
[0123] g3: In response to the target virtual character and the teammate virtual character executing a predetermined cooperation event, determining whether the execution result of the preset interactive operation on the virtual sphere meets a preset accumulated interaction condition.
[0124] In a first aspect, in response to the target virtual character's interactive operation with respect to the virtual sphere including a first interactive skill, and the determination method for successfully executing a target interactive event triggered by the first interactive skill of the target virtual character:
[0125] In one possible implementation, the interaction distance of the first interaction skill and the second interaction skill is determined by satisfying preset interaction conditions, and the interaction distance of the first interaction skill can be determined based on the coordinates of the target virtual character in the virtual interaction scene and the coordinates of the virtual sphere in the virtual interaction scene; the interaction distance of the first interaction skill can be determined based on the time when the interaction skill is triggered and the preset skill effective time.
[0126] Secondly, a method for determining whether a scoring event is triggered by a projection interaction operation of a target virtual character on the virtual sphere is as follows:
[0127] In a possible implementation, if it is determined that the projection interaction operation of the target virtual character on the virtual sphere triggers a scoring event, it is determined that the execution result of the preset interaction operation on the virtual sphere meets the preset accumulation interaction condition.
[0128] For example, when the virtual sphere is a virtual basketball, the scoring event triggered by the target virtual character's projection interaction operation on the virtual sphere may be that the target virtual character performs a shooting event and throws the virtual basketball into the virtual basket; when the virtual sphere is a virtual football, the scoring event triggered by the target virtual character's projection interaction operation on the virtual sphere may be that the target virtual character performs a shooting event and kicks the virtual football into the virtual goal.
[0129] Furthermore, when it is determined that the target virtual character's projection interaction operation on the virtual sphere triggers a scoring event, it is determined that the target virtual character has successfully accumulated the second accumulation resource, further enriching the accumulation method of the target resource and improving the efficiency of resource accumulation.
[0130] Thirdly, regarding the method for determining whether the target virtual character and the teammate virtual character execute a predetermined coordination event:
[0131] In a possible implementation, the target virtual character and the teammate virtual character executing a predetermined cooperation event to satisfy the first preset accumulated interaction condition may include the target virtual character helping the teammate virtual character score, that is, the target virtual character completes an assist operation.
[0132] Exemplarily, when the virtual sphere is a virtual basketball, after the target virtual character passes the ball to the teammate virtual character, the teammate virtual character executes a shooting event and throws the virtual basketball into the virtual basket; when the virtual sphere is a virtual football, after the target virtual character passes the ball to the teammate virtual character, the teammate virtual character executes a shooting event and kicks the virtual football into the virtual goal. At this time, it is determined that the target virtual character and the teammate virtual character execute the predetermined cooperation event and succeed, and it is determined that the interactive operation meets the first preset accumulated interaction condition.
[0133] In another possible embodiment, the target virtual character and the teammate virtual character may perform a predetermined coordination event in which the target virtual character shields the teammate virtual character.
[0134] Specifically, taking the virtual sphere as a virtual basketball as an example, the predetermined cooperation events between the target virtual character and the teammate virtual character can be a pick-and-roll event, a breakthrough event, a pass and cut event, and a support event; taking the virtual sphere as a virtual football as an example, the predetermined cooperation events between the target virtual character and the teammate virtual character can be a "two-pass-one" event, a "four-pass-one" event, a "five-pass-one" event, and a "six-pass-one" event.
[0135] For example, taking the virtual sphere as a virtual basketball, the predetermined cooperation event between the target virtual character and the teammate virtual character is that the target virtual character performs a "pick and roll" operation for the teammate virtual character. The target virtual character first helps the teammate virtual character block the defensive virtual character (other virtual characters in the enemy camp), and then after the teammate virtual character controls the virtual sphere to pass, the target virtual character quickly moves away from the blocked defensive virtual character (other virtual characters in the enemy camp). At this time, it is determined that the target virtual character successfully "picks and rolls" for the teammate virtual character, and it is determined that the interactive operation meets the first preset accumulated interaction condition.
[0136] Furthermore, when it is determined that the target virtual character's projection interaction operation on the virtual sphere triggers a scoring event, it is determined that the target virtual character has successfully accumulated the second accumulation resource, further enriching the accumulation method of the target resource and improving the efficiency of resource accumulation.
[0137] In a possible implementation, the accumulation mode of the second accumulated resources may be represented by the number of layers. When the preset interaction operation of the target virtual character with respect to the virtual sphere satisfies the interaction mode, one layer of the second accumulated resources is accumulated.
[0138] In another possible implementation, the second accumulated resources may be increased by referring to the accumulation status of the first accumulated resources.
[0139] Specifically, the following steps are performed to determine whether the accumulated value of the first accumulated resource meets the preset accumulation interaction condition:
[0140] h1: If the accumulation value of the first accumulated resource is greater than a preset resource accumulation threshold, determine that the accumulation value of the first accumulated resource meets a preset accumulation interaction condition.
[0141] In the embodiment of the present disclosure, taking the accumulation of the second accumulated resources as an example, after determining that the accumulation value of the first accumulated resources is greater than the preset resource accumulation threshold, an accumulation layer of the second accumulated resources is added.
[0142] For example, if the preset resource accumulation threshold is set to 600, and the first accumulated resources accumulate to 1300, it can be determined that two layers of second accumulated resources have accumulated at the level of the first accumulated resources, corresponding to two increased skill release times.
[0143] The setting of the preset resource accumulation threshold can be set according to specific game requirements, which will not be described in detail here.
[0144] In the embodiment of the present disclosure, unlike the accumulation of the first accumulated resources, during the accumulation process of the second accumulated resources, if the result of executing the preset interactive operation of the target virtual character on the virtual sphere meets the preset resource reduction interaction condition, it is necessary to reduce the accumulation of the second accumulated resources.
[0145] In a possible implementation, the judgment that the result of executing the preset interactive operation of the virtual sphere meets the preset resource reduction interaction condition may be determined based on the failure of executing the first interactive skill and the inclusion of the second interactive skill.
[0146] Specifically, the following steps are performed to determine whether the result of executing the preset interactive operation of the target virtual character on the virtual sphere satisfies the preset resource reduction interaction condition:
[0147] i1: In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a first interactive skill, and the execution of the target interactive event triggered by the first interactive skill of the target virtual character failing, determining that the execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere meets a preset resource reduction interaction condition; and / or,
[0148] i2: In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a second interactive skill, determining whether an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition.
[0149] In a first aspect, in response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a first interactive skill, and the determination method of failure in executing a target interactive event triggered by the first interactive skill of the target virtual character:
[0150] In a possible implementation, the interaction timing and interaction distance of the first interactive skill do not meet the preset interaction conditions, and it is determined that the current target virtual character has performed a corresponding preset interactive operation on the virtual sphere and the preset interactive operation has failed.
[0151] Among them, the interaction distance of the interactive skills can be determined according to the coordinates of the target virtual character in the virtual interactive scene and the coordinates of the virtual sphere in the virtual interactive scene; the interaction distance of the interactive skills can be determined according to the time when the interactive skills are triggered and the preset skill effective time.
[0152] For example, taking the virtual sphere as a virtual basketball, the failure of the target virtual character's preset interactive operation with the virtual sphere may be that the target virtual character fails to throw the virtual basketball into the virtual basket to complete the scoring operation, or it may be that the target virtual character fails to perform the rebounding skill, the target virtual character fails to perform the blocking skill, the target virtual character fails to steal the ball, the target virtual character fails to intercept, the target virtual character fails to interfere with the enemy virtual character's shooting action, etc.
[0153] Secondly, the preset interactive operation of the target virtual character with respect to the virtual sphere includes a determination method of the second interactive skill:
[0154] The target virtual character may be acting as a defender or an attacker, and the second interactive skill may be executed, which may eventually cause the target virtual character to fail in executing the interactive operation.
[0155] For example, taking the virtual sphere as a virtual basketball, the second interactive skill included in the preset interactive operation of the target virtual character for the virtual sphere may be: when the target virtual character is controlling the ball and moving towards the virtual basket as the attacker, if the target virtual character is blocked, intercepted, or makes a pass error (such as a dropped ball, etc., which also applies to the case where the target virtual character is the defender), the target virtual character loses control of the virtual sphere due to being knocked off the ball during a breakthrough, or the target virtual character is interfered with by the enemy virtual character when performing a shooting operation, etc. When the target virtual character is on defense, it may be a rebound error, an interception error, etc., in which case it is determined that the interactive operation performed by the game character includes the second interactive skill, and the accumulation of the second accumulated resources needs to be reduced.
[0156] Furthermore, based on the results of the virtual interaction performed by the target virtual character on the virtual sphere during the game, the number of times the target virtual character releases skills for the second accumulated resources is increased and the number of times the target virtual character releases skills for the second accumulated resources is reduced are determined, and finally the number of bonus skill releases for the second accumulated resources is determined.
[0157] For example, if, based on the results of the target virtual character's virtual interaction with the virtual sphere during the game, the target virtual character's increased number of skill releases is determined to be 8 (8 layers of second accumulated resources have been accumulated), and the reduced number of skill releases is determined to be 3, then the bonus number of skill releases of the second accumulated resources can be determined to be 5.
[0158] Furthermore, in the embodiments of the present disclosure, generally speaking, after the target virtual character enters the game, the accumulation of the first accumulated resources and the second accumulated resources is completed by performing corresponding interactive operations, and the accumulation of the first accumulated resources and the second accumulated resources generally starts from 0; and for the target virtual character, in addition to improving the character attribute parameters in the game, the character attribute parameters can also be improved through training and participation in activities outside the game. In the virtual game, this process is called "out-of-game development". If it is determined that the current target virtual character has improved its skills in the "out-of-game development" process and obtained the corresponding accumulated resource gain, the second accumulated resources can be directly added to the target virtual character after the target virtual character enters the game. That is, the second accumulated resources of the target virtual character in the game do not start from 0, but can start directly from 1 or 2.
[0159] Specifically, the switching method further includes:
[0160] j1: In response to the target virtual character achieving a preset achievement outside the game, accumulating the second accumulated resources for the target virtual character.
