Information processing method and apparatus in game, and electronic device and storage medium
In sports competitive games, by allowing the virtual character to enter a gain preparation state after completing an effective offensive behavior and attack again within the first period to obtain attribute bonuses and/or new skills, the problem of long game feedback cycle is solved, and the game interaction efficiency and player participation are improved.
Patent Information
- Application Number
- PCT/CN2025/081665
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-07
- Filing Date
- 2025-03-10
- Publication Date
- 2025-10-16
AI Technical Summary
In existing sports competitive games, the energy accumulation and burst mechanisms lead to long game feedback cycles and low game interaction efficiency. Especially when switching between the offensive and defensive sides, players need to wait for the energy to accumulate to a specific value before using burst skills.
When the virtual character is in an offensive event, in response to an effective offensive behavior, the virtual character is controlled to enter a gain preparation state, and corresponding prompt information is displayed on the graphical user interface; when an effective offensive behavior is completed again within the first time period, the virtual character enters a gain trigger state to obtain attribute bonuses and/or new skills.
Shorten the game feedback cycle, increase players' enthusiasm for game participation, enhance game interaction efficiency, reduce players' thinking costs, and improve the accuracy of understanding the game situation.
Smart Images

Figure CN2025081665_16102025_PF_FP_ABST
Abstract
Description
Information processing method, device, electronic equipment and storage medium in game
[0001] Cross-reference to Related Applications
[0002] The present disclosure claims priority to Chinese Patent Application No. 202410412411.5, filed on April 7, 2024, entitled "Information processing method, device, electronic equipment and storage medium in game", the entire contents of which are incorporated herein by reference in its entirety. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of games, in particular, to an information processing method in game, an information processing device in game, an electronic equipment and a computer readable storage medium. BACKGROUND
[0004] With the continuous development of game technology, a large number of games of different themes have emerged to meet the needs of players. Sports games are popular among all ages and are loved by more and more players.
[0005] Related games use energy accumulation and burst mechanism. When the energy accumulation in the game reaches a certain value, the player can use the burst skill. However, the process of energy accumulation does not distinguish between the attacking side and the defending side. This easily causes the player to enter the defending side and the energy to accumulate to a certain value, so that the player needs to enter the attacking side again to use the burst skill, thereby leading to a long game feedback cycle and low game interaction efficiency. SUMMARY
[0006] Therefore, the purpose of the present disclosure is to provide an information processing method in game, an information processing device in game, an electronic equipment and a computer readable storage medium to at least solve the problem of long game feedback cycle and low game interaction efficiency.
[0007] According to a first aspect of an embodiment of the present disclosure, an information processing method in game is provided, which provides a virtual scene for interacting virtual characters of different camps on a graphical user interface of a terminal device, and the method comprises:
[0008] When a first virtual character is in an attacking event, in response to the first virtual character completing an effective attacking behavior, the first virtual character is controlled to enter a gain preparation state for a first time length, and a first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, wherein the first time length is a time length during which the first virtual character is in the gain preparation state.
[0009] before the end of the first time length, in response to the first virtual character completing the valid attack behavior, controlling the first virtual character to enter a second time length of gain trigger state from the current gain preparation state; wherein, the gain trigger state is used to control the first virtual character to obtain attribute addition and / or new skills, and the second time length is a time length during which the first virtual character is in the gain trigger state.
[0010] According to a second aspect of the embodiments of the present disclosure, a kind of information processing device in game is further provided, and the device comprises:
[0011] State preparation module is configured to execute in the first virtual character is in attack event, in response to the first virtual character completing the valid attack behavior, control the first virtual character enters the gain preparation state of first time length, and the first prompt information corresponding to the gain preparation state is displayed in the graphic user interface, wherein the first time length is the time length during which the first virtual character is in the gain preparation state;
[0012] State trigger module is configured to execute before the end of the first time length, in response to the first virtual character completing the valid attack behavior, control the first virtual character to enter the gain trigger state of second time length from the current gain preparation state;Wherein, the gain trigger state is used to control the first virtual character to obtain attribute addition and / or new skills, and the second time length is a time length during which the first virtual character is in the gain trigger state.
[0013] According to a third aspect of the embodiments of the present disclosure, an electronic device is further provided, comprising: a processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, and the machine readable instructions are executed by the processor to execute the steps of the information processing method in game as described above.
[0014] According to a fourth aspect of the embodiments of the present disclosure, a computer readable storage medium is further provided, and the computer readable storage medium stores computer programs, and the computer programs are executed by the processor to execute the steps of the information processing method in game as described above.
[0015] The information processing method in game provided by the embodiments of the present disclosure has the following beneficial effects:
[0016] When the first virtual character is in the attack event, on the basis that the first virtual character completes an effective attack behavior once, if the first virtual character completes an effective attack behavior again within the first time length (corresponding to the gain preparation state), the first virtual character can obtain attribute addition and / or new skills, the feedback cycle of the game is shortened, the game participation enthusiasm of the player can be mobilized, and the first virtual character controlled by the player can be prompted to actively perform the effective attack behavior, so that the game interaction efficiency per unit time is improved; meanwhile, after the first virtual character enters the gain preparation state of the first time length, the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, so that the player can be reminded of the current gain preparation state, so that the player can perform the effective attack behavior as soon as possible before the first time length ends, so that the first virtual character enters the gain triggering state to obtain attribute addition and / or new skills, the actual need of the player to know the current state information can be met, the accuracy of the player to master the game situation is improved, the current state information can be known without a large amount of thinking, and the thinking cost of the player in the game is further reduced.
[0017] In order to make the above objectives, characteristics and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are specifically described below, and the accompanying drawings are described in detail as follows. BRIEF DESCRIPTION OF DRAWINGS
[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present disclosure, and therefore should not be considered as limiting the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0019] Fig. 1 is a flowchart of a game information processing method provided by one of the embodiments of the present disclosure;
[0020] Fig. 2 is one of the schematic diagrams of a graphical user interface provided by one of the embodiments of the present disclosure;
[0021] Fig. 3 is another schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0022] Fig. 4 is a third schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0023] Fig. 5 is a fourth schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;
[0024] Fig. 6 is a structural schematic diagram of a game information processing device provided by one of the embodiments of the present disclosure;
[0025] FIG. 7 is a structural schematic diagram of an information processing device in another game according to an embodiment of the present disclosure;
[0026] FIG. 8 is a structural schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0027] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure and are not all the embodiments. The components of the embodiments of the present disclosure 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 claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by a person skilled in the art without creative work falls within the scope of protection of the present disclosure.
[0028] First, the names involved in the embodiments of the present disclosure are briefly introduced:
[0029] (1) Terminal device
[0030] 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 performing control operations on a virtual character. The terminal device can be a local terminal device mentioned below, or a client device in a cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: a notebook computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a personal digital assistant (PDA), an electronic book reader, etc. The terminal device has installed and run therein an application program supporting a game, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiments of the present disclosure, the application program is introduced as a game application. Alternatively, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program.
[0031] (2) Graphical user interface
[0032] The graphical user interface is a display interface for human-computer communication, allowing the user to manipulate virtual characters, icons, signs or menu options on the screen using a mouse or keyboard and other input devices, and also allowing the user to manipulate virtual characters, icons or menu options on the screen by performing touch operations on the touch screen of the touch terminal, to manipulate virtual character selection commands, start programs or perform other tasks.
[0033] (3) Virtual scene
[0034] The virtual scene is a game scene displayed (or provided) by an application when running on a terminal or a server, i.e., a scene used in the normal game process. The virtual character can move and perform actions such as skill use in the game scene under the control of operation instructions issued by the user (i.e., the player) to the terminal device. Alternatively, the game scene can be a simulation environment of the real world, a semi-simulation semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene and a three-dimensional virtual interactive scene, and the virtual environment can be sky, land, sea, etc., wherein the land includes desert, city and other environmental elements. The game scene is a scene for the user to control the complete game logic of the virtual character. Alternatively, the game scene can also be used for a game scene battle between at least two virtual characters, in which there are virtual parameters available for use by the at least two virtual characters. For example, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements and game resource elements, etc.
