Information display method in virtual environment, and information configuration method for virtual character
By displaying attack prompts and configuring virtual character tactics in a virtual environment, the system automatically triggers coordinated attacks by virtual characters of the same faction, solving the problem of low efficiency in coordinated attacks by virtual characters and improving the efficiency of information transmission and human-computer interaction.
Patent Information
- Application Number
- PCT/CN2025/090059
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-28
- Filing Date
- 2025-04-21
- Publication Date
- 2026-01-02
AI Technical Summary
In a virtual environment, the efficiency of coordinated attacks between different virtual characters of the same faction is low, and it usually relies on voice or text communication between users, resulting in low efficiency.
By displaying attack prompt effects in a virtual environment, prompts are automatically triggered based on the attributes of virtual characters in the same faction, guiding characters to coordinate attacks. This includes displaying attack prompt effects and configuring virtual character gameplay settings. Attack prompts are automatically triggered once the conditions for coordinated attacks are met.
It improves the efficiency of virtual characters coordinating attacks, reduces the need for communication between users, enhances information transparency and human-computer interaction efficiency, and ensures that users can coordinate attacks in a timely manner.
Smart Images

Figure CN2025090059_02012026_PF_FP_ABST
Abstract
Description
Information display method in virtual environment and information configuration method of virtual character
[0001] The present application claims priority to the Chinese patent application No. 202410878427.5, filed on June 28, 2024, and entitled "Information display method in virtual environment and information configuration method of virtual character", the whole content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] The present application relates to the field of application programs supporting virtual environment, and in particular to an information display method in virtual environment and an information configuration method of virtual character. BACKGROUND
[0003] In the application program supporting virtual environment, a user can control a virtual character in a virtual environment to fight with virtual characters of an enemy camp.
[0004] There are usually multiple camps in a game in which the virtual characters participate, and the virtual characters of different camps fight with each other to win the game. For a battle in the game, if the user controls the virtual character to attack the virtual characters of the enemy camp together with other virtual characters of the same camp, forming a situation of "more people against less people", it helps to improve the probability of winning the battle.
[0005] In the related art, the users controlling different virtual characters of the same camp usually first communicate the strategy of coordinated attack through voice or text, and then control the different virtual characters of the same camp to launch the attack according to the strategy, which has the problem of low efficiency of coordinated attack. SUMMARY
[0006] The present application provides an information display method in virtual environment and an information configuration method of virtual character, which can improve the efficiency of coordinated attack. The technical solution is as follows:
[0007] According to an aspect of the present application, an information display method in virtual environment is provided, which is executed by a computer device, and the method comprises:
[0008] displaying at least one virtual character located in the virtual environment during the game;
[0009] controlling the first virtual character or the second virtual character to change the character attribute in the virtual environment;
[0010] displaying an attack prompt special effect in the virtual environment when the first character attribute of the first virtual character and the second character attribute of the second virtual character meet the coordinated attack condition;
[0011] The attack prompt special effect is used to prompt the first virtual character and the second virtual character to launch an attack in cooperation, and the first virtual character and the second virtual character belong to the same camp in the game.
[0012] According to another aspect of the present application, a virtual character information configuration method is provided, the method is executed by a computer device, and the method comprises:
[0013] A play configuration control of a virtual character is displayed, and the play configuration control is used to configure a play configuration of the virtual character.
[0014] In response to an adjustment operation in the play configuration control, the play configuration of the virtual character is adjusted in the play configuration control.
[0015] In response to a completion configuration operation, the play configuration of the virtual character configured through the play configuration control is obtained.
[0016] The play configuration is used to indicate a role attribute of different role attributes of the virtual character that meets a cooperative attack condition corresponding to the virtual character, the cooperative attack condition is used to trigger display of an attack prompt special effect, and the attack prompt special effect is used to prompt the virtual character and another virtual character to launch an attack in cooperation.
[0017] According to another aspect of the present application, a virtual environment information display device is provided, and the device comprises:
[0018] A display module is configured to display at least one virtual character located in a virtual environment during a game.
[0019] A control module is configured to control a first virtual character or a second virtual character to change a role attribute in the virtual environment.