[0161] In a possible implementation, if it is determined that the target virtual character has achieved a preset achievement during the "out-of-game development" process, then an additional layer of second accumulated resources can be added to the target virtual character.
[0162] For example, if the target virtual character completes multiple preset interactive operations on the virtual sphere during the game, the number of bonus skill releases corresponding to the second accumulated resources is determined to be 6, and because the target virtual character has achieved the preset achievement outside the game, two additional layers of second accumulated resources are added. Then, at this time, the number of bonus skill releases corresponding to the second accumulated resources is 6+2=8.
[0163] Furthermore, through the above method, the number of times the state switching skills can be released can be increased. While enriching the resource accumulation method, the number of times the skills can be released is increased, which helps to improve the player's gaming experience.
[0164] In one possible implementation, if a state switching trigger operation for a target virtual character is received and it is determined that the state switching of the target virtual character can be completed, the order of consumption of the first accumulated resources and the second accumulated resources is to consume the second accumulated resources first. If the second accumulated resources do not exist, the switching process of the target virtual character state is completed by consuming the first accumulated resources.
[0165] Based on this, by consuming the second accumulated resources first and then the first accumulated resources, the state switching of the target virtual character can be completed when the first accumulated resources have not reached the resources required for the character state switching (there is no basic skill release number), thereby ensuring the timeliness and feasibility of the switching and improving the player's gaming experience; at the same time, the unconsumed first accumulated resources can also be used to perform other operations in the game to improve the convenience and success rate of the target virtual character's game completion in the game, further improving the player's gaming experience.
[0166] Specifically, the step of “responding to a state switching trigger operation for a target virtual character, controlling the target virtual character to switch from a current first state to a second state” includes:
[0167] k1: In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooldown state, if the number of times the bonus skill is released is greater than the preset release number threshold, control the target virtual character to switch from the current first state to the second state, and update the number of times the bonus skill is released corresponding to the second accumulated resource; or
[0168] k2: In response to a state switching trigger operation for the target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is greater than the preset release number threshold, control the target virtual character to switch from the current first state to the second state.
[0169] In the embodiment of the present disclosure, upon receiving a state switching trigger operation for a target virtual character, it is first necessary to determine whether the current state switching skill is in a cooling state. If it is determined that the current state switching skill is not in a cooling state, it is necessary to first determine whether the number of bonus skill releases corresponding to the second accumulated resource currently owned by the target virtual character is greater than the preset release number threshold (0). If it is determined that the number of bonus skill releases is greater than the preset release number threshold, the number of bonus skill releases corresponding to the second accumulated resource is directly consumed to complete the process of switching the target virtual character from the first state to the second state.
[0170] Furthermore, if the bonus skill release count is not greater than the preset release count threshold, then the basic skill release count corresponding to the first accumulated resource is used to determine whether the current basic skill release count is greater than the preset release count threshold (0). If it is determined that the basic skill release count is greater than the preset release count threshold, the target virtual character is switched from the first state to the second state by consuming the basic skill release count corresponding to the first accumulated resource.
[0171] Exemplarily, after receiving a state switching operation for the target virtual character, it is determined that the current state switching skill is not in a cooling state, and the number of bonus skill releases corresponding to the current second accumulated resource is 2. At this time, the bonus skill release times can be consumed once to complete the process of switching the target virtual character from the first state to the second state, and the bonus skill release times are updated to 1; further, after receiving a state switching operation for the target virtual character again in a game match, it is determined that the current state switching skill is not in a cooling state, the bonus skill release times are consumed once, the process of switching the target virtual character from the first state to the second state is completed, and the bonus skill release times are updated to 0; further, after receiving a state switching operation for the target virtual character again in a game match, it is determined that the current state switching skill is not in a cooling state. At this time, the bonus release times corresponding to the second accumulated resource is 0. At this time, it is necessary to determine that the basic bonus times corresponding to the first accumulated resource is 1. At this time, the basic bonus times are consumed once to complete the process of switching the target virtual character from the first state to the second state, and the basic skill release times are updated to 0.
[0172] In another possible embodiment, after receiving a state switching operation for the target virtual character, if the state switching skill is currently in a cooling state or the basic release times corresponding to the first accumulated resource and the bonus release times corresponding to the second accumulated resource do not meet the state switching requirements of the target virtual character, it is determined that the state switching operation of the target virtual character has failed.
[0173] Specifically, the switching method further includes:
[0174] l1: responding to a state switching trigger operation for a target virtual character, if the state switching skill of the target virtual character is in a cooldown state, determining that the state switching trigger operation for the target virtual character has failed; or
[0175] l2: In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is not greater than the preset release number threshold, it is determined that the state switching trigger operation for the target virtual character has failed.
[0176] In one possible implementation, after receiving a state switching operation for a target virtual character, if the state switching skill is currently in a cooling state, it is determined that the state switching trigger operation for the target virtual character has failed, and an operation failure prompt message can be displayed to prompt the player that the current state switching trigger operation for the virtual character has failed.
[0177] The operation failure prompt information may include failure prompt information, failure reasons, etc.
[0178] For example, if the state switching skill is currently in a cooling state and causes the state switching of the target virtual character to fail, the operation failure prompt message may be "The target virtual character state switching failed, and the reason for the failure is: the state switching skill is in a cooling state, and there are X seconds left until the cooling time of the state switching skill ends."
[0179] In another possible embodiment, after receiving a state switching operation for the target virtual character, the state switching skill is not currently in a cooling state. If the basic release times corresponding to the first accumulated resource (the basic release times are not greater than the preset release times threshold, which is 0) and the bonus release times corresponding to the second accumulated resource (the bonus release times are not greater than the preset release times threshold, which is 0) do not meet the state switching requirements of the target virtual character, then an operation failure prompt message can be displayed to prompt the player that the current state switching trigger operation for the virtual character has failed.
[0180] For example, if the state switching skill is currently in a cooling state or the basic release times corresponding to the first accumulated resource and the bonus release times corresponding to the second accumulated resource do not meet the state switching requirements of the target virtual character, resulting in the state switching failure of the target virtual character, the operation failure prompt message may be "The state switching of the target virtual character failed. The reason for the failure is: the current resource accumulation cannot support the state switching of the target virtual character. Please accumulate virtual resources."
[0181] For the above example, after updating the basic skill release count to 0, after receiving the state switching operation for the target virtual character again in a game match, it is determined that the current state switching skill is not in a cooling state. At this time, the bonus release count corresponding to the second accumulated resource is 0, and the basic skill release count corresponding to the first accumulated resource is 0, and it is determined that the state switching trigger operation for the target virtual character has failed.
[0182] Furthermore, after the target virtual character is switched from the first state to the second state, when the target virtual character is in the second state, when controlling the target virtual character to release skills, it is necessary to control the target virtual character to release the interactive skills in the second state.
[0183] S102: When the target virtual character is in the second state, in response to a skill release operation directed at the target virtual character, control the target virtual character to release a target skill to perform an interactive operation on the virtual sphere.
[0184] In an embodiment of the present disclosure, the skill release operation for the target virtual character can be released through a skill control displayed in a graphical user interface, and the type of skill that currently needs to be released can be determined based on the skill corresponding to the skill control.
[0185] In one possible implementation, only when the player triggers a skill of the target virtual character to release it, will the skill effect and release result after the current skill is released be calculated based on the relevant character skill information and attribute information. There is no need to directly calculate and adjust all character attribute information and skill types after the character state is switched. This can improve computing efficiency, avoid computing freezes, reduce the data processing volume of hardware devices (terminal devices and / or servers), thereby reducing the processing burden of hardware devices, saving power consumption of hardware devices, and reducing performance overhead of hardware devices.
[0186] In one possible implementation, in order to ensure that players can intuitively observe the state switching of the current target virtual character and the accumulation of the first accumulated resources and the second accumulated resources by the current target virtual character through the graphical user interface, so as to more accurately adjust the game strategy, the display information in the graphical user interface can be adjusted before and after the state switching of the target virtual character and during the accumulation of the first accumulated resources and the second accumulated resources to provide players with clearer guidance.
[0187] First, regarding the display of the graphical user interface before and after the target virtual character's state is switched:
[0188] Specifically, after the step of “responding to a state switching trigger operation for the target virtual character, controlling the target virtual character to switch from the current first state to the second state”, the switching method further includes:
[0189] m1: switching the status prompt information displayed at the preset position of the target virtual character from the first status prompt information to the second status prompt information.
[0190] The first status prompt information and the second status prompt information are displayed in different forms.
[0191] In a possible implementation, the status prompt information may be displayed around the target virtual character and move along with the target virtual character in the virtual interaction scene, so as to keep the relative position of the status prompt information and the target virtual character unchanged.
[0192] The status prompt information may be text prompt information, graphic prompt information, etc.
[0193] In a possible implementation, if the status prompt information is graphic prompt information, then the first status prompt information and the second status prompt information are displayed in different ways and colors.
[0194] For example, taking the status prompt information as graphic prompt information, the graphic prompt information is a ring surrounding the target virtual character plus a pointing arrow, the first state is the outside state, and the second state is the inside state as an example, when the target virtual character is in the outside state, the graphic prompt information is a display form in which the ring and the pointing arrow are both displayed in green and the pointing arrow points to the outside of the target virtual character; after the target virtual character is switched to the inside state, the graphic prompt information is a display form in which the ring and the pointing arrow are both displayed in red and the pointing arrow points to the target virtual character.
[0195] Furthermore, the first status prompt information and the second status prompt information can indicate the player's current character status, so that the player can control the target virtual character to walk to the corresponding virtual interaction area (outside or inside) and perform corresponding game behaviors, further improving the interaction efficiency.
[0196] Secondly, regarding the display of the accumulation status of the first accumulated resources and the second accumulated resources of the target virtual character:
[0197] Specifically, the switching method further includes:
[0198] n1: The number of times the basic skill is released corresponding to the first accumulated resource and the number of times the bonus skill is released corresponding to the second accumulated resource are displayed at the preset position of the state switching control.
[0199] In one possible implementation, the number of basic skill releases corresponding to the first resource and the number of bonus skill releases corresponding to the second accumulated resource can be displayed in any free position of the graphical user interface, and the display format can be a list or a graphical display format, etc. In order to ensure that the player can refer to the resource accumulation status of the current target virtual character in a timely manner when issuing a state switching operation for the target virtual character, it is preferred to display the number of basic skill releases corresponding to the first accumulated resource and the number of bonus skill releases corresponding to the second accumulated resource at the preset position of the state switching control.