[0035] (4) Virtual character
[0036] The virtual character refers to a dynamic object controllable in the virtual scene. Optionally, the dynamic object can be a virtual person, an animation character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) set in the virtual environment for battle. Optionally, the virtual character is a virtual person competing in the virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In a possible implementation manner, 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 use skills, virtual props, etc. provided by the application program to fight with other virtual characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
[0037] The information processing method in the game provided by the embodiments of the present disclosure can run on a local terminal device or a server. When the information processing method in the game runs on the server, the information processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0038] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running body of the game program and the presentation body of the game picture are separated, and the storage and running of the information processing method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0039] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0040] Secondly, the application scenarios applicable to the present disclosure are introduced. The present disclosure can be applied to sports games, such as ball games and the like. Taking a basketball game as an example, in the existing related basketball games, the game experience of players other than basketball is enhanced during the process of the players playing basketball against each other. The in-game game content of the basketball game usually includes that one player controls one player to compete with different players controlled by other opponent players, a series of physical actions in a simulated real basketball game are performed in a basketball court, including shooting, stealing, blocking, rebounding, intercepting, jumping, holding, and pick-and-roll, to score by shooting the ball and finally win.
[0041] For example, the related game adopts an energy accumulation and burst mechanism. When the energy accumulation in the game reaches a certain value, the player can use the burst skill, but the process of energy accumulation does not distinguish between the attacking side and the defending side. Thus, it is easy for the player to enter the defending side and the energy accumulation reaches the certain value, so that the player needs to enter the attacking side again to use the burst skill, thereby causing a long game feedback cycle and low game interaction efficiency.
[0042] Therefore, the present disclosure provides a game information processing method, which can at least solve the problems of a long game feedback cycle and low game interaction efficiency.
[0043] In the present disclosure, a virtual scene for enabling virtual characters of different camps to interact is provided on a graphical user interface of a terminal device, and the virtual characters of different camps in the virtual scene compete against each other by competing for a virtual ball. The virtual character that controls the virtual ball can be controlled to perform a virtual shooting attack skill to advance the game process.
[0044] The terminal device referred to herein is mainly a smart device configured to provide a graphical user interface and enable control operation of a virtual character. The terminal device can be the aforementioned local terminal device, or a client device in the aforementioned cloud interaction system.
[0045] Specifically, the virtual scene includes virtual characters of different teams, such as a first virtual character, a second virtual character (belonging to the same team as the first virtual character), and a third virtual character (belonging to a different team from the first virtual character), and a virtual ball contested by virtual characters in different teams. For example, for the first team, to win the game, it needs to be the first to make the settlement score in this round of the game reach a preset score threshold, so that the virtual characters in the first team can win the game; otherwise, if the second team is the first to make the settlement score in this round of the game reach the preset score threshold, the second team wins the game.
[0046] Among them, by controlling the virtual character who controls the virtual ball to perform a virtual shooting attack skill to promote the game progress, the virtual ball is used to determine whether the virtual characters in different teams can win. It can be the party whose settlement score reaches the preset score threshold first to determine the winning party. For example, if the first virtual character or the friendly virtual character throws the virtual ball into the virtual ball frame more times, the settlement score in this round of the game reaches the preset score threshold first, which means that the first virtual character and the friendly virtual character in the first team win. It can also be that the party whose number of times of throwing the virtual ball into the virtual ball frame is more within a limited time is determined as the winning party.
[0047] In an optional embodiment, a movement control is displayed on the graphical user interface, which can be used to control the virtual character to move in the virtual scene. For example, the movement control can include a virtual wheel and a virtual joystick. In another optional embodiment, a skill control is displayed on the graphical user interface, which is used to control the virtual character to perform corresponding game skills. For example, in a basketball game, the skill control can include a steal control, a pass control, a block control, a pick-and-roll control, a shooting control, etc.
[0048] Specifically, in response to a touch operation on the movement control, the virtual ball is controlled to move in the virtual scene following the virtual character. Alternatively, in response to a touch operation on the movement control and the skill control at the same time, the virtual ball is controlled to move in the virtual scene following the virtual character while the virtual character is controlled to perform corresponding game skills. The above-mentioned touch operation can include but is not limited to a sliding operation, a clicking operation, and a long-pressing operation. Here, the virtual character can be any virtual character in the game, such as the first virtual character, the second virtual character, or the third virtual character, etc.
[0049] In a specific embodiment, by responding to a touch operation performed on the movement control (for example, the user performs a dragging operation on the virtual joystick in the virtual wheel), the virtual character can be controlled to move in the virtual scene based on the touch position of the touch operation, and the virtual ball can be controlled to move in the virtual scene following the virtual character.
[0050] In another specific embodiment, by simultaneously responding to the touch operation performed on the moving control (e.g., the user performs the operation of dragging the virtual joystick in the virtual wheel) and the touch operation performed on the snatch control (e.g., the user performs the click operation on the snatch control), the virtual character can be controlled to move in the virtual scene while snatching the virtual ball held by the third virtual character based on the touch position of the touch operation.
[0051] When the virtual character has the ball, the control object of the moving control can be both the virtual character and the virtual ball. When the virtual character is controlled to move by the moving control displayed on the graphical user interface, the movement of the virtual ball in the horizontal space is integrated with the virtual character, i.e., the virtual character dribbles the ball, and both move together. It should be noted that when the virtual ball moves with the virtual character, the virtual ball and the virtual character can be in a relatively stationary state or a non-relatively stationary state. Taking basketball as an example, when the virtual ball moves with the virtual character, the virtual ball and the virtual character are in a non-relatively stationary state, which is a kind of dynamic following, which is manifested as that in the process of the virtual character controlling the virtual ball to move, the virtual ball can jump up and down, but the virtual ball as a whole moves in the direction of the virtual character.
[0052] For example, the virtual ball can be controlled to swing based on the dribbling action of the virtual character and move in the direction of the virtual character. Taking a basketball game as an example, the above-mentioned dribbling action includes but is not limited to the dribbling action determined according to the body posture of the virtual character, the direction / position of the hand hitting the ball, etc., and the corresponding dribbling action set by the game system in advance according to the ball control ability attribute of the virtual character. Different dribbling actions determine different swing trajectories of the virtual ball when the virtual character dribbles. Specifically, it can be manifested as that the virtual ball jumps up and down with different amplitudes / rates / directions under the projection visual angle of the front view / side view. The direction of movement can be the direction of movement of the virtual character in the virtual scene, wherein the movement of the virtual ball in the virtual scene can be controlled by the direction of movement of the virtual character. For example, the direction of movement of the virtual character in the virtual scene can automatically trigger the dribbling action set in advance for the virtual character.
[0053] Continuing to take the basketball game as an example, the basketball swings based on the dribbling action of the virtual character, which is manifested as that the basketball jumps up and down under the projection visual angle of the front view / side view. At the same time, the basketball can move as a whole with the virtual character in the direction of movement of the virtual character, which is manifested as that the basketball moves as a whole with the player according to the direction of movement of the virtual character under the projection visual angle of the top view.
[0054] In addition, when the virtual character does not have the ball, the control object of the movement control is the virtual character, that is, the virtual character is controlled to move in the virtual scene, but the virtual ball does not move with the movement of the virtual character.
[0055] Further, after starting the current game, the player observes the virtual scene for the virtual characters of different camps to interact on the graphical user interface of the terminal device, the virtual scene has a virtual ball that is contended by the virtual characters of different camps, the virtual characters of different camps contend for the virtual ball in the virtual scene, and the virtual characters that control the virtual ball perform a virtual throwing attack skill to push the game process.
[0056] Please refer to FIG. 1, which is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure. As shown in FIG. 1, the information processing method provided by the embodiment of the present disclosure includes:
[0057] S101, in response to the first virtual character completing an effective attack behavior, controlling the first virtual character to enter a gain preparation state for a first time length when the first virtual character is in an attack event, and displaying first prompt information corresponding to the gain preparation state on the graphical user interface, wherein the first time length is the time length of the first virtual character in the gain preparation state.
[0058] S102, before the end of the first time length, in response to the first virtual character completing an effective attack behavior, controlling the first virtual character to enter a gain trigger state for a second time length from the current gain preparation state; wherein the gain trigger state is used to control the first virtual character to obtain attribute addition and / or new skills, and the second time length is the time length of the first virtual character in the gain trigger state.
[0059] In step S101 and step S102, when the first virtual character is in the attack event, on the basis that the first virtual character completes an effective attack behavior once, if the first virtual character completes an effective attack behavior again within a first time length (corresponding to a gain preparation state), the first virtual character can be controlled to obtain attribute addition and / or new skills, the feedback cycle of the game is shortened, the game participation enthusiasm of the player can be mobilized, the first virtual character controlled by the player is promoted to actively perform effective attack behavior, and thus the game interaction efficiency per unit time is improved; meanwhile, after the first virtual character enters the gain preparation state of the first time length, the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, the player can be reminded in time that the current gain preparation state is entered, so that the player can perform the effective attack behavior as soon as possible before the first time length ends, and thus the first virtual character is controlled to enter the gain triggering state to obtain attribute addition and / or new skills, the actual need of the player to know the current state information can be met, the accuracy of the player to master the game situation is improved, the current state information can be known without a large amount of thinking, and the thinking cost of the player in the game is further reduced.