[0020] The display module is further configured to display an attack prompt special effect in the virtual environment when a first role attribute of the first virtual character and a second role attribute of the second virtual character meet a cooperative attack condition.
[0021] The attack prompt special effect is used to prompt the first virtual character and the second virtual character to launch an attack in cooperation, and the first virtual character and the second virtual character belong to the same camp in the game.
[0022] According to another aspect of the present application, a virtual character information configuration device is provided, and the device comprises:
[0023] A display module is configured to display a play configuration control of a virtual character, and the play configuration control is used to configure a play configuration of the virtual character.
[0024] an adjusting module, configured to adjust the play configuration of the virtual character in the play configuration control in response to an adjusting operation in the play configuration control;
[0025] an obtaining module, configured to obtain the play configuration of the virtual character configured through the play configuration control in response to a completion of the configuration operation;
[0026] The play configuration is used to indicate a role attribute of different role attributes of the virtual character, which meets a cooperative attack condition corresponding to the virtual character, the cooperative attack condition is used to trigger display of an attack prompt special effect, and the attack prompt special effect is used to prompt the virtual character to cooperate with other virtual characters to launch an attack.
[0027] According to another aspect of the present application, a computer device is provided, which comprises a processor and a memory, and the memory stores at least one program, which is loaded and executed by the processor to implement the information display method in a virtual environment and / or the information configuration method of a virtual character according to the above aspects.
[0028] According to another aspect of the present application, a computer readable storage medium is provided, which stores at least one program, which is loaded and executed by a processor to implement the information display method in a virtual environment and / or the information configuration method of a virtual character according to the above aspects.
[0029] According to another aspect of the present application, a computer program product or computer program is provided, which comprises computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the computer device to perform the information display method in a virtual environment and / or the information configuration method of a virtual character provided in various optional implementation manners of the above aspects.
[0030] The technical scheme provided by the present application has at least the following beneficial effects:
[0031] A manner of guiding different virtual characters to cooperate to launch an attack is provided. During the development of a game, a virtual character can be controlled to change a character attribute in a virtual environment, and whether different virtual characters meet a cooperation attack condition is determined according to the character attributes of the different virtual characters in the same camp, so as to automatically trigger display of an attack prompt special effect in the virtual environment. Since the attack prompt special effect can prompt different virtual characters to cooperate to launch an attack, compared with a strategy in the related art in which users control different virtual characters to cooperate to launch an attack through voice or text communication, the manner of controlling different virtual characters in the same camp to cooperate to launch an attack, on the one hand, can realize that the users do not need to communicate through voice or text, but can automatically guide the users to control virtual characters to cooperate to launch an attack through the attack prompt special effect, improves the efficiency of cooperation to launch an attack, realizes the transmission of information of cooperation to launch an attack, and improves information transmission. On the other hand, the users do not need to determine whether cooperation to launch an attack is needed according to game experience, the attack prompt special effect can also make the users avoid missing the opportunity to cooperate to launch an attack as much as possible, is conducive to the users cooperating to launch an attack in time, and also improves the efficiency of human-computer interaction. BRIEF DESCRIPTION OF DRAWINGS
[0032] FIG. 1 is a schematic diagram of a split in a virtual environment according to an example embodiment of the present application;
[0033] FIG. 2 is a structural block diagram of a computer system according to an example embodiment of the present application;
[0034] FIG. 3 is a schematic diagram of a process of displaying an attack prompt special effect according to an example embodiment of the present application;
[0035] FIG. 4 is a flowchart of a method of displaying information in a virtual environment according to an example embodiment of the present application;
[0036] FIG. 5 is a schematic diagram of a game interface according to an example embodiment of the present application;
[0037] FIG. 6 is a flowchart of a method of configuring information of a virtual character according to an example embodiment of the present application;
[0038] FIG. 7 is a schematic diagram of a play configuration control according to an example embodiment of the present application;
[0039] FIG. 8 is a flowchart of a method of displaying information in a virtual environment according to an example embodiment of the present application;
[0040] FIG. 9 is a schematic diagram of a virtual character selection interface according to an example embodiment of the present application;