[0200] For example, the number of basic skill releases and the number of bonus skill releases can be displayed in the lower right corner of the status switch control.
[0201] In one possible implementation, the basic skill release times may be displayed in the form of an icon plus the basic skill release times, while the bonus skill release times may be displayed at a preset position of the icon, and the bonus skill release times may be marked, for example, by adding a "+" symbol before the bonus skill release times.
[0202] The number of times the basic skill is released and the number of times the bonus skill is released are updated according to the accumulation or consumption of the first accumulated resource and the second accumulated resource.
[0203] In one possible implementation, when the basic skill release times and the bonus skill release times are consumed to no more than a preset release times threshold, a prompt can be given for the basic skill release times and the bonus skill release times. For example, when the bonus skill release times is not 0, the bonus skill release times are displayed in green, and when the bonus skill release times is 0, the bonus skill release times are displayed in red, to prompt the player that the current bonus skill release times have been consumed.
[0204] In a possible implementation, in order to further deepen the player's impression of the bonus skill release times, when it is determined that the target virtual character starts to accumulate the second accumulated resource, a resource accumulation prompt icon and the corresponding bonus skill release times can be displayed in the graphical user interface.
[0205] Specifically, the switching method further includes:
[0206] o1: In response to the target virtual character accumulating the second accumulated resource, a resource accumulation prompt icon and the bonus skill release times are displayed in the graphical user interface.
[0207] In a possible implementation, in order to reduce obstruction of the virtual interactive scene in the graphical user interface, the resource accumulation prompt icon is not always displayed in the graphical user interface, but is only displayed in the graphical user interface after it is determined that the target virtual character has started the second resource accumulation process.
[0208] In one possible embodiment, the resource accumulation prompt icon can be a circular medal-like icon and is displayed in the upper right corner of the graphical user interface. At the same time, the number of bonus skill releases corresponding to the second accumulated resource of the current target virtual character (the number of accumulated layers of the second accumulated resource) is displayed at a preset position of the resource accumulation prompt icon (for example, the lower right corner of the resource accumulation prompt icon).
[0209] In a possible implementation, when the target virtual character accumulates the second accumulated resource or the second accumulated resource is reduced due to improper operation, the number of bonus skill releases on the resource accumulation prompt icon needs to be updated synchronously and in real time.
[0210] Specifically, the switching method further includes:
[0211] p1: In response to an increase or decrease in the second accumulated resource, updating the number of times the bonus skill is released at the preset position of the resource accumulation prompt icon.
[0212] In a possible implementation, based on the preset interactive operation execution result of the target virtual character on the virtual sphere and the accumulation information of the first accumulated resources, the second accumulated resources accumulated by the target virtual character are determined, and the resource value information at the resource accumulation prompt icon needs to be updated synchronously.
[0213] For example, when the target virtual character has not gone through the "out-of-game development" process when entering the game, then when the target virtual character starts to accumulate the second resource, the resource accumulation prompt icon is displayed in the graphical user interface, and the number of bonus skill releases at the resource accumulation prompt icon is displayed as 0. When it is determined that the target virtual character has accumulated the second accumulated resource, it is necessary to synchronously update the bonus skill release number information at the resource accumulation prompt icon from 0 to 1. If the second accumulated resource is reduced due to improper operation of the player at this time, it is necessary to synchronously update the bonus skill release number information at the resource accumulation prompt icon from 1 to 0; when the target virtual character goes through the "out-of-game development" process when entering the game, then when the target virtual character starts to accumulate the second resource, the resource accumulation prompt icon is displayed in the graphical user interface, and the number of bonus skill releases at the resource accumulation prompt icon is displayed as 2. The subsequent update process is consistent with the target virtual character not going through the "out-of-game development" process when entering the game, and will not be repeated here.
[0214] In one possible implementation, after receiving a state switching trigger operation for the target virtual character, the target virtual character is switched from the first state to the second state. At this time, the character skills corresponding to the target virtual character also change. Therefore, it is necessary to switch the display form of the skill control in the graphical user interface to prompt the player that the current skill has been switched to the skill that is consistent with the virtual interaction area where the current target virtual character is located.
[0215] Specifically, a plurality of skill controls are displayed in the graphical user interface; after the step of "responding to a state switching trigger operation for a target virtual character, controlling the target virtual character to switch from a current first state to a second state, and adjusting the character attributes and character skills of the target virtual character to target attributes and target skills in the second state", the switching method further includes:
[0216] q1: Convert a first skill control in a first state among the multiple skill controls into a second skill control in a second state.
[0217] In one possible implementation, converting a first skill control in a first state into a second skill control in a second state may involve changing the skill name on the first skill control to the name of the second skill, so as to prompt the player, through a display on a graphical user interface, that the function of the current control has been modified.
[0218] Specifically, after the first skill control is converted into the second skill control, the second skill control may be highlighted (highlighted, magnified, etc.) to prompt the player that the function of the current control has been modified.
[0219] In one possible embodiment, the switching of skill controls in the present disclosure only involves switching different types of skill controls between the target virtual character in the first state and the target virtual character in the second state, and for skills that exist in both the first state and the second state, the corresponding skill controls will no longer be switched.
[0220] For example, taking the virtual sphere as a virtual basketball, the target virtual character has the shooting skill. Therefore, in the process of converting the first skill control in the first state to the second skill control in the second state, the "shooting" skill control will remain unchanged.
[0221] In one possible embodiment, the timing for converting the first skill control in the first state to the second skill control in the second state may be to directly convert the first skill control in the first state to the second skill control in the second state after determining that the target virtual character switches from the first state to the second state; or it may be that after the target virtual character switches from the first state to the second state, the first skill control in the first state is not immediately converted to the second skill control in the second state, but after determining that a touch operation for the first skill control is received, the first skill control in the first state is converted to the second skill control in the second state.
[0222] The above two conversion methods can be set through the game system, or the player can select and set them before entering the game, and manually select the control conversion timing.
[0223] Furthermore, after determining that the target virtual character switches from the first state / second state to the second state / first state, a gain skill can be obtained within a preset gain time to provide a gain effect for the target virtual character.
[0224] Specifically, after the step of “responding to a state switching trigger operation for a target virtual character, controlling the target virtual character to switch from a current first state to a second state, and adjusting the character attributes and character skills of the target virtual character to target attributes and target skills in the second state”, the switching method further includes:
[0225] r1: During the preset gain time when the target virtual character switches to the second state, control the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attribute of the target virtual character.
[0226] In a possible implementation, the gain effect provided by the gain skill for the character attributes of the virtual character includes at least one of the following:
[0227] Improve the success rate of the target virtual character controlling the virtual sphere to perform interactive events, improve the movement speed of the target virtual character in the virtual interactive scene, reduce the skill cooling time of the target virtual character, and reduce the interference range when the target virtual character performs the projection event.
[0228] In one possible implementation, the target virtual character's ball-holding interaction events with the virtual sphere include ball control, dribbling, and projection events performed by controlling the virtual sphere. The success rate of the target virtual character's ball control, passing, and projection events performed by controlling the virtual sphere is improved within a preset gain time.
[0229] For example, taking the virtual sphere as a virtual basketball, if the success rate of the target virtual character's shooting is 30% (determined according to the game settings or the off-game development of the target virtual character), after determining that the target virtual character switches from the current first state to the second state, the success rate of the target virtual character's shooting is increased to 60%.
[0230] The specific improvement ratio of the success rate of ball-holding interaction may be set according to the game system, or may be manually set by the player before entering the game. The specific setting method is not limited here.
[0231] In one possible implementation, reducing the skill cooldown time of the target virtual character may be to reduce the cooldown time of the target skill or all skills of the target virtual character according to a preset ratio, so that the target virtual character can repeatedly use the skills that require cooling, thereby reducing the skill cooling waiting time and improving the game process and game recommendation efficiency.
[0232] Among them, the target skills that can reduce the cooldown time can be set according to the game system, or manually set by the player before entering the game. The specific setting method is not limited here.
[0233] In one possible implementation, the interference range of the target virtual character when performing a projection event is reduced, and the reduction can be performed according to a preset ratio. For example, if the escape distance of the target virtual character is within 3m (game distance) from the target virtual character, and after determining that the target virtual character switches from the current first state to the second state, the escape distance of the target virtual character is within 2m (game distance) from the target virtual character, by reducing the interference range when the target virtual character performs a projection event, the success rate of the target virtual character performing the projection event is improved.
[0234] The interference range of the target virtual character may be displayed in the graphical user interface through preset prompt information. For example, it may be a fan-shaped area displayed at a fixed position of the target virtual character.
[0235] In the embodiment of the present disclosure, when the target virtual character switches from the first state / second state to the second state / first state, the gain skill is not obtained throughout the entire game. Instead, the gain skill is obtained within a preset time after the target virtual character switches from the current first state to the second state. When the time exceeds the preset time, the gain skill of the target virtual character disappears, and the state switching process of the target virtual character is required, and the gain skill is obtained again the next time the target virtual character switches from the current first state or second state to the second state or first state.
[0236] The preset gain time may be determined by the moving speed of the target virtual character and the attack parameter of the target virtual character.
[0237] In a possible implementation, depending on the second accumulated resources accumulated by the target virtual character, the corresponding gain skills are also different.
[0238] Among them, when the number of accumulation layers of the second accumulated resources is an odd number and when the number of accumulation layers of the second accumulated resources is an even number, the corresponding gain effects are different.
[0239] For example, within the preset gain time, the gain skills that can be gained include A, B, C and D. When the second accumulated resource accumulation layer number is an odd number, the corresponding gain skills are A and C; when the second accumulated resource accumulation layer number is an even number, the corresponding gain skills are B and D.
[0240] In a possible implementation, in order to better show the situation of the target virtual character escaping from the defense, so that the target player can more clearly know the gain time of the current gain skill, a skill gain icon can be displayed in the graphical user interface and the skill gain icon can be displayed.
[0241] In a possible implementation, in order to better display the state switching of the target virtual character so that the target player can more clearly know the gain time of the current gain skill, a skill gain icon can be displayed in the graphical user interface and the skill gain icon can be displayed.