[0060] The following will take the information processing method in the game as an example, which runs on a local terminal device (hereinafter referred to as a terminal device), to describe the above-mentioned exemplary steps provided by the embodiments of the present disclosure respectively.
[0061] First, before specifically describing the above-mentioned steps S101 to S102, the step 100 included in the information processing method provided by the embodiments of the present disclosure is introduced first.
[0062] After the first virtual character enters the game, the first virtual character is controlled to be in an initial state, so that the first virtual character in the initial state enters a gain preparation state after completing an effective attack behavior on the virtual ball.
[0063] Here, when the game starts, the first virtual character enters the game and is in the initial state, regardless of whether the first virtual character is currently in the attack side or the defense side. However, in the embodiments of the present disclosure, only when the first virtual character is in the attack side, the first virtual character in the initial state can enter the gain preparation state after completing the effective attack behavior on the virtual ball. The first virtual character represents a virtual character with a continuous attack reward mechanism in the game.
[0064] The first virtual character enters the game and is in the initial state, and the initial state can continue to the end of the game without completing the effective attack behavior. If the first virtual character in the initial state completes the effective attack behavior, the first virtual character is controlled to enter the gain preparation state.
[0065] In the embodiments of the present disclosure, when the first virtual role is in the initial state, the display on the terminal device is consistent with the display in the normal game process.
[0066] For example, as shown in FIG. 2, after the start of the game, when the first virtual role 201 performs an attack event, the first virtual role 201 and the third virtual role 202 (belonging to a different camp from the first virtual role 201) are displayed on the graphical user interface 200, the current first virtual role 201 is in the initial state, and the original skill control 203, such as the upper basket control 4a, is also displayed on the graphical user interface 200. In addition, the content displayed on the graphical user interface 200 is the same as that in the normal game process.
[0067] In step S101, when the first virtual role is in an attack event, in response to the first virtual role completing an effective attack behavior, the first virtual role is controlled to enter a gain preparation state for a first time length, and the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface.
[0068] In this step, the attack event can include a ball attack by the first virtual role, or a ball attack by a second virtual role belonging to the same camp as the first virtual role.
[0069] In the embodiments of the present disclosure, the effective attack behavior refers to an attack action performed by the first virtual role that can directly or indirectly trigger a scoring event. Specifically, the effective attack behavior includes one of the following:
[0070] (1) The first virtual role performs a ball attack action to trigger a scoring event.
[0071] Here, the ball attack action performed by the first virtual role can directly trigger a scoring event. For example, the first virtual role performs a ball shooting action and triggers a scoring event.
[0072] (2) The second virtual role performs a ball attack action to trigger a scoring event after the first virtual role performs a ball assistance action, wherein the first virtual role and the second virtual role belong to the same camp.
[0073] Here, the ball assistance action performed by the first virtual role can help the second virtual role (teammate) trigger a scoring event, i.e., the ball assistance action performed by the first virtual role can indirectly trigger a scoring event. For example, the first virtual role passes a virtual ball to the second virtual role, and the second virtual role performs a ball attack action and triggers a scoring event.
[0074] In the embodiments of the present disclosure, by setting the effective attack behavior, the accuracy of triggering the effective attack behavior by the player during the game process can be ensured, which helps the player to accurately control the first virtual character to enter the gain preparation state by completing the effective attack behavior, and helps to improve the game interaction efficiency.
[0075] Further, the gain preparation state represents a state in which the first virtual character has a probability of obtaining attribute addition and / or new skills. The gain preparation state corresponds to a time period (the first time period), the starting condition of the gain preparation state is that the first virtual character performs an effective attack behavior once in the initial state, and the ending condition of the gain preparation state includes two cases. One is that the first virtual character does not perform an effective attack behavior in the gain preparation state at all until the gain preparation state ends (i.e., the first time period countdown ends), at which time the first virtual character enters the initial state from the gain preparation state. The second is that the first virtual character performs an effective attack behavior again in the gain preparation state (before the first time period ends) to enter the gain triggering state.
[0076] Here, the first time period is the time period during which the first virtual character is in the gain preparation state. That is, the embodiments of the present disclosure will pre-limit the first time period corresponding to the gain preparation state in the game setting parameters, and the first time period is the duration of the gain preparation state. For example, the first time period can be determined by repeatedly testing to seek a relatively reasonable state of the first virtual character, and then a reasonable first time period is selected. For example, the basic rules of the game can be referred to, such as the duration of the game itself, the duration of a game or a game round, etc.
[0077] Optionally, the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface. The first prompt information is used to remind the first virtual character that it is currently in the gain preparation state, so that the player can perform the effective attack behavior as soon as possible before the first time period ends, thereby controlling the first virtual character to enter the gain triggering state to obtain attribute addition and / or new skills. This can meet the actual needs of the player to know the current state information, improve the accuracy of the player's grasp of the game situation, and further reduce the thinking cost of the player in the game.
[0078] Optionally, the display form of the first prompt information includes but is not limited to an icon form, a special effect form, a voice form, and a text form. In the embodiments of the present disclosure, the first prompt information is preferably a timing control, which can be displayed at the upper right corner of the graphical user interface to achieve the purpose of not blocking the player's view. The timing control displays the progress change of the timing. Specifically, the timing control can display the progress change of the countdown.
[0079] Further, in order to reduce the consumption of resources, the first prompt information can be displayed only on the graphical user interface where the first virtual character is located (only visible to oneself), without information synchronization.
[0080] For example, as shown in FIG. 3, the graphical user interface 200 displays the first virtual character 201, and after the first virtual character 201 enters the gain preparation state for the first time length, the graphical user interface 200 displays the first prompt information corresponding to the gain preparation state. The first prompt information is in the form of a timing control 204a. When the first virtual character enters the gain preparation state, the first time length displayed on the timing control 204a is counted down, and the progress change of the countdown of the first time length is displayed on the timing control 204a, so as to timely remind the player of the current state and help the player to deploy tactics in time.
[0081] In an optional embodiment, the first virtual character exits the gain preparation state in response to the end of the counting of the first time length, under the condition that the first virtual character does not complete the effective attack behavior in the gain preparation state.
[0082] In the embodiment of the present disclosure, before the end of the gain preparation state (i.e., before the end of the countdown of the first time length), if the first virtual character does not perform the effective attack behavior in the gain preparation state, the first virtual character exits the gain preparation state and enters the initial state, so that the first virtual character entering the initial state needs to complete the effective attack behavior again to enter the gain preparation state again, so as to obtain the opportunity to obtain the attribute addition and / or new skill again. This helps to mobilize the enthusiasm of the player, and further helps to improve the game interaction efficiency.
[0083] In another optional embodiment, the first virtual character performs the effective attack behavior again in the gain preparation state (before the end of the counting of the first time length) to enter the gain trigger state. For details, refer to step S102.
[0084] In step S102, before the end of the counting of the first time length, in response to the completion of the effective attack behavior by the first virtual character, the first virtual character is controlled to enter the gain trigger state for the second time length from the current gain preparation state.
[0085] Here, the gain trigger state is used to control the first virtual character to obtain attribute bonus and / or new skill. That is, when the first virtual character is in the gain trigger state, the attribute bonus and / or new skill can be obtained. The second duration is the duration of the first virtual character in the gain trigger state. That is, the second duration corresponding to the gain trigger state is predefined in the game setting parameters, and the second duration is the duration of the gain trigger state. For example, the second duration can be obtained by repeated testing to seek a relatively reasonable state of the first virtual character, and then a reasonable second duration is selected. For example, the basic rules of the game can be referred to, such as the duration of the game itself, the duration of a game or a game round, etc.
[0086] In the embodiment of the present disclosure, because the first virtual character obtains attribute bonus and / or new skill by performing effective attack behavior, the obtained attribute bonus and / or new skill are all for attack skills. For example, the attribute bonus is used to improve the overall attribute of the first virtual character, which can include but is not limited to the attack attribute bonus of the first virtual character itself and the attack attribute bonus of the original skill. For example, the attack attribute bonus of the first virtual character itself can be the projectile success rate bonus of the first virtual character, the anti-interference bonus of the first virtual character, etc. The attack attribute bonus of the original skill can be the pass distance bonus and the pass success rate bonus of the pass skill, etc. The new skill includes but is not limited to the derivative skill of the original skill and the non-derivative skill (new skill), for example, the derivative skill of the original skill can be other break-through skills (such as pole break-through, rotation break-through, etc.) derived from the regular break-through skill, and the non-derivative skill can be an independent new skill, such as a new break-through skill, etc.