[0041] FIG. 10 is a schematic diagram of a play configuration control according to an example embodiment of the present application;
[0042] FIG. 11 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application;
[0043] FIG. 12 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application;
[0044] FIG. 13 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application;
[0045] FIG. 14 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application;
[0046] FIG. 15 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application;
[0047] FIG. 16 is a schematic diagram of prompt information according to an example embodiment of the present application;
[0048] FIG. 17 is a schematic diagram of a correspondence between an attack prompt special effect and a preset area according to an example embodiment of the present application;
[0049] FIG. 18 is a schematic diagram of a process of configuring a play configuration for a virtual character according to an example embodiment of the present application;
[0050] FIG. 19 is a schematic diagram of automatic configuration logic according to an example embodiment of the present application;
[0051] FIG. 20 is a schematic diagram of a process of displaying an attack prompt special effect according to an example embodiment of the present application;
[0052] FIG. 21 is a schematic diagram of a process of displaying an attack marker according to an example embodiment of the present application;
[0053] FIG. 22 is a flowchart of a method of displaying information in a virtual environment according to an example embodiment of the present application;
[0054] FIG. 23 is a schematic diagram of a structure of an information display apparatus in a virtual environment according to an example embodiment of the present application;
[0055] FIG. 24 is a schematic diagram of a structure of an information display apparatus in a virtual environment according to an example embodiment of the present application;
[0056] FIG. 25 is a schematic diagram of a structure of an information display apparatus in a virtual environment according to an example embodiment of the present application;
[0057] FIG. 26 is a schematic diagram of a structure of an information display apparatus in a virtual environment according to an example embodiment of the present application;
[0058] FIG. 27 is a schematic diagram of a structure of an information configuration apparatus for a virtual character according to an example embodiment of the present application;
[0059] FIG. 28 is a structural schematic diagram of a terminal according to an example embodiment of the present application. DETAILED DESCRIPTION
[0060] First, terms related to the present application are introduced:
[0061] Virtual environment: a virtual environment displayed (or provided) by an application when running on a terminal. The virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in the embodiments of the present application.
[0062] Virtual character: a virtual character refers to a movable object in a virtual environment. The movable object can be a virtual person, a virtual animal, an animation character, etc., such as a person displayed in a three-dimensional virtual environment. Alternatively, the virtual character is a three-dimensional model created based on animation skeleton technology. Each virtual character has its own shape and volume in a three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
[0063] User interface (UI) control: any visible control or element that can be seen on the user interface of an application. For example, pictures, input boxes, text boxes, buttons, labels, etc. Some of the UI controls respond to user operations.
[0064] Multiplayer online battle arena (MOBA) game: in a match of a MOBA game, there are usually multiple teams (for example, two teams), and there is one or more virtual characters in each team. The virtual characters in the match are controlled by users participating in the match, or controlled by a system or artificial intelligence (AI). During the process of the match, the virtual characters of different teams fight to win the current match. In some embodiments, each team has one or more virtual buildings (virtual defense towers), and the virtual characters of a first team win the current match by destroying target buildings in the virtual buildings of a second team. In this process, the virtual characters of the first team need to fight with the virtual characters of the second team. In some embodiments, the users participating in the match can purchase virtual equipment (virtual props) for their virtual characters, and improve the battle capability of the virtual characters by upgrading the level of the virtual characters and purchasing props for the virtual characters.
[0065] Role Positioning: The role positioning in the MOBA game refers to the role classification of the virtual characters in the game, which is usually based on the abilities (such as skills, attributes) of the virtual characters and their roles in the team. The role positioning of the virtual characters includes but is not limited to tank, fighter, mage, marksman, assassin and support. Each role positioning has its own advantages and disadvantages, as well as suitable combat tasks and strategies. For example, the virtual characters with tank role positioning usually have high survivability and are suitable for attracting the firepower of the enemy camp; the virtual characters with fighter role positioning usually have certain survivability and certain damage; the virtual characters with mage role positioning are good at using magic skills to cause spell damage; the virtual characters with marksman role positioning are good at using physical skills or normal attacks to cause physical damage; the virtual characters with support role positioning are good at using skills to protect the virtual characters of the same camp or impose control effects on