[0242] Specifically, the switching method further includes:
[0243] s1: In response to the target virtual character switching from the current first state to the second state, a skill gain icon is displayed on the graphical user interface; wherein, the skill gain icon is a dynamic display icon; the display form of the skill gain icon changes as the gain time decreases.
[0244] In one possible embodiment, the skill gain icon is not permanently displayed on the graphical user interface. The skill gain icon is displayed in the graphical user interface only after it is determined that the target virtual character switches from the first state / second state to the second state / first state, and the display form of the skill gain icon changes as the preset gain time decreases to indicate the remaining time until the gain of the skill ends.
[0245] In one possible implementation, in order to reduce obstruction of the graphical user interface, the skill gain icon can be displayed in the upper right corner of the graphical user interface. When it is determined that the target virtual character has successfully escaped the defense, a colored skill gain icon is displayed, and the skill gain icon changes as the preset gain time decreases. That is, after it is determined that the target virtual character switches from the first state / second state to the second state / first state, the skill gain icon will gradually be grayed out. When the preset gain time ends, the skill gain icon will be completely grayed out.
[0246] Among them, there is a mapping relationship between the graying speed of the skill gain icon and the numerical update speed of the preset gain time. The graying is displayed according to the relevant mapping relationship. For the above example, when the preset gain time becomes 0.5s (assuming the preset gain time is 2s), the grayed area of the skill gain icon should also occupy one-quarter of the total area of the skill gain icon.
[0247] In another possible implementation, the skill gain icon can also be displayed in the form of a progress bar, and the preset gain time can be displayed at a preset position of the progress bar; as the preset gain time passes, the progress bar starts to decrease from a full state until the entire progress bar disappears; at the same time, the preset gain time also decreases in a decreasing trend until it reaches 0 (for the above example, the preset gain time is 2s, so the displayed preset gain time also starts from 2s and gradually decreases to 0s).
[0248] Among them, there is a mapping relationship between the reduction speed of the progress bar and the numerical update speed of the preset gain time. The display is reduced according to the relevant mapping relationship. For the above example, when the preset gain time becomes 0.5s, the filling area in the progress bar should also be located at one-quarter of the entire progress bar.
[0249] In one possible implementation, after controlling the target virtual character to switch from the current first state to the second state through a state switching trigger operation for the target virtual character, the target virtual character will remain in the second state and complete the game task in the virtual interactive scene in the second state. Only when the state switching trigger operation for the target virtual character is received again will it switch from the second state back to the first state.
[0250] Specifically, the switching method further includes:
[0251] t1: During the game, in response to a state switching trigger operation for the target virtual character, the target virtual character is controlled to switch from the second state it is currently in to the first state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the first state.
[0252] In the embodiment of the present disclosure, the switching operation process, resource consumption process, and accumulation process of the first accumulated resources and the second accumulated resources for switching the target virtual character from the second state to the first state are consistent with those for switching the target virtual character from the first state to the second state, and will not be repeated again.
[0253] Among them, in the embodiment of the present disclosure, the state switching of the target virtual character is actively triggered by the player, which allows the player to complete the state switching of the target virtual character in a timely manner according to the specific interaction situation in the current virtual interaction scene (the interaction area where the target virtual character is currently located, or the interaction area where the target virtual character needs to go), thereby ensuring the accuracy and timeliness of the state switching of the target virtual character and improving the efficiency of human-computer interaction.
[0254] Furthermore, the first accumulated resources and the second accumulated resources accumulated by the target virtual character in the game can only be used in one game. When a game is over, the first accumulated resources and the second accumulated resources need to be cleared, and the target virtual character needs to be controlled again from the next game to perform corresponding game operations and accumulate the first accumulated resources and the second accumulated resources.
[0255] Specifically, the switching method further includes:
[0256] u1: In response to triggering of a game end condition, the game match is ended, and the first accumulated resources and the second accumulated resources accumulated by the target virtual character are cleared.
[0257] The game ending conditions include:
[0258] The settlement score of any camp in the game in at least one completed game round reaches the preset score threshold, and / or the total game time of the game exceeds the preset time threshold.
[0259] In the embodiment of the present disclosure, on the one hand, the setting of the game end condition can be to pre-set a preset score threshold. If the settlement score of one camp reaches the preset score threshold, the game is determined to be over. At the same time, if the preset score threshold is reached in advance, it is regarded as the winning camp of this round.
[0260] On the other hand, if the strength of the two camps is not much different, and neither camp reaches the preset score threshold within the preset time, the total game time of the game can be counted. If it is determined that the total game time is greater than the preset time threshold, the game can be determined to be over. At the same time, the camp with the higher settlement score when the total game time is reached will be determined as the winning camp of this round.
[0261] In another possible implementation, the execution subject of the embodiment of the present disclosure may also be an interaction between a terminal and a server. Through information exchange between the server and the terminal, the server performs a judgment process, and the terminal performs a display to execute the character state switching method described in the embodiment of the present disclosure. The specific execution process is as follows:
[0262] On the server side, when it is detected that a player has started a game match, the first state of the current target virtual character is determined based on the skill identifier of the character skill carried by the current target virtual character, and the first state prompt information corresponding to the first state is displayed at the preset position of the target virtual character on the graphical user interface of each controlled terminal (the terminal controlled by all players in the same game).
[0263] Furthermore, the server determines the first accumulated resources and the second accumulated resources accumulated by the target virtual character based on the game behavior controlled by the player in the game match, and controls the display of the resource accumulation prompt icon and the number of bonus skill releases corresponding to the second accumulated resources on the graphical user of the target terminal.
[0264] Furthermore, upon receiving a state switching trigger operation for a target virtual character triggered by a player through a target terminal, if the server determines that the current state switching skill is not in a cooldown state, the server first determines the number of bonus skill releases corresponding to the designated second accumulated resource based on the first accumulated resources and the second accumulated resources accumulated by the current target virtual character. If the number of bonus skill releases is not 0, the server directly consumes the second accumulated resource to complete the character's state switching. The server then controls the graphical user interface of each terminal to update the first state prompt information displayed at a preset location of the target virtual character to the second state prompt information. If the number of bonus skill releases is 0, but the number of basic skill releases corresponding to the first accumulated resource is not 0, the server consumes the first accumulated resource to complete the character's state switching. The server then controls the graphical user interface of each terminal to update the first state prompt information displayed at a preset location of the target virtual character to the second state prompt information. If the current state switching skill is in a cooldown state, and / or the number of bonus skill releases and the number of basic skill releases are both 0, the skill release fails.
[0265] Furthermore, after determining that the target virtual character switches from the first state to the second state, the server controls the display of a skill gain icon on the graphical user interface of the target terminal to prompt the player of the remaining time of the current skill gain; at the same time, the skill control is adjusted from the first skill control in the first state to the second skill control in the second state.
[0266] Furthermore, when the target virtual character is in the second state, based on the player's touch operation on the second skill control and the character skill information and attribute information related to the triggered second skill control, the skill effect and release result after the current skill is released are calculated, and the skill release effect and release result are controlled to be displayed on the graphical user interface of each terminal (for example, played in animation form).
[0267] Furthermore, if the server detects that the game is over, the first accumulated resources and the second accumulated resources accumulated by the target virtual character are directly deleted.
[0268] The following will illustrate the information processing process in the game in the embodiment of the present disclosure through a specific example, taking the virtual sphere as a virtual basketball as an example:
[0269] Please refer to Figure 2, which is one of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 2, in the graphical user interface 200, the current virtual interaction scene is displayed, and a score display area 201 and a target virtual character 202 are displayed in the graphical user interface. The score display area 201 displays the point ratio of the two camps and the game time of the current round; the target virtual character 202 currently has control over the virtual basketball (the virtual basketball is under the control of the target virtual character 202). At this time, it is necessary to display a ball holding mark 203 at a preset position of the target virtual character 202 to indicate that the target virtual character 202 currently has control over the virtual basketball; if it is determined that the current target virtual character 202 is in the first state, a first state prompt information 204 is displayed at the preset position of the target virtual character 202. At the same time, a plurality of first skill controls 205 in the first state are displayed in the graphical user interface.
[0270] Further, please refer to Figure 3, which is a second schematic diagram of the graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 3, in the graphical user interface 200, a status switch control 206 is also displayed in the graphical user interface. When the target virtual character starts to accumulate, the basic skill release times 207 corresponding to the first accumulated resource and the bonus skill release times 208 corresponding to the second accumulated resource are displayed at the preset position of the status switch control 206; at the same time, the resource accumulation prompt icon 209 and the bonus skill release times 208 are displayed in the upper right corner of the graphical user interface 200.
[0271] Further, please refer to Figure 4, which is a third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 4, when the player triggers the character state switch by triggering the state switch control 206, if the accumulation of the first accumulated resources and the second accumulated resources meets the state switching condition, when the second accumulated resources exist, the second accumulated resources are first consumed (from "8" to "7") to control the target virtual character 202 to switch from the first state to the second state, and the second state prompt information 210 is updated and displayed at the preset position of the target virtual character 202.
[0272] Further, please refer to Figure 5, which is a fourth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 5, after it is determined that the target virtual character switches from the first state to the second state, a skill gain icon 211 is displayed in the upper right corner of the graphical user interface, and the display form of the skill gain icon 211 changes as the preset gain time decreases; at the same time, the first skill control displayed in the graphical user interface in the first state is converted into the second skill control 212 in the second state, and the skill controls corresponding to the character skills that exist in both the first state and the second state remain unchanged (referring to Figures 2 and 5, it can be seen that the "peripheral conduction" control is converted into the "passing" control, the "breakthrough" control is converted into the "agile back-to-the-basket" control, and the "oblique shot" control is updated to the "hard slam dunk" control; and the "shooting" control remains unchanged).
[0273] Further, please refer to Figure 6, which is the fifth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 6, before entering the game, the character attribute information of the target virtual character can be viewed outside the game. After selecting the target virtual character 202, the skill information 213 (multiple skills, including skill descriptions) of the target virtual character 202 is displayed in the graphical user interface; at the same time, a state attribute switching control 214 is displayed in the graphical user interface, and the attribute information and skill information of the target virtual character in different states can be viewed by touching the state attribute switching control 214.