[0087] In the embodiment of the present disclosure, the gain trigger state can last for a second duration. When the first virtual character enters the gain trigger state, the second duration starts to count down, thereby continuously shortening the duration of the first virtual character obtaining attribute bonus and / or new skill. In the gain trigger state, the first virtual character continuously performs effective attack behavior, which can make the player continuously stay in the gain trigger state to continuously obtain attribute bonus and / or new skill. When the gain trigger state is interrupted within the second duration, the gain trigger state will not disappear immediately, but can be retained until the first virtual character re-enters the attack side next time. Through the above setting, the balanced operation of the game can be ensured. The following will be described in detail:
[0088] In the first optional embodiment, after the first virtual character enters the gain trigger state, the timing of the second duration starts, and the duration of the first virtual character in the gain trigger state is reduced.
[0089] Here, the duration for which the first virtual character obtains the attribute bonus and / or the new skill can be gradually reduced over time, so that the first virtual character does not continuously have the attribute bonus and / or the new skill, thereby improving the overall fairness of the game and also helping to improve the gaming experience of other players.
[0090] In a second alternative embodiment, the duration for which the first virtual character is in the gain-triggered state is increased in response to the first virtual character completing at least one valid attack behavior before the end of the second duration.
[0091] Here, the duration for which the first virtual character is in the gain-triggered state can be increased in at least two ways. First, the second duration corresponding to the gain-triggered state remains unchanged, and the first virtual character can re-enter the gain-triggered state to continuously refresh the duration for which the first virtual character obtains the attribute bonus and / or the new skill by again completing a valid attack behavior within the second duration. Second, the second duration corresponding to the gain-triggered state changes, and the second duration of the gain-triggered state can be continuously extended to enable the first virtual character to continuously obtain the attribute bonus and / or the new skill by again completing a valid attack behavior within the second duration. Regardless of which approach is used, the first virtual character can actively perform a valid attack behavior to obtain the attribute bonus and / or the new skill for a longer period of time, thereby improving the efficiency of game interactions within a unit of time.
[0092] For example, after the first virtual character enters the gain-triggered state, the first virtual character can be controlled to re-enter the gain-triggered state in response to the first virtual character completing a valid attack behavior against the virtual sphere, thereby increasing the duration for which the first virtual character is in the gain-triggered state. Alternatively, after the first virtual character enters the gain-triggered state, the first virtual character can be controlled to re-enter the gain-triggered state in response to the first virtual character completing a valid attack behavior against the virtual sphere, thereby increasing the duration for which the first virtual character is in the gain-triggered state. After the first virtual character re-enters the gain-triggered state, the first virtual character can be controlled to re-re-enter the gain-triggered state in response to the first virtual character again completing a valid attack behavior against the virtual sphere, thereby again increasing the duration for which the first virtual character is in the gain-triggered state.
[0093] Furthermore, by repeatedly refreshing the gain-triggered state, the total duration for which the first virtual character is in the gain-triggered state is increased, so that the player can have the attribute bonus and / or the new skill for a longer period of time, thereby improving the efficiency of game interactions.
[0094] In a third alternative embodiment, before the timing of the second time length ends, in response to the first virtual character switching from being in an attack event to being in a defense event, the second time length is controlled to stop timing; in response to the first virtual character switching from being in a defense event to being in an attack event again, the first virtual character is directly controlled to enter the gain triggering state, and the second time length is controlled to continue timing, so as to reduce the time length of the first virtual character being in the gain triggering state.
[0095] Here, if the first virtual character enters a defense side after performing an effective attack behavior to obtain attribute addition and / or a new skill and is obtained by a third virtual character (an enemy), the remaining time length corresponding to the gain triggering state is not cleared, but the countdown of the second time length is stopped, and the countdown of the remaining time length can be restarted when the first virtual character enters an attack side next time.
[0096] That is, once the first virtual character obtains attribute addition and / or a new skill when being in an attack side, the second time length, for example, 20 seconds, can be guaranteed at least, and the gain triggering state is not cleared when the first virtual character enters a defense side, which is beneficial to improving the game enthusiasm of the first virtual character and further improving the game interaction efficiency.
[0097] Further, after the first virtual character enters the gain triggering state, second prompt information corresponding to the gain triggering state is displayed on the graphical user interface.
[0098] The display form of the second prompt information includes but is not limited to an icon form, an effect form, a voice form, and a text form. In the embodiment of the present disclosure, the second prompt information is preferably a timing control and a character effect. The timing control can be displayed at a top right position on the graphical user interface, so as to realize the purpose of not blocking the player's view. The character effect is arranged on the body of the first virtual character. The timing control displays the progress change of timing. Specifically, the timing control can display the progress change of the countdown of the second time length. Preferably, the timing control corresponding to the first prompt information and the timing control corresponding to the second prompt information belong to one timing control, which is helpful to reduce the occupied area of the graphical user interface and reduce the interference to the player's operation.
[0099] Optionally, the countdown progress change displayed by the timing control corresponding to the second prompt information is only displayed on the graphical user interface where the first virtual character is located (only visible to itself), and information synchronization is not performed. The character effect corresponding to the second prompt information is sent to any virtual character in the game match, including the second virtual character and the third virtual character, so that the friendly side and the enemy side can observe the gain triggering state currently entered by the first virtual character in time, so as to actively cooperate or respond, thereby mobilizing the virtual characters in the game to actively participate in the game, promoting the game, and being helpful to improve the game interaction efficiency.
[0100] After the first virtual character enters the gain trigger state, a countdown processing is performed on a trigger duration corresponding to the gain trigger state, and a progress change of the second prompt information is displayed on the graphical user interface.
[0101] For example, as shown in FIG. 4, the graphical user interface 200 displays the first virtual character 201, and after the first virtual character 201 enters the gain trigger state of the second duration, the graphical user interface 200 displays the second prompt information corresponding to the gain trigger state. The second prompt information is displayed in the form of the timing control 204b and the character special effect. After the first virtual character enters the gain trigger state, the second duration displayed on the timing control 204b is counted down, and the progress change of the countdown is displayed on the timing control 204b to timely remind the player of the current state and help the player to deploy tactics in time. Here, in order to distinguish the progress change of the first duration corresponding to the gain preparation state, different display forms of the timing control can be used for distinction. For example, the timing control 204a in the gain preparation state is yellow (corresponding to the thin line in FIG. 3), and the timing control 204b in the gain trigger state is green (corresponding to the thick line in FIG. 4).
[0102] In the embodiments of the present disclosure, the gain trigger state either circulates itself or goes to the gain confinement state. Specifically, the information processing method provided in the embodiments of the present disclosure further includes step 103:
[0103] After the first virtual character enters the gain trigger state, if no valid attack behavior of the first virtual character against the virtual sphere is detected within the second duration, the gain trigger state is controlled to enter the gain confinement state.
[0104] In the gain confinement state, the first virtual character cannot obtain attribute addition and new skills, and the valid attack behavior of the first virtual character against the virtual sphere cannot trigger the first virtual character to enter the gain preparation state.
[0105] Specifically, in the initial state of the first virtual character, the first virtual character cannot directly obtain attribute addition and new skills. In the gain confinement state of the first virtual character, the first virtual character has essentially obtained attribute addition and new skills through the gain trigger state, but cannot use the attribute addition and new skills, and thus can be regarded as the first virtual character being unable to obtain attribute addition and new skills. In addition, in the gain confinement state, the valid attack behavior of the first virtual character against the virtual sphere cannot trigger the first virtual character to enter the gain preparation state, while in the initial state, the valid attack behavior of the first virtual character against the virtual sphere can trigger the first virtual character to enter the gain preparation state.
[0106] The embodiment of the present disclosure can control the first virtual character to enter the gain confinement state from the gain trigger state if no valid attack behavior of the first virtual character against the virtual sphere is detected within a second time length after the first virtual character enters the gain trigger state. In this way, the game can be balanced and the fairness of the game can be improved.
[0107] In an optional embodiment, the embodiment of the present disclosure further includes: after the third time length corresponding to the gain confinement state ends, controlling re-entering the initial state; and after re-entering the initial state, controlling to clear the attribute bonus and / or new skill obtained by the first virtual character before.
[0108] Here, the gain confinement state can last for a third time length. When the first virtual character enters the gain confinement state, the third time length starts to count down. When the third time length ends, the first virtual character re-enters the initial state, so that the first virtual character can again have the function of further obtaining attribute bonuses and new skills.
[0109] Through the above setting, the first virtual character can be circulated between the initial state, the gain preparation state, the gain trigger state and the gain confinement state, which can speed up the game process, not only enrich the game play and enhance the playability of the game, but also help to ensure the stability of the game and improve the game interaction efficiency.
[0110] In an optional embodiment, after the first virtual character enters the gain confinement state, third prompt information corresponding to the gain confinement state is displayed on the graphical user interface.
[0111] The display form of the third prompt information includes but is not limited to an icon form, a special effect form, a voice form and a text form. In the embodiment of the present disclosure, the third prompt information is preferably a timing control. The timing control can be displayed at the upper right corner of the graphical user interface to achieve the purpose of not blocking the player's line of sight. The timing control displays the progress change of the timing. Specifically, the timing control can display the progress change of the countdown of the third time length. Preferably, the timing control corresponding to the third prompt information, the timing control corresponding to the second prompt information and the timing control corresponding to the first prompt information belong to one timing control, which helps to reduce the occupied area of the graphical user interface and reduce the interference with the player's operation.
[0112] Optionally, the countdown progress change displayed by the timing control corresponding to the third prompt information is only displayed on the graphical user interface where the first virtual character is located (only visible to oneself), without information synchronization.
[0113] For example, as shown in FIG. 5, the first virtual character 201 is displayed on the graphical user interface 200, and after the first virtual character 201 enters the gain confinement state, the third time length corresponding to the gain confinement state is counted down, and the progress change of the third prompt information is displayed on the timing control 204c of the graphical user interface 200, so as to timely remind the player of the current state, which helps the player to timely deploy tactics. Here, in order to distinguish the progress change of the second time length corresponding to the gain triggering state, different display forms of timing controls can be used for distinction, such as the timing control 204b in the gain triggering state is green (corresponding to the thick line in FIG. 4), and the timing control 204c in the gain confinement state is red (corresponding to the thick line in FIG. 5).
[0114] It should be noted that the specific time lengths corresponding to different states can be the same or different, which can be evaluated and adjusted, and the disclosure embodiments do not limit the rules between them. That is, the specific time lengths corresponding to the initial state, the gain preparation state, the gain triggering state and the gain confinement state have no change rule, and there is no setting that the specific time length corresponding to which state is shorter or longer than the specific time length corresponding to which state, only to ensure that the four states are a cycle.
[0115] Further, the disclosure embodiments can also form a new game by adding the rule of accumulating gains by continuously completing effective attack behaviors, so as to improve the playability of the game. Based on this, the disclosure embodiments provide the following scheme: after the first virtual character enters the gain triggering state, the increase attribute parameter corresponding to the attribute increase and / or the skill attribute parameter corresponding to the new skill in the gain triggering state is increased according to at least one effective attack behavior completed by the first virtual character for the virtual ball.
[0116] For example, the first virtual character enters the gain triggering state for the first time, and can obtain a 1% or 2-meter-per-second increase in moving speed; then before the end of the gain triggering state, the effective attack behavior is completed again, and after re-entering the gain triggering state, a 2% or 2-meter-per-second increase in moving speed can be obtained.
[0117] That is, the increase attribute parameter and the number of effective attack behaviors performed by the first virtual character in the gain triggering state are positively correlated; or, the skill attribute parameter and the number of effective attack behaviors performed by the first virtual character in the gain triggering state are positively correlated.
[0118] In this way, the first virtual character can continuously perform effective attack behaviors to increase the increase attribute parameter of the attribute increase or the skill attribute parameter of the new skill, so as to obtain a stronger attribute increase and / or new skill, thereby improving the game interaction efficiency per unit time.
[0119] In related games, no punishment mechanism is provided, which easily leads to unlimited expansion of the advantage of one party, and further leads to unbalanced game mechanism, thereby reducing the enthusiasm of the other party and causing low game interaction efficiency. Based on this, the game processing method provided by the embodiments of the present disclosure further includes step 104: in response to triggering of the time length deduction condition after the first virtual role enters the gain triggering state, reducing the time length of the first virtual role in the gain triggering state.
[0120] By adding a punishment mechanism in the game, the enthusiasm of the player in participating in the game can be effectively stimulated, thereby improving the interactivity of the game; for example, the player executing a new skill reduces the time length of the first virtual role in the gain triggering state, which can ensure the fairness of the game to promote balanced operation of the game; for example, the player executing a failure skill reduces the time length of the first virtual role in the gain triggering state, which can avoid the player frequently executing the failure skill, thereby not only improving the game experience of other players, but also improving the game interaction efficiency.
[0121] Specifically, the time length deduction condition includes one of the following items:
[0122] (1) the first virtual role uses a new skill.
[0123] Here, after the first virtual role enters the gain triggering state, some additional skills will be added, such as derivative skills or non-derivative skills (new skills) of the original skills. Since the skill attribute parameters of the new skills are high, in order to achieve the balance of the game, it is provided that “using a new skill can deduct the time length of the first virtual role in the gain triggering state”.
[0124] Exemplarily, the display mode of the new skill includes but is not limited to: in the gain triggering state, when a certain skill control on the graphical user interface is used, it becomes a new skill control, such as a derivative skill control. Based on this, the embodiments of the present disclosure specifically include:
[0125] Step 104a, displaying an original skill control on a graphical user interface;
[0126] Step 104b, in response to a triggering operation on the original skill control, controlling the original skill control to switch to a new skill control after the first virtual role enters the gain triggering state;
[0127] Step 104c, in response to a triggering operation on the new skill control, controlling the first virtual role to execute a new skill corresponding to the triggered new skill control, and reducing the time length of the first virtual role in the gain triggering state.
[0128] In steps 104a to 104c, the original skill control represents a skill control preset by the game system, which is displayed on the graphical user interface at the beginning of the game match. Taking a basketball game as an example, the original skill control can include a steal control, a pass control, a block control, a pick control, a shooting control, and the like, and the original skill can include a steal skill, a pass skill, a block skill, a pick skill, a shooting skill, and the like.
[0129] Specifically, by issuing a trigger operation to the original skill control through the terminal device, the first virtual role can be controlled to perform the original skill corresponding to the original skill control in the virtual scene. The trigger operation can include but is not limited to a sliding operation, a clicking operation, and a long-pressing operation. The trigger operation can be realized by a player's finger touching the graphical user interface of the terminal device, or can be realized by a mouse or keyboard input.
[0130] Here, after the first virtual role enters the gain trigger state, the original skill control corresponding to the original skill can be adjusted to the new skill control. In other words, in the gain trigger state, after the original skill control is triggered, the original skill control can be adjusted to the new skill control, and at this time, the first virtual role reacquires the ability to use the new skill corresponding to the new skill control after performing the original skill.
[0131] Specifically, the way of controlling the original skill control to adjust to the new skill control includes two ways of active triggering and passive triggering.
[0132] In one specific embodiment, when the first virtual role performs the original skill in the gain trigger state, the original skill control is automatically controlled to adjust to the new skill control, and the new skill control is displayed on the graphical user interface.
[0133] Here, the way of automatically switching the original skill control to the new skill control is relatively fast, and does not require player operation, which is more automated and helps to improve the operation efficiency of the player.
[0134] In another specific embodiment, when the first virtual role performs the original skill in the gain trigger state, the original skill control is controlled to adjust to the new skill control in response to a trigger operation for the original skill control, and the new skill control is displayed on the graphical user interface.
[0135] Here, the original skill control is adjusted to the new skill control by the player's active triggering, so that the skill control adjustment is more accurate, and whether to perform the skill control adjustment can be determined according to the actual needs of the player, which helps to improve the accuracy of the player's operation.
[0136] In this way, without adding the possession position of the skill control on the graphical user interface, the original skill control is directly switched to the new skill control, which can avoid the too many skill controls on the graphical user interface affecting the operation of the player, and thus can improve the game operation efficiency while improving the game interaction efficiency.
[0137] (2) The first virtual role performs a failed attack behavior; the failed attack behavior represents a behavior that an attack action performed by the first virtual role under the interference of the third virtual role does not trigger a scoring event, and the first virtual role and the third virtual role belong to different camps.
[0138] For example, the failed attack behavior can include a shot or a dunk or a dunk being blocked, or being intercepted by the enemy during dribbling, in other words, as long as the first virtual role does not make a shot under the interference of the third virtual role, it can be determined as a failed attack behavior.