[0274] The character state switching method provided by the embodiment of the present disclosure, during the game, in response to the state switching trigger operation for the target virtual character, controls the target virtual character to switch from the current first state to the second state, and adjusts the character attributes and character skills of the target virtual character to the target attributes and target skills in the second state; when the target virtual character is in the second state, in response to the skill release operation for the target virtual character, controls the target virtual character to release the target skill to perform an interactive operation on the virtual sphere. In this way, different interactive areas in the virtual interactive scene are associated with different states of the target virtual character, and in different states, the character attributes and skill types of the target virtual character are different; the character state of the target virtual character can be switched in real time during the game, and different character states and character control experiences can be obtained; at the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with character skills that are more suitable for different interactive areas, which helps to improve the switching efficiency of character skills, shorten the game time, save the power consumption of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).
[0275] Based on the same inventive concept, the embodiment of the present disclosure also provides a device for switching the character state corresponding to the method for switching the character state. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the above-mentioned method for switching the character state in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0276] Please refer to FIG. 7 , which is a schematic structural diagram of a device for switching a role state provided by an embodiment of the present disclosure.
[0277] As shown in FIG7 , the switching device 700 includes:
[0278] The state switching module 710 is configured to execute, during the game, in response to a state switching trigger operation for a target virtual character, control the target virtual character to switch from a current first state to a second state, and adjust the character attributes and character skills of the target virtual character to target attributes and target skills in the second state;
[0279] The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located;
[0280] The skill releasing module 720 is configured to execute, when the target virtual character is in the second state, in response to a skill releasing operation directed at the target virtual character, controlling the target virtual character to release a target skill to perform an interactive operation on the virtual sphere.
[0281] In a possible implementation, when the state switching module 710 is configured to execute a state switching trigger operation for a target virtual character and control the target virtual character to switch from the current first state to the second state, the state switching module 710 is configured to execute:
[0282] In response to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character meets a preset state switching condition, the target virtual character is controlled to switch from the current first state to the second state.
[0283] In one possible implementation, the state switching module 710 is configured to execute a state switching trigger operation in response to a target virtual character. If the current resource accumulation of the target virtual character satisfies a preset state switching condition, when controlling the target virtual character to switch from the current first state to the second state, the state switching module 710 is configured to execute:
[0284] In response to a state switching trigger operation for a target virtual character, if the number of state switching skill releases corresponding to the current resource accumulation of the target virtual character is greater than a preset release number threshold and the state switching skill ratio is not in a cooling state, the target virtual character is controlled to switch from the current first state to the second state.
[0285] In a possible implementation, the state switching module 710 is configured to determine the number of state switching skill releases corresponding to the current resource accumulation by executing the following steps:
[0286] In response to the target virtual character successfully performing a preset interactive operation on the virtual sphere, determining a first accumulated resource accumulated by the target virtual character, and determining a number of basic skill release times according to the first accumulated resource;
[0287] Determining, based on a result of the target virtual character's execution of a preset interactive operation with respect to the virtual sphere and the accumulation information of the first accumulated resource, a second accumulated resource accumulated by the target virtual character, and determining a bonus skill release count according to the second accumulated resource;
[0288] Based on the basic skill release count and the bonus skill release count, the state switching skill release count corresponding to the current resource accumulation is determined.
[0289] In a possible implementation, when the state switching module 710 is configured to execute a state switching trigger operation for a target virtual character and control the target virtual character to switch from the current first state to the second state, the state switching module 710 is configured to execute:
[0290] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is greater than the preset release number threshold, control the target virtual character to switch from the current first state to the second state, and update the number of times the bonus skill is released corresponding to the second accumulated resource; or
[0291] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is greater than the preset release number threshold, the target virtual character is controlled to switch from the current first state to the second state.
[0292] In a possible implementation, the switching device 700 further includes a switching failure module (not shown in the figure), which is configured to execute:
[0293] In response to the state switching triggering operation for the target virtual character, if the state switching skill of the target virtual character is in a cooling state, determining that the state switching triggering operation for the target virtual character has failed; or
[0294] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is not greater than the preset release number threshold, it is determined that the state switching trigger operation for the target virtual character has failed.
[0295] In one possible implementation, when the state switching module 710 is configured to determine the second accumulated resources accumulated by the target virtual character based on the result of the preset interactive operation performed by the target virtual character on the virtual sphere and the accumulation information of the first accumulated resources, and determine the number of bonus skill releases based on the second accumulated resources, the state switching module 710 is configured to execute:
[0296] In response to a result of the target virtual character executing a preset interactive operation on the virtual sphere and the accumulation value of the first accumulated resource meeting a preset accumulation interaction condition, determining an increase in the number of skill releases for the target virtual character to accumulate the second accumulated resource;
[0297] In response to a result of the target virtual character performing a preset interactive operation on the virtual sphere satisfying a preset resource reduction interaction condition, determining a reduction in the number of skill releases of the target virtual character for the second accumulated resource;
[0298] The bonus skill release times are determined based on the increased skill release times and the reduced skill release times.
[0299] In a possible implementation, the state switching module 710 is configured to perform the following steps to determine whether the result of the preset interactive operation performed by the target virtual character on the virtual sphere satisfies a preset accumulated interaction condition:
[0300] In response to the target virtual character's interactive operation with respect to the virtual sphere including a first interactive skill, and the target interactive event triggered by executing the first interactive skill of the target virtual character being successfully executed, determining that the execution result of the preset interactive operation with respect to the virtual sphere meets a preset accumulated interaction condition; and / or,
[0301] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining whether a result of executing a preset interaction operation on the virtual sphere satisfies a preset accumulated interaction condition; and / or
[0302] In response to the target virtual character and the teammate virtual character executing a predetermined cooperation event, it is determined that the execution result of the preset interactive operation on the virtual sphere meets a preset accumulated interaction condition.
[0303] In a possible implementation manner, the state switching module 710 is configured to perform the following steps to determine whether the accumulation value of the first accumulation resource meets a preset accumulation interaction condition:
[0304] If the accumulation value of the first accumulated resource is greater than a preset resource accumulation threshold, it is determined that the accumulation value of the first accumulated resource meets a preset accumulation interaction condition.
[0305] In a possible implementation, the state switching module 710 is configured to determine whether a result of executing the preset interactive operation of the target virtual character on the virtual sphere satisfies a preset resource reduction interaction condition by performing the following steps:
[0306] In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a first interactive skill, and execution of a target interactive event triggered by the first interactive skill of the target virtual character failing, determining that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition; and / or,
[0307] In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a second interactive skill, it is determined that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition.
[0308] In a possible implementation, the state switching device 700 further includes a skill gain module (not shown in the figure), which is configured to execute:
[0309] During the preset gain time when the target virtual character switches to the second state, controlling the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attribute of the target virtual character;
[0310] The gain effect of the gain skill is related to the resource accumulation value of the second accumulated resource.
[0311] In a possible implementation, the state switching device 700 further includes a state information switching module (not shown in the figure), and the state information switching module is configured to execute:
[0312] Switching the status prompt information displayed at the preset position of the target virtual character from the first status prompt information to the second status prompt information;
[0313] The first status prompt information and the second status prompt information are displayed in different forms.
[0314] In a possible implementation, a state switching control is displayed in the graphical user interface; when the state switching module 710 is configured to respond to a state switching trigger operation for a target virtual character and control the target virtual character to switch from a current first state to a second state, the state switching module 710 is configured to execute:
[0315] In response to a triggering operation on the state switching control, the target virtual character is controlled to switch from the current first state to the second state.
[0316] In a possible implementation, the state switching device 700 further includes a release count display module (not shown in the figure), which is configured to execute:
[0317] Displaying the number of times a basic skill is released corresponding to the first accumulated resource and the number of times a bonus skill is released corresponding to the second accumulated resource at a preset position of the state switching control;
[0318] The number of times the basic skill is released and the number of times the bonus skill is released are updated according to the accumulation or consumption of the first accumulated resource and the second accumulated resource.
[0319] In a possible implementation, the state switching device 700 further includes a resource accumulation icon display module (not shown in the figure), and the resource accumulation icon display module is configured to execute:
[0320] In response to the target virtual character accumulating the second accumulated resource, a resource accumulation prompt icon and the bonus skill release times are displayed in the graphical user interface.
[0321] In a possible implementation, the state switching device 700 further includes a resource accumulation icon updating module (not shown in the figure), and the resource accumulation icon updating module is configured to execute:
[0322] In response to an increase or decrease in the second accumulated resource, the number of times the bonus skill is released at a preset position of the resource accumulation prompt icon is updated.
[0323] In a possible implementation, the graphical user interface displays a plurality of skill controls; the state switching device 700 further includes a control conversion module (not shown in the figure), which is configured to execute:
[0324] A first skill control in a first state among the plurality of skill controls is converted into a second skill control in a second state.
[0325] In a possible implementation, the state switching device 700 further includes a gain icon display module (not shown in the figure), and the gain icon display module is configured to execute:
[0326] In response to the target virtual character switching from the current first state to the second state, a skill gain icon is displayed on the graphical user interface; wherein the skill gain icon is a dynamically displayed icon; and the display form of the skill gain icon changes as the gain time decreases.
[0327] In a possible implementation, the gain effect provided by the gain skill for the character attributes of the virtual character includes at least one of the following:
[0328] Improve the success rate of the target virtual character controlling the virtual sphere to perform interactive events, improve the movement speed of the target virtual character in the virtual interactive scene, reduce the skill cooling time of the target virtual character, and reduce the interference range when the target virtual character performs the projection event.
[0329] In a possible implementation, the state switching device 700 further includes a skill adjustment module (not shown in the figure), which is configured to execute:
[0330] During the game, in response to a state switching trigger operation for the target virtual character, the target virtual character is controlled to switch from the second state it is currently in to the first state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the first state.
[0331] In a possible implementation, the state switching apparatus 700 further includes a resource clearing module (not shown in the figure), which is configured to execute:
[0332] In response to triggering of a game end condition, the game match is ended, and the first accumulated resources and the second accumulated resources accumulated by the target virtual character are cleared.