[0139] By setting that the player performs the failed attack behavior will reduce the duration of the first virtual role in the gain triggering state, which can avoid the player frequently performing the failed attack behavior, not only can improve the game experience of other players, but also can improve the game interaction efficiency, in addition, a certain punishment is given to the player who performs the failed attack behavior, which can also ensure the game balance, thereby improving the fairness of the game.
[0140] The embodiments of the present disclosure not only can shorten the feedback cycle of the game, mobilize the game participation enthusiasm of the player, promote the first virtual role controlled by the player to actively perform the effective attack behavior, thereby improving the game interaction efficiency in a unit of time; but also can display the prompt information corresponding to each state after the first virtual role enters each state, timely reminding the player of the current state he / she is in, so as to enable the player to perform the effective attack behavior as soon as possible to continuously obtain the attribute addition and / or new skill, which can meet the actual needs of the player to know the current state information, improve the accuracy of the player to master the game situation, and enable the player to know the current state information without a lot of thinking, thereby further reducing the thinking cost of the player in the game.
[0141] Based on the same inventive concept, the embodiments of the present disclosure also provide a game information processing device corresponding to the game information processing method in the game. Since the principle of the device in the embodiments of the present disclosure solves the problem similar to the game information processing method in the embodiments of the present disclosure, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described herein.
[0142] Please refer to FIG. 6 and FIG. 7, FIG. 6 is a structural schematic diagram of a game information processing device provided by an embodiment of the present disclosure, and FIG. 7 is a structural schematic diagram of another game information processing device provided by an embodiment of the present disclosure. As shown in FIG. 6, the information processing device 600 comprises:
[0143] The state preparation module 601 is configured to perform the following steps: in response to the first virtual character completing an effective attack behavior when the first virtual character is in an attack event, controlling the first virtual character to enter a gain preparation state for a first time length, and displaying first prompt information corresponding to the gain preparation state on the graphical user interface, wherein the first time length is a time length during which the first virtual character is in the gain preparation state.
[0144] The state triggering module 602 is configured to perform the following steps: before the end of the first time length, in response to the first virtual character completing an effective attack behavior, controlling the first virtual character to enter a gain triggering state for a second time length from the current gain preparation state; wherein the gain triggering state is used to control the first virtual character to obtain attribute bonuses and / or new skills, and the second time length is a time length during which the first virtual character is in the gain triggering state.
[0145] In an optional embodiment of the present disclosure, the state preparation module 601 is further configured to perform the following steps:
[0146] In response to the end of the first time length, exiting the gain preparation state on the condition that the first virtual character does not complete an effective attack behavior in the gain preparation state.
[0147] In an optional embodiment of the present disclosure, the state triggering module 602 is further configured to perform the following steps:
[0148] Before the end of the second time length, in response to the first virtual character completing at least one effective attack behavior, increasing the time length during which the first virtual character is in the gain triggering state.
[0149] In an optional embodiment of the present disclosure, the state triggering module 602 is further configured to perform the following steps:
[0150] Before the end of the second time length, in response to the first virtual character switching from being in the attack event to being in a defense event, controlling the second time length to stop timing;
[0151] In response to the first virtual character switching from being in the defense event to being in the attack event again, controlling the first virtual character to directly enter the gain triggering state, and controlling the second time length to continue timing, so as to reduce the time length during which the first virtual character is in the gain triggering state.
[0152] In an optional embodiment of the present disclosure, the state triggering module 602 is further configured to perform the following steps:
[0153] In response to the second time length being counted, the time length of the first virtual character in the gain trigger state is reduced after the first virtual character enters the gain trigger state.
[0154] In an optional embodiment of the present disclosure, the information prompting module (not shown in the figure) is configured to perform:
[0155] After the first virtual character enters the gain trigger state, the second prompt information corresponding to the gain trigger state is displayed on the graphical user interface.
[0156] Further, as shown in FIG. 7, the information processing apparatus of the embodiment of the present disclosure further includes a state confinement module 603, which is configured to perform:
[0157] After the first virtual character enters the gain trigger state, if no valid attack behavior of the first virtual character against the virtual ball is detected within the second time length, the gain trigger state is controlled to enter a gain confinement state.
[0158] In the gain confinement state, the first virtual character cannot obtain attribute bonuses and new skills, and the valid attack behavior of the first virtual character against the virtual ball cannot trigger the entry into the gain preparation state.
[0159] In an optional embodiment of the present disclosure, the state confinement module 603 is specifically further configured to perform:
[0160] After the third time length corresponding to the gain confinement state ends, the initial state is re-entered, and after re-entering the initial state, the attribute bonuses and / or new skills previously obtained by the first virtual character are cleared.
[0161] In an optional embodiment of the present disclosure, the information prompting module is configured to perform:
[0162] After the first virtual character enters the gain confinement state, the third prompt information corresponding to the gain confinement state is displayed on the graphical user interface.
[0163] Further, as shown in FIG. 7, the information processing apparatus of the embodiment of the present disclosure further includes a state initial module 604, which is configured to perform:
[0164] After the first virtual character enters the game, the first virtual character is controlled to be in the initial state, so that the first virtual character in the initial state enters the gain preparation state after completing a valid attack behavior against the virtual ball.
[0165] In an optional embodiment of the present disclosure, the effective attacking behavior includes one of the following:
[0166] the first virtual role performs a ball-holding attacking action triggering a scoring event;
[0167] the second virtual role performs a ball-holding attacking action triggering a scoring event after the first virtual role performs a ball-holding assisting action, wherein the first virtual role and the second virtual role belong to the same team.
[0168] In an optional embodiment of the present disclosure, the state triggering module 603 is further configured to perform:
[0169] after the first virtual role enters the gain triggering state, in response to triggering of a time deduction condition, reducing the time duration of the first virtual role in the gain triggering state.
[0170] In an optional embodiment of the present disclosure, the time deduction condition includes one of the following:
[0171] the first virtual role uses the new skill;
[0172] the first virtual role performs a mistake attacking behavior, wherein the mistake attacking behavior represents that an attacking action performed by the first virtual role under interference of a third virtual role does not trigger a scoring event, and the first virtual role and the third virtual role belong to different teams.
[0173] In an optional embodiment of the present disclosure, the embodiment of the present disclosure further includes a skill triggering module (not shown in the figure), which is configured to perform:
[0174] display an original skill control on the graphical user interface;
[0175] after the first virtual role enters the gain triggering state, in response to a triggering operation on the original skill control, control the original skill control to switch to a new skill control;
[0176] in response to a triggering operation on the new skill control, control the first virtual role to perform a new skill corresponding to the triggered new skill control, and reduce the time duration of the first virtual role in the gain triggering state.
[0177] In an optional embodiment of the present disclosure, the state triggering module 603 is further configured to perform:
[0178] After the first virtual character enters the gain trigger state, according to at least one valid attack behavior completed by the first virtual character for the virtual ball, the attribute addition corresponding to the attribute addition parameter in the gain trigger state and / or the skill attribute parameter corresponding to the new skill are improved.
[0179] In an optional embodiment of the present disclosure, the attribute addition parameter is in a positive correlation with the number of valid attack behaviors performed by the first virtual character in the gain trigger state.
[0180] Or, the skill attribute parameter is in a positive correlation with the number of valid attack behaviors performed by the first virtual character in the gain trigger state.
[0181] The information processing device provided by the embodiments of the present disclosure can shorten the feedback cycle of the game, can mobilize the game participation enthusiasm of the player, and can promote the first virtual character controlled by the player to actively perform the valid attack behavior, thereby improving the game interaction efficiency per unit time. Meanwhile, after the first virtual character enters the gain preparation state of the first time length, the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, so as to timely remind the player of the current gain preparation state, so that the player can perform the valid attack behavior as soon as possible before the end of the first time length, thereby controlling the first virtual character to enter the gain trigger state to obtain the attribute addition and / or the new skill. The actual needs of the player to know the current state information can be met, the accuracy of the player to master the game situation can be improved, the current state information can be known without a large amount of thinking, and the thinking cost of the player in the game is further reduced.
[0182] Please refer to FIG. 8, which is a structural schematic diagram of an electronic device provided by an embodiment of the present disclosure. As shown in FIG. 8, the electronic device 800 includes a processor 801, a memory 802 and a bus 803.
[0183] The memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device 800 is running, the processor 801 and the memory 802 communicate through the bus 803, so that the processor 801 executes the following instructions when running:
[0184] In response to the first virtual character completing an effective attack behavior in the attack event, the first virtual character is controlled to enter a gain preparation state for a first time length, and first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, where the first time length is a time length during which the first virtual character is in the gain preparation state.
[0185] Before the end of the first time length, in response to the first virtual character completing an effective attack behavior, the first virtual character is controlled to enter a gain trigger state for a second time length from the gain preparation state in which the first virtual character is currently located; the gain trigger state is used to control the first virtual character to obtain attribute addition and / or a new skill, and the second time length is a time length during which the first virtual character is in the gain trigger state.
[0186] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0187] In response to the end of the first time length, the gain preparation state is exited under the condition that the first virtual character does not complete an effective attack behavior in the gain preparation state.
[0188] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0189] Before the end of the second time length, in response to the first virtual character completing at least one effective attack behavior, the time length during which the first virtual character is in the gain trigger state is increased.
[0190] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0191] Before the end of the second time length, in response to the first virtual character switching from being in the attack event to being in a defense event, the second time length is controlled to stop timing;
[0192] In response to the first virtual character switching from being in the defense event to being in the attack event again, the first virtual character is controlled to directly enter the gain trigger state, and the second time length is controlled to continue timing, so as to reduce the time length during which the first virtual character is in the gain trigger state.
[0193] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0194] After the first virtual character enters the gain trigger state, in response to the start of the second time length, the time length during which the first virtual character is in the gain trigger state is reduced.
[0195] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0196] After the first virtual character enters the gain trigger state, second prompt information corresponding to the gain trigger state is displayed on the graphical user interface.
[0197] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0198] After the first virtual character enters the gain trigger state, if no valid attack behavior of the first virtual character against the virtual ball is detected within the second time length, the gain trigger state is controlled to enter a gain confinement state.
[0199] In the gain confinement state, the first virtual character cannot obtain attribute bonuses and new skills, and the valid attack behavior of the first virtual character against the virtual ball cannot trigger the entry into the gain preparation state.
[0200] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0201] After the third time length corresponding to the gain confinement state ends, the initial state is re-entered, and the attribute bonuses and / or new skills previously obtained by the first virtual character are cleared.
[0202] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0203] After the first virtual character enters the gain confinement state, third prompt information corresponding to the gain confinement state is displayed on the graphical user interface.
[0204] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0205] After the first virtual character enters the game, the first virtual character is controlled to be in the initial state, so that the first virtual character in the initial state enters the gain preparation state after completing a valid attack behavior against the virtual ball.
[0206] In an optional embodiment of the present disclosure, the valid attack behavior includes one of the following:
[0207] The first virtual character performs a ball holding attack action to trigger a scoring event;
[0208] The second virtual character performs a ball possession attack action after the first virtual character performs the ball possession auxiliary action, and the ball possession attack action triggers a scoring event.
[0209] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0210] After the first virtual character enters the gain trigger state, in response to triggering of a time deduction condition, the time duration of the first virtual character in the gain trigger state is reduced.
[0211] In an optional embodiment of the present disclosure, the time deduction condition includes one of the following:
[0212] The first virtual character uses the new skill;
[0213] The first virtual character performs a mistake attack behavior, and the mistake attack behavior represents a behavior that an attack action performed by the first virtual character under the interference of a third virtual character does not trigger a scoring event, and the first virtual character and the third virtual character belong to different teams.
[0214] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0215] Display the original skill control on the graphical user interface;
[0216] After the first virtual character enters the gain trigger state, in response to a triggering operation on the original skill control, the original skill control is switched to a new skill control;
[0217] In response to a triggering operation on the new skill control, the first virtual character is controlled to perform a new skill corresponding to the triggered new skill control, and the time duration of the first virtual character in the gain trigger state is reduced.
[0218] In an optional embodiment of the present disclosure, the instructions executed by the processor 801 further include:
[0219] After the first virtual character enters the gain trigger state, according to at least one valid attack behavior of the first virtual character on the virtual ball, an increase attribute parameter corresponding to an attribute increase in the gain trigger state and / or a skill attribute parameter corresponding to a new skill are improved.
[0220] In an optional embodiment of the present disclosure, the increase attribute parameter and the number of behaviors of the valid attack behavior performed by the first virtual character in the gain trigger state are in a positive correlation relationship;
[0221] Or, the skill attribute parameter is positively correlated with the number of valid attack behaviors performed by the first virtual character in the gain trigger state.
[0222] The embodiment of the present disclosure shortens the feedback cycle of the game, can mobilize the game participation enthusiasm of the player, and promotes the first virtual character controlled by the player to actively perform the valid attack behavior, thereby improving the game interaction efficiency per unit time. Meanwhile, after the first virtual character enters the gain preparation state of the first time length, the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, which can timely remind the player of the current gain preparation state, so that the player can perform the valid attack behavior as soon as possible before the end of the first time length, thereby controlling the first virtual character to enter the gain trigger state to obtain the attribute addition and / or the new skill, which can meet the actual needs of the player to know the current state information, improve the accuracy of the player to grasp the game situation, and further reduce the thinking cost of the player in the game.
[0223] The embodiment of the present disclosure also provides a computer readable storage medium, and the computer readable storage medium stores a computer program, so that the computer program is run by a processor to execute the following instructions:
[0224] In the attack event of the first virtual character, in response to the completion of the valid attack behavior of the first virtual character, the first virtual character is controlled to enter the gain preparation state of the first time length, and the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, wherein the first time length is the time length of the first virtual character in the gain preparation state.
[0225] Before the end of the timing of the first time length, in response to the completion of the valid attack behavior of the first virtual character, the first virtual character is controlled to enter the gain trigger state of the second time length from the current gain preparation state; wherein the gain trigger state is used to control the first virtual character to obtain the attribute addition and / or the new skill, and the second time length is the time length of the first virtual character in the gain trigger state.
[0226] In an optional embodiment of the present disclosure, the instructions executed by the computer readable storage medium further include:
[0227] Under the condition that the first virtual character does not complete the valid attack behavior in the gain preparation state, the gain preparation state is exited in response to the end of the timing of the first time length.
[0228] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0229] Before the end of the timing of the second duration, in response to the first virtual character completing at least one valid attack behavior, increasing the duration of the first virtual character being in the gain trigger state.
[0230] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0231] Before the end of the timing of the second duration, in response to the first virtual character switching from being in the attack event to being in the defense event, controlling the second duration to stop timing;
[0232] In response to the first virtual character switching from being in the defense event to being in the attack event again, controlling the first virtual character to directly enter the gain trigger state, and controlling the second duration to continue timing, so as to reduce the duration of the first virtual character being in the gain trigger state.
[0233] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0234] After the first virtual character enters the gain trigger state, in response to the timing of the second duration, reducing the duration of the first virtual character being in the gain trigger state.
[0235] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0236] After the first virtual character enters the gain trigger state, displaying second prompt information corresponding to the gain trigger state on the graphical user interface.
[0237] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0238] After the first virtual character enters the gain trigger state, if no valid attack behavior of the first virtual character against the virtual ball is detected within the second duration, controlling the gain trigger state to enter a gain confinement state;
[0239] In the gain confinement state, the first virtual character cannot obtain attribute addition and new skills, and the valid attack behavior of the first virtual character against the virtual ball cannot trigger the entry into the gain preparation state.
[0240] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0241] After the third duration corresponding to the gain-locked state ends, the initial state is re-entered, and the attribute bonus and / or new skill obtained by the first virtual character before entering the initial state are cleared.
[0242] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0243] After the first virtual character enters the gain-locked state, third prompt information corresponding to the gain-locked state is displayed on the graphical user interface.
[0244] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0245] After the first virtual character enters the competition, the first virtual character is controlled to be in the initial state, so that the first virtual character in the initial state enters the gain-preparation state after completing an effective attack behavior on the virtual ball.
[0246] In an optional embodiment of the present disclosure, the effective attack behavior includes one of the following:
[0247] The first virtual character performs a ball-holding attack action to trigger a scoring event;
[0248] The second virtual character performs a ball-holding attack action to trigger a scoring event after the first virtual character performs a ball-holding auxiliary action, wherein the first virtual character and the second virtual character belong to the same team.
[0249] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0250] After the first virtual character enters the gain-triggered state, in response to triggering of a duration deduction condition, the duration of the first virtual character in the gain-triggered state is reduced.
[0251] In an optional embodiment of the present disclosure, the duration deduction condition includes one of the following:
[0252] The first virtual character uses the new skill;
[0253] The first virtual character performs a mistake attack behavior, wherein the mistake attack behavior represents an attack action performed by the first virtual character under the interference of a third virtual character, and the first virtual character and the third virtual character belong to different teams.