[0333] In a possible implementation, the state switching device 700 further includes a preset achievement determination module (not shown in the figure), which is configured to execute:
[0334] In response to the target virtual character achieving a preset achievement outside the game, the second accumulated resources are accumulated for the target virtual character.
[0335] In a possible implementation, the state switching device 700 further includes an attribute information display module (not shown in the figure), and the attribute information display module is configured to execute:
[0336] Outside the game, in response to an information viewing operation for the target virtual character, a character attribute interface is displayed; the character attribute interface includes a state attribute switching control, attribute information of the target virtual character, attribute comparison information, and character skill information;
[0337] In response to a triggering operation on the state attribute switching control, the character attribute information and the character skill information of the target virtual character in the first state or the target virtual character in the second state are displayed in the character attribute interface.
[0338] The present invention provides a device for switching character states. During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from the first state to the second state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the second state. When the target virtual character is in the second state, in response to a skill release operation for the target virtual character, the target virtual character is controlled to release the target skill to perform an interactive operation on the virtual sphere. In this way, different interactive areas in the virtual interactive scene are associated with different states of the target virtual character. In different states, the character attributes and skill types of the target virtual character are different. The character state of the target virtual character can be switched in real time during the game to obtain different character states and character control experiences. At the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with character skills that are more suitable for different interactive areas, which helps to improve the switching efficiency of character skills, shorten the game time, save the power consumption of hardware devices (terminal devices and / or servers), and reduce the performance overhead of hardware devices (terminal devices and / or servers).
[0339] Please refer to FIG8 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in FIG8 , the electronic device 800 includes a processor 810 , a memory 820 , and a bus 830 .
[0340] The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 is running, the processor 810 communicates with the memory 820 via the bus 830, so that the processor 810 executes the following instructions during operation:
[0341] During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from a current first state to a second state, and the character attributes and character skills of the target virtual character are adjusted to target attributes and target skills in the second state;
[0342] The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located;
[0343] When the target virtual character is in the second state, in response to a skill release operation directed to the target virtual character, the target virtual character is controlled to release a target skill to perform an interactive operation on the virtual sphere.
[0344] In one possible implementation, in the instructions executed by the processor 810, responding to a state switching trigger operation for a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes:
[0345] In response to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character meets a preset state switching condition, the target virtual character is controlled to switch from the current first state to the second state.
[0346] In one possible implementation, in the instructions executed by the processor 810, the response is directed to a state switching trigger operation for a target virtual character, and if the current resource accumulation of the target virtual character satisfies a preset state switching condition, controlling the target virtual character to switch from a current first state to a second state includes:
[0347] In response to a state switching trigger operation for a target virtual character, if the number of state switching skill releases corresponding to the current resource accumulation of the target virtual character is greater than a preset release number threshold and the state switching skill ratio is not in a cooling state, the target virtual character is controlled to switch from the current first state to the second state.
[0348] In one possible implementation, the instructions executed by the processor 810 determine the number of state switching skill releases corresponding to the current resource accumulation through the following steps:
[0349] In response to the target virtual character successfully performing a preset interactive operation on the virtual sphere, determining a first accumulated resource accumulated by the target virtual character, and determining a number of basic skill release times according to the first accumulated resource;
[0350] Determining, based on a result of the target virtual character's execution of a preset interactive operation with respect to the virtual sphere and the accumulation information of the first accumulated resource, a second accumulated resource accumulated by the target virtual character, and determining a bonus skill release count according to the second accumulated resource;
[0351] Based on the basic skill release count and the bonus skill release count, the state switching skill release count corresponding to the current resource accumulation is determined.
[0352] In one possible implementation, in the instructions executed by the processor 810, responding to a state switching trigger operation for a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes:
[0353] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is greater than the preset release number threshold, control the target virtual character to switch from the current first state to the second state, and update the number of times the bonus skill is released corresponding to the second accumulated resource; or
[0354] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is greater than the preset release number threshold, the target virtual character is controlled to switch from the current first state to the second state.
[0355] In a possible implementation, the instructions executed by the processor 810 further include:
[0356] In response to the state switching triggering operation for the target virtual character, if the state switching skill of the target virtual character is in a cooling state, determining that the state switching triggering operation for the target virtual character has failed; or
[0357] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is not greater than the preset release number threshold, it is determined that the state switching trigger operation for the target virtual character has failed.
[0358] In one possible implementation, the instructions executed by the processor 810 include determining the second accumulated resources accumulated by the target virtual character based on the result of the preset interactive operation performed by the target virtual character on the virtual sphere and the accumulation information of the first accumulated resources, and determining the number of bonus skill releases based on the second accumulated resources, including:
[0359] In response to a result of the target virtual character executing a preset interactive operation on the virtual sphere and the accumulation value of the first accumulated resource meeting a preset accumulation interaction condition, determining an increase in the number of skill releases for the target virtual character to accumulate the second accumulated resource;
[0360] In response to a result of the target virtual character performing a preset interactive operation on the virtual sphere satisfying a preset resource reduction interaction condition, determining a reduction in the number of skill releases of the target virtual character for the second accumulated resource;
[0361] The bonus skill release times are determined based on the increased skill release times and the reduced skill release times.
[0362] In one possible implementation, the instructions executed by the processor 810 determine whether a result of executing a preset interactive operation on the virtual sphere by the target virtual character satisfies a preset accumulated interaction condition through the following steps:
[0363] In response to the target virtual character's interactive operation with respect to the virtual sphere including a first interactive skill, and the target interactive event triggered by executing the first interactive skill of the target virtual character being successfully executed, determining that the execution result of the preset interactive operation with respect to the virtual sphere meets a preset accumulated interaction condition; and / or,
[0364] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining whether a result of executing a preset interaction operation on the virtual sphere satisfies a preset accumulated interaction condition; and / or
[0365] In response to the target virtual character and the teammate virtual character executing a predetermined cooperation event, it is determined that the execution result of the preset interactive operation on the virtual sphere meets a preset accumulated interaction condition.
[0366] In a possible implementation, in the instructions executed by the processor 810, determining whether the accumulation value of the first accumulated resource meets a preset accumulation interaction condition is performed through the following steps:
[0367] If the accumulation value of the first accumulated resource is greater than a preset resource accumulation threshold, it is determined that the accumulation value of the first accumulated resource meets a preset accumulation interaction condition.
[0368] In one possible implementation, the instructions executed by the processor 810 determine whether the result of executing the preset interactive operation of the target virtual character on the virtual sphere satisfies the preset resource reduction interaction condition through the following steps:
[0369] In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a first interactive skill, and execution of a target interactive event triggered by the first interactive skill of the target virtual character failing, determining that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition; and / or,
[0370] In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a second interactive skill, it is determined that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition.
[0371] In a possible implementation, the instructions executed by the processor 810 further include:
[0372] During the preset gain time when the target virtual character switches to the second state, controlling the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attribute of the target virtual character;
[0373] The gain effect of the gain skill is related to the resource accumulation value of the second accumulated resource.
[0374] In a possible implementation, the instructions executed by the processor 810 further include:
[0375] Switching the status prompt information displayed at the preset position of the target virtual character from the first status prompt information to the second status prompt information;
[0376] The first status prompt information and the second status prompt information are displayed in different forms.
[0377] In one possible implementation, a state switching control is displayed in the graphical user interface; and in the instructions executed by the processor 810, responding to a state switching trigger operation for a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes:
[0378] In response to a triggering operation on the state switching control, the target virtual character is controlled to switch from the current first state to the second state.
[0379] In a possible implementation, the instructions executed by the processor 810 further include:
[0380] Displaying the number of times a basic skill is released corresponding to the first accumulated resource and the number of times a bonus skill is released corresponding to the second accumulated resource at a preset position of the state switching control;
[0381] The number of times the basic skill is released and the number of times the bonus skill is released are updated according to the accumulation or consumption of the first accumulated resource and the second accumulated resource.
[0382] In a possible implementation, the instructions executed by the processor 810 further include:
[0383] In response to the target virtual character accumulating the second accumulated resource, a resource accumulation prompt icon and the bonus skill release times are displayed in the graphical user interface.
[0384] In a possible implementation, the instructions executed by the processor 810 further include:
[0385] In response to an increase or decrease in the second accumulated resource, the number of times the bonus skill is released at a preset position of the resource accumulation prompt icon is updated.
[0386] In one possible implementation, the graphical user interface displays a plurality of skill controls; the instructions executed by the processor 810 further include:
[0387] A first skill control in a first state among the plurality of skill controls is converted into a second skill control in a second state.
[0388] In a possible implementation, the instructions executed by the processor 810 further include:
[0389] In response to the target virtual character switching from the current first state to the second state, a skill gain icon is displayed on the graphical user interface; wherein the skill gain icon is a dynamically displayed icon; and the display form of the skill gain icon changes as the gain time decreases.
[0390] In one possible implementation, the gain effect provided by the gain skill for the character attributes of the virtual character includes at least one of the following:
[0391] Improve the success rate of the target virtual character controlling the virtual sphere to perform interactive events, improve the movement speed of the target virtual character in the virtual interactive scene, reduce the skill cooling time of the target virtual character, and reduce the interference range when the target virtual character performs the projection event.
[0392] In a possible implementation, the instructions executed by the processor 810 further include:
[0393] During the game, in response to a state switching trigger operation for the target virtual character, the target virtual character is controlled to switch from the second state it is currently in to the first state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the first state.
[0394] In a possible implementation, the instructions executed by the processor 810 further include:
[0395] In response to triggering of a game end condition, the game match is ended, and the first accumulated resources and the second accumulated resources accumulated by the target virtual character are cleared.
[0396] In a possible implementation, the instructions executed by the processor 810 further include:
[0397] In response to the target virtual character achieving a preset achievement outside the game, the second accumulated resources are accumulated for the target virtual character.
[0398] In a possible implementation, the instructions executed by the processor 810 further include:
[0399] Outside the game, in response to an information viewing operation for the target virtual character, a character attribute interface is displayed; the character attribute interface includes a state attribute switching control, attribute information of the target virtual character, attribute comparison information, and character skill information;
[0400] In response to a triggering operation on the state attribute switching control, the character attribute information and the character skill information of the target virtual character in the first state or the target virtual character in the second state are displayed in the character attribute interface.