[0254] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0255] Displaying an original skill control on the graphical user interface;
[0256] After the first virtual character enters the gain trigger state, in response to a trigger operation on the original skill control, the original skill control is switched to a new skill control;
[0257] In response to a trigger operation on the new skill control, the first virtual character is controlled to execute a new skill corresponding to the triggered new skill control, and the duration of the first virtual character in the gain trigger state is reduced.
[0258] In an optional embodiment of the present disclosure, the instructions executed by the computer-readable storage medium further include:
[0259] After the first virtual character enters the gain trigger state, according to at least one valid attack behavior of the first virtual character on the virtual sphere, the increase attribute parameter corresponding to the attribute increase in the gain trigger state and / or the skill attribute parameter corresponding to the new skill are improved.
[0260] In an optional embodiment of the present disclosure, the increase attribute parameter has a positive correlation with the number of valid attack behaviors performed by the first virtual character in the gain trigger state;
[0261] Or, the skill attribute parameter has a positive correlation with the number of valid attack behaviors performed by the first virtual character in the gain trigger state.
[0262] The embodiment of the present disclosure shortens the feedback cycle of the game, can arouse the game participation enthusiasm of the player, promotes the first virtual role controlled by the player to actively perform the effective attack behavior, thereby improving the game interaction efficiency in a unit time; meanwhile, after the first virtual role enters the gain preparation state of the first time length, the first prompt information corresponding to the gain preparation state is displayed on the graphical user interface, so as to timely remind the player of the gain preparation state currently entered by the player, so that the player can perform the effective attack behavior as soon as possible before the first time length ends, thereby controlling the first virtual role to enter the gain triggering state to obtain the attribute addition and / or the new skill, can meet the actual needs of the player to know the current state information, improve the accuracy of the player to master the game situation, and the player can know the current state information without a large amount of thinking, thereby further reducing the thinking cost of the player in the game.
[0263] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific action process of the system, device and unit described above can refer to the corresponding process in the foregoing method embodiments, which will not be repeated here.
[0264] In several embodiments provided by the present disclosure, it should be understood that the disclosed system, device and method can be implemented by other manners. The device embodiments described above are only schematic, for example, the division of the units is only a logical function division, and actual implementation can be in another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some communication interfaces, devices or units, and can be electrical, mechanical or other forms.
[0265] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, they can be located in one place, or can be distributed on a plurality of network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment scheme.
[0266] In addition, each functional unit in each embodiment of the present disclosure can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit.
[0267] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present disclosure or the parts that contribute to the related art or the parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing 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 the various embodiments of the present disclosure. The aforementioned storage medium includes a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various media that can store program codes.
[0268] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments, or make equivalent replacements to some of the technical features, within the technical scope disclosed by the present disclosure. Such modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for processing information in a game, providing a virtual scene for virtual characters from different camps to interact on a graphical user interface of a terminal device, the method comprising: When a first virtual character is in an offensive event, in response to the first virtual character completing a valid offensive action, controlling the first virtual character to enter a gain preparation state for a first duration, and displaying first prompt information corresponding to the gain preparation state on the graphical user interface, wherein the first duration is the duration during which the first virtual character is in the gain preparation state; Before the first duration ends, in response to the first virtual character completing an effective offensive behavior, the first virtual character is controlled to enter a gain trigger state of a second duration from the current gain preparation state; wherein, the gain trigger state is used to control the first virtual character to obtain attribute bonuses and / or new skills, and the second duration is the duration of the first virtual character in the gain trigger state.
2. The method according to claim 1, wherein The method further comprises: Under the condition that the first virtual character does not complete an effective offensive behavior in the gain preparation state, the gain preparation state is exited in response to the expiration of the timing of the first time period.
3. The method according to claim 1, wherein The method further comprises: Before the second time period ends, in response to the first virtual character completing at least one effective offensive action, the time period during which the first virtual character is in the gain triggering state is increased.
4. The method according to claim 1, wherein The method further comprises: Before the second time period ends, in response to the first virtual character switching from the offensive event to the defensive event, controlling the second time period to stop timing; In response to the first virtual character switching from the defensive event to the offensive event again, the first virtual character is controlled to directly enter the gain trigger state, and the second time length is controlled to continue timing to reduce the time length that the first virtual character is in the gain trigger state.
5. The method according to claim 1, wherein The method further comprises: After the first virtual character enters the gain triggering state, in response to the timing of the second time length starting, the time length during which the first virtual character is in the gain triggering state is reduced.
6. The method according to claim 1, wherein The method further comprises: After the first virtual character enters the gain triggering state, second prompt information corresponding to the gain triggering state is displayed on the graphical user interface.
7. The method according to claim 1, wherein The method further comprises: After the first virtual character enters the gain trigger state, if no effective offensive action by the first virtual character against the virtual sphere is detected within the second time period, control is performed from the gain trigger state to the gain confinement state; In the gain confinement state, the first virtual character cannot obtain attribute bonuses and new skills, and the effective offensive behavior completed by the first virtual character against the virtual sphere cannot trigger the entry into the gain preparation state.
8. The method according to claim 7, wherein: The method further comprises: After the third time period corresponding to the gain confinement state ends, the control re-enters the initial state; after re-entering the initial state, the control clears the attribute bonus and / or new skills previously obtained by the first virtual character.
9. The method according to claim 7, wherein: The method further comprises: After the first virtual character enters the gain confinement state, third prompt information corresponding to the gain confinement state is displayed on the graphical user interface.
10. The method according to claim 1, wherein The method further comprises: After the first virtual character enters the game, the first virtual character is controlled to be in an initial state, so that the first virtual character in the initial state enters the gain preparation state after completing an effective attack action against the virtual sphere.
11. The method according to claim 1, wherein The effective offensive behavior includes one of the following: The first virtual character performs an offensive action with the ball to trigger a scoring event; The second virtual character triggers a scoring event by performing a ball-holding offensive action after the first virtual character performs a ball-holding auxiliary action, wherein the first virtual character and the second virtual character belong to the same camp.
12. The method according to claim 1, wherein The method further comprises: After the first virtual character enters the gain triggering state, in response to triggering of a duration deduction condition, the duration that the first virtual character is in the gain triggering state is reduced.
13. The method according to claim 12, wherein: The time deduction conditions include one of the following: The first virtual character uses the new skill; The first virtual character performs an erroneous offensive behavior; the erroneous offensive behavior represents an offensive action performed by the first virtual character under the interference of a third virtual character that fails to trigger a scoring event, and the first virtual character and the third virtual character belong to different camps.
14. The method according to claim 13, wherein The method further comprises: displaying the original skill control on the graphical user interface; After the first virtual character enters the gain trigger state, in response to a trigger operation on the original skill control, controlling the original skill control to switch to a new skill control; In response to the triggering operation on the new skill control, the first virtual character is controlled to execute the new skill corresponding to the triggered new skill control, and the time length during which the first virtual character is in the gain triggering state is reduced.
15. The method according to claim 1, wherein The method further comprises: After the first virtual character enters the gain trigger state, based on at least one effective offensive action performed by the first virtual character against the virtual sphere, the bonus attribute parameters corresponding to the attribute bonus in the gain trigger state and / or the skill attribute parameters corresponding to the new skill are increased.
16. The method according to claim 15, wherein The bonus attribute parameter is positively correlated with the number of effective offensive behaviors performed by the first virtual character in the gain triggering state; Alternatively, the skill attribute parameter is positively correlated with the number of effective offensive behaviors performed by the first virtual character in the gain triggering state.
17. An information processing device for a game, the device comprising: a state preparation module configured to, in response to the first virtual character completing a valid offensive action when the first virtual character is in an offensive event, control the first virtual character to enter a gain preparation state of a first duration, and display first prompt information corresponding to the gain preparation state on a graphical user interface, wherein the first duration is the duration for which the first virtual character is in the gain preparation state; The state trigger module is configured to execute, before the end of the timing of the first time period, in response to the first virtual character completing an effective offensive behavior, controlling the first virtual character to enter a gain trigger state of a second time period from a current gain preparation state; wherein, the gain trigger state is used to control the first virtual character to obtain attribute bonuses and / or new skills, and the second time period is the time period that the first virtual character is in the gain trigger state.
18. An electronic device comprising: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any one of the methods described in claims 1 to 16.
19. A computer-readable storage medium having a computer program stored thereon, wherein the computer program is operable to execute the steps of the method according to any one of claims 1 to 16 when executed by a processor.
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