[0401] By using the above method, different interactive areas in the virtual interactive scene are associated with different states of the target virtual character. In different states, the character attributes and skill types of the target virtual character are different. The character state of the target virtual character can be switched in real time during the game to obtain different character states and character control experiences. At the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with more suitable character skills in different interactive areas, which helps to improve the switching efficiency of character skills, shorten the game time, save power consumption of hardware devices (terminal devices and / or servers), and reduce hardware devices (terminal devices and / or servers). performance overhead; at the same time, upon receiving a state switching trigger operation for the target virtual character, the second accumulated resources are first consumed to switch the state of the target virtual character. By consuming the second accumulated resources first and then the first accumulated resources, the state switching of the target virtual character can be completed when the first accumulated resources have not reached the resources required for the character state switching (there is no basic skill release number), thereby ensuring the timeliness and feasibility of the switching and improving the player's gaming experience; at the same time, the unconsumed first accumulated resources can also be used to execute other operations in the game to improve the convenience and success rate of the target virtual character's game completion in the game, and further improve the player's gaming experience.
[0402] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon, such that when the computer program is executed by a processor, the following instructions are executed:
[0403] During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from a current first state to a second state, and the character attributes and character skills of the target virtual character are adjusted to target attributes and target skills in the second state;
[0404] The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located;
[0405] When the target virtual character is in the second state, in response to a skill release operation directed to the target virtual character, the target virtual character is controlled to release a target skill to perform an interactive operation on the virtual sphere.
[0406] In one possible implementation, in the instructions executed by a computer-readable storage medium, responding to a state switching trigger operation for a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes:
[0407] In response to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character meets a preset state switching condition, the target virtual character is controlled to switch from the current first state to the second state.
[0408] In one possible implementation, in the instructions executed by a computer-readable storage medium, the response to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character meets a preset state switching condition, controlling the target virtual character to switch from a current first state to a second state, includes:
[0409] In response to a state switching trigger operation for a target virtual character, if the number of state switching skill releases corresponding to the current resource accumulation of the target virtual character is greater than a preset release number threshold and the state switching skill ratio is not in a cooling state, the target virtual character is controlled to switch from the current first state to the second state.
[0410] In one possible implementation, the instructions executed by a computer-readable storage medium determine the number of times the state switching skill is released corresponding to the current resource accumulation through the following steps:
[0411] In response to the target virtual character successfully performing a preset interactive operation on the virtual sphere, determining a first accumulated resource accumulated by the target virtual character, and determining a number of basic skill release times according to the first accumulated resource;
[0412] Determining, based on a result of the target virtual character's execution of a preset interactive operation with respect to the virtual sphere and the accumulation information of the first accumulated resource, a second accumulated resource accumulated by the target virtual character, and determining a bonus skill release count according to the second accumulated resource;
[0413] Based on the basic skill release count and the bonus skill release count, the state switching skill release count corresponding to the current resource accumulation is determined.
[0414] In one possible implementation, in the instructions executed by a computer-readable storage medium, responding to a state switching trigger operation for a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes:
[0415] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is greater than the preset release number threshold, control the target virtual character to switch from the current first state to the second state, and update the number of times the bonus skill is released corresponding to the second accumulated resource; or
[0416] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is greater than the preset release number threshold, the target virtual character is controlled to switch from the current first state to the second state.
[0417] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0418] In response to the state switching triggering operation for the target virtual character, if the state switching skill of the target virtual character is in a cooling state, determining that the state switching triggering operation for the target virtual character has failed; or
[0419] In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is not greater than the preset release number threshold, it is determined that the state switching trigger operation for the target virtual character has failed.
[0420] In one possible implementation, the instructions executed by a computer-readable storage medium include determining the second accumulated resources accumulated by the target virtual character based on the result of the preset interactive operation performed by the target virtual character on the virtual sphere and the accumulation information of the first accumulated resources, and determining the number of bonus skill releases based on the second accumulated resources, including:
[0421] In response to a result of the target virtual character executing a preset interactive operation on the virtual sphere and the accumulation value of the first accumulated resource meeting a preset accumulation interaction condition, determining an increase in the number of skill releases for the target virtual character to accumulate the second accumulated resource;
[0422] In response to a result of the target virtual character performing a preset interactive operation on the virtual sphere satisfying a preset resource reduction interaction condition, determining a reduction in the number of skill releases of the target virtual character for the second accumulated resource;
[0423] The bonus skill release times are determined based on the increased skill release times and the reduced skill release times.
[0424] In one possible implementation, the instructions executed by the computer-readable storage medium determine whether a result of executing a preset interactive operation of the target virtual character on the virtual sphere satisfies a preset accumulated interaction condition by the following steps:
[0425] In response to the target virtual character's interactive operation with respect to the virtual sphere including a first interactive skill, and the target interactive event triggered by executing the first interactive skill of the target virtual character being successfully executed, determining that the execution result of the preset interactive operation with respect to the virtual sphere meets a preset accumulated interaction condition; and / or,
[0426] In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining whether a result of executing a preset interaction operation on the virtual sphere satisfies a preset accumulated interaction condition; and / or
[0427] In response to the target virtual character and the teammate virtual character executing a predetermined cooperation event, it is determined that the execution result of the preset interactive operation on the virtual sphere meets a preset accumulated interaction condition.
[0428] In one possible implementation, the instructions executed by the computer-readable storage medium determine whether the accumulated value of the first accumulated resource meets a preset accumulation interaction condition through the following steps:
[0429] If the accumulation value of the first accumulated resource is greater than a preset resource accumulation threshold, it is determined that the accumulation value of the first accumulated resource meets a preset accumulation interaction condition.
[0430] In one possible implementation, the instructions executed by the computer-readable storage medium determine whether the result of executing the preset interactive operation of the target virtual character on the virtual sphere satisfies the preset resource reduction interaction condition through the following steps:
[0431] In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a first interactive skill, and execution of a target interactive event triggered by the first interactive skill of the target virtual character failing, determining that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition; and / or,
[0432] In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a second interactive skill, it is determined that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition.
[0433] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0434] During the preset gain time when the target virtual character switches to the second state, controlling the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attribute of the target virtual character;
[0435] The gain effect of the gain skill is related to the resource accumulation value of the second accumulated resource.
[0436] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0437] Switching the status prompt information displayed at the preset position of the target virtual character from the first status prompt information to the second status prompt information;
[0438] The first status prompt information and the second status prompt information are displayed in different forms.
[0439] In one possible implementation, a state switching control is displayed in the graphical user interface; and in the instructions executed by the computer-readable storage medium, responding to a state switching trigger operation for a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes:
[0440] In response to a triggering operation on the state switching control, the target virtual character is controlled to switch from the current first state to the second state.
[0441] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0442] Displaying the number of times a basic skill is released corresponding to the first accumulated resource and the number of times a bonus skill is released corresponding to the second accumulated resource at a preset position of the state switching control;
[0443] The number of times the basic skill is released and the number of times the bonus skill is released are updated according to the accumulation or consumption of the first accumulated resource and the second accumulated resource.
[0444] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0445] In response to the target virtual character accumulating the second accumulated resource, a resource accumulation prompt icon and the bonus skill release times are displayed in the graphical user interface.
[0446] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0447] In response to an increase or decrease in the second accumulated resource, the number of times the bonus skill is released at a preset position of the resource accumulation prompt icon is updated.
[0448] In one possible implementation, the graphical user interface displays a plurality of skill controls; and the instructions executed by the computer-readable storage medium further include:
[0449] A first skill control in a first state among the plurality of skill controls is converted into a second skill control in a second state.
[0450] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0451] In response to the target virtual character switching from the current first state to the second state, a skill gain icon is displayed on the graphical user interface; wherein the skill gain icon is a dynamically displayed icon; and the display form of the skill gain icon changes as the gain time decreases.
[0452] In one possible implementation, the gain effect provided by the gain skill for the character attributes of the virtual character includes at least one of the following:
[0453] Improve the success rate of the target virtual character controlling the virtual sphere to perform interactive events, improve the movement speed of the target virtual character in the virtual interactive scene, reduce the skill cooling time of the target virtual character, and reduce the interference range when the target virtual character performs the projection event.
[0454] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0455] During the game, in response to a state switching trigger operation for the target virtual character, the target virtual character is controlled to switch from the second state it is currently in to the first state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the first state.
[0456] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0457] In response to triggering of a game end condition, the game match is ended, and the first accumulated resources and the second accumulated resources accumulated by the target virtual character are cleared.
[0458] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0459] In response to the target virtual character achieving a preset achievement outside the game, the second accumulated resources are accumulated for the target virtual character.
[0460] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0461] Outside the game, in response to an information viewing operation for the target virtual character, a character attribute interface is displayed; the character attribute interface includes a state attribute switching control, attribute information of the target virtual character, attribute comparison information, and character skill information;
[0462] In response to a triggering operation on the state attribute switching control, the character attribute information and the character skill information of the target virtual character in the first state or the target virtual character in the second state are displayed in the character attribute interface.
[0463] By using the above method, different interactive areas in the virtual interactive scene are associated with different states of the target virtual character. In different states, the character attributes and skill types of the target virtual character are different. The character state of the target virtual character can be switched in real time during the game to obtain different character states and character control experiences. At the same time, after the state of the target virtual character is switched, the associated character skills will also be switched, providing the target virtual character with more suitable character skills in different interactive areas, which helps to improve the switching efficiency of character skills, shorten the game time, save power consumption of hardware devices (terminal devices and / or servers), and reduce hardware devices (terminal devices and / or servers). performance overhead; at the same time, upon receiving a state switching trigger operation for the target virtual character, the second accumulated resources are first consumed to switch the state of the target virtual character. By consuming the second accumulated resources first and then the first accumulated resources, the state switching of the target virtual character can be completed when the first accumulated resources have not reached the resources required for the character state switching (there is no basic skill release number), thereby ensuring the timeliness and feasibility of the switching and improving the player's gaming experience; at the same time, the unconsumed first accumulated resources can also be used to execute other operations in the game to improve the convenience and success rate of the target virtual character's game completion in the game, and further improve the player's gaming experience.
[0464] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0465] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.
[0466] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0467] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0468] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0469] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for switching character states, comprising: providing a virtual interactive scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other; in the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere, and manipulate the virtual sphere to trigger a projection event to advance the game; the switching method comprises: During the game, in response to a state switching trigger operation for a target virtual character, the target virtual character is controlled to switch from a current first state to a second state, and the character attributes and character skills of the target virtual character are adjusted to target attributes and target skills in the second state; The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located; When the target virtual character is in the second state, in response to a skill release operation directed to the target virtual character, the target virtual character is controlled to release a target skill to perform an interactive operation on the virtual sphere.
2. The switching method according to claim 1, wherein: The step of responding to a state switching trigger operation of a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes: In response to a state switching trigger operation for a target virtual character, if the current resource accumulation of the target virtual character meets a preset state switching condition, the target virtual character is controlled to switch from the current first state to the second state.
3. The switching method according to claim 2, wherein: The response is directed to a state switching trigger operation of the target virtual character, and if the current resource accumulation of the target virtual character meets a preset state switching condition, controlling the target virtual character to switch from the current first state to the second state includes: In response to a state switching trigger operation for a target virtual character, if the number of state switching skill releases corresponding to the current resource accumulation of the target virtual character is greater than a preset release number threshold and the state switching skill ratio is not in a cooling state, the target virtual character is controlled to switch from the current first state to the second state. The switching method according to claim 3 , wherein: Determine the number of times the state switching skill is released corresponding to the current resource accumulation through the following steps: In response to the target virtual character successfully performing a preset interactive operation on the virtual sphere, determining a first accumulated resource accumulated by the target virtual character, and determining a number of basic skill release times according to the first accumulated resource; Determining, based on a result of the target virtual character's execution of a preset interactive operation with respect to the virtual sphere and the accumulation information of the first accumulated resource, a second accumulated resource accumulated by the target virtual character, and determining a bonus skill release count according to the second accumulated resource; Based on the basic skill release count and the bonus skill release count, the state switching skill release count corresponding to the current resource accumulation is determined. The switching method according to claim 4 , wherein: The step of responding to a state switching trigger operation of a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes: In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is greater than the preset release number threshold, control the target virtual character to switch from the current first state to the second state, and update the number of times the bonus skill is released corresponding to the second accumulated resource; or In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is greater than the preset release number threshold, the target virtual character is controlled to switch from the current first state to the second state. The switching method according to claim 4 , wherein: The switching method further includes: In response to the state switching triggering operation for the target virtual character, if the state switching skill of the target virtual character is in a cooling state, determining that the state switching triggering operation for the target virtual character has failed; or In response to a state switching trigger operation for a target virtual character, when the state switching skill of the target virtual character is not in a cooling state, if the number of times the bonus skill is released is not greater than the preset release number threshold, and the number of times the basic skill is released is not greater than the preset release number threshold, it is determined that the state switching trigger operation for the target virtual character has failed.
7. The switching method according to claim 4, wherein: The step of determining the second accumulated resources accumulated by the target virtual character based on the result of the preset interactive operation executed by the target virtual character with respect to the virtual sphere and the accumulation information of the first accumulated resources, and determining the number of times the bonus skill is released according to the second accumulated resources, includes: In response to a result of the target virtual character executing a preset interactive operation on the virtual sphere and the accumulation value of the first accumulated resource meeting a preset accumulation interaction condition, determining an increase in the number of skill releases for the target virtual character to accumulate the second accumulated resource; In response to a result of the target virtual character performing a preset interactive operation on the virtual sphere satisfying a preset resource reduction interaction condition, determining a reduction in the number of skill releases of the target virtual character for the second accumulated resource; The bonus skill release times are determined based on the increased skill release times and the reduced skill release times. The switching method according to claim 7 , wherein: Determining whether a result of executing a preset interactive operation on the virtual sphere by the target virtual character satisfies a preset accumulated interaction condition is performed by the following steps: In response to the target virtual character's interactive operation with respect to the virtual sphere including a first interactive skill, and the target interactive event triggered by executing the first interactive skill of the target virtual character being successfully executed, determining that the execution result of the preset interactive operation with respect to the virtual sphere meets a preset accumulated interaction condition; and / or, In response to a scoring event being triggered by a projection interaction operation of the target virtual character on the virtual sphere, determining whether an execution result of a preset interaction operation on the virtual sphere satisfies a preset accumulated interaction condition; and / or, In response to the target virtual character and the teammate virtual character executing a predetermined cooperation event, it is determined that the execution result of the preset interactive operation on the virtual sphere meets a preset accumulated interaction condition.
9. The switching method according to claim 7, wherein: Determining that the accumulated value of the first accumulated resource meets a preset accumulation interaction condition is performed by the following steps: If the accumulation value of the first accumulated resource is greater than a preset resource accumulation threshold, it is determined that the accumulation value of the first accumulated resource meets a preset accumulation interaction condition.
10. The switching method according to claim 7, wherein: Determining that the result of executing the preset interactive operation of the target virtual character on the virtual sphere satisfies the preset resource reduction interaction condition by the following steps: In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a first interactive skill, and execution of a target interactive event triggered by the first interactive skill of the target virtual character failing, determining that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere meets a preset resource reduction interaction condition; and / or, In response to the preset interactive operation of the target virtual character with respect to the virtual sphere including a second interactive skill, it is determined that an execution result of the preset interactive operation of the target virtual character with respect to the virtual sphere satisfies a preset resource reduction interaction condition. The switching method according to claim 4 , wherein: After, in response to the state switching trigger operation for the target virtual character, controlling the target virtual character to switch from the current first state to the second state, and adjusting the character attributes and character skills of the target virtual character to the target attributes and target skills in the second state, the switching method further includes: During the preset gain time when the target virtual character switches to the second state, controlling the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attribute of the target virtual character; The gain effect of the gain skill is related to the resource accumulation value of the second accumulated resource.
12. The switching method according to claim 1, wherein: After responding to the state switching trigger operation for the target virtual character and controlling the target virtual character to switch from the current first state to the second state, the switching method further includes: Switching the status prompt information displayed at the preset position of the target virtual character from the first status prompt information to the second status prompt information; The first status prompt information and the second status prompt information are displayed in different forms.
13. The switching method according to claim 4, wherein: Displaying a stateful toggle control in the graphical user interface; The step of responding to a state switching trigger operation of a target virtual character and controlling the target virtual character to switch from a current first state to a second state includes: In response to a triggering operation on the state switching control, the target virtual character is controlled to switch from the current first state to the second state. The switching method according to claim 13 , wherein: The switching method further includes: Displaying the number of times a basic skill is released corresponding to the first accumulated resource and the number of times a bonus skill is released corresponding to the second accumulated resource at a preset position of the state switching control; The number of times the basic skill is released and the number of times the bonus skill is released are updated according to the accumulation or consumption of the first accumulated resource and the second accumulated resource.
15. The switching method according to claim 4, wherein: The switching method further includes: In response to the target virtual character accumulating the second accumulated resource, a resource accumulation prompt icon and the bonus skill release times are displayed in the graphical user interface. The switching method according to claim 15 , wherein: The switching method further includes: In response to an increase or decrease in the second accumulated resource, the number of times the bonus skill is released at a preset position of the resource accumulation prompt icon is updated.
17. The switching method according to claim 1, wherein: The graphical user interface displays a plurality of skill controls; after responding to a state switching trigger operation for a target virtual character, controlling the target virtual character to switch from a current first state to a second state, and adjusting the character attributes and character skills of the target virtual character to target attributes and target skills in the second state, the switching method further comprises: A first skill control in a first state among the plurality of skill controls is converted into a second skill control in a second state. The switching method according to claim 11 , wherein: The switching method further includes: In response to the target virtual character switching from the current first state to the second state, a skill gain icon is displayed on the graphical user interface; wherein the skill gain icon is a dynamically displayed icon; and the display form of the skill gain icon changes as the gain time decreases.
19. The switching method according to claim 11, wherein: The gain effect provided by the gain skill for the character attribute of the virtual character includes at least one of the following: Improve the success rate of the target virtual character controlling the virtual sphere to perform interactive events, improve the movement speed of the target virtual character in the virtual interactive scene, reduce the skill cooling time of the target virtual character, and reduce the interference range when the target virtual character performs the projection event.
20. The handover method according to claim 1, wherein: The switching method further includes: During the game, in response to a state switching trigger operation for the target virtual character, the target virtual character is controlled to switch from the second state it is currently in to the first state, and the character attributes and character skills of the target virtual character are adjusted to the target attributes and target skills in the first state.
21. The switching method according to claim 4, wherein: The switching method further includes: In response to triggering of a game end condition, the game match is ended, and the first accumulated resources and the second accumulated resources accumulated by the target virtual character are cleared.
22. The switching method according to claim 4, wherein: The switching method further includes: In response to the target virtual character achieving a preset achievement outside the game, the second accumulated resources are accumulated for the target virtual character.
23. The handover method according to claim 1, wherein: The switching method further includes: Outside the game, in response to an information viewing operation for the target virtual character, a character attribute interface is displayed; the character attribute interface includes a state attribute switching control, attribute information of the target virtual character, attribute comparison information, and character skill information; In response to a triggering operation on the state attribute switching control, the character attribute information and the character skill information of the target virtual character in the first state or the target virtual character in the second state are displayed in the character attribute interface.
24. A device for switching character states, providing a virtual interactive scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger a projection event to advance the game. The switching device comprises: a state switching module configured to execute, during the game, in response to a state switching trigger operation for a target virtual character, control the target virtual character to switch from a current first state to a second state, and adjust the character attributes and character skills of the target virtual character to target attributes and target skills in the second state; The first state and the second state of the target virtual character correspond to different interaction areas in the virtual interaction scene, respectively; the character attributes of the target virtual character in the first state and the second state are different, and the types of the character skills of the target virtual character in the first state and the second state are different, and the character attributes and the character skill types of the target virtual character are associated with the interaction area where the target virtual character is located; The skill releasing module is configured to execute, when the target virtual character is in the second state, in response to a skill releasing operation directed at the target virtual character, controlling the target virtual character to release a target skill to perform an interactive operation on the virtual sphere.
25. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the character state switching method as described in any one of claims 1 to 23.
26. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the method for switching the character state according to any one of claims 1 to 23.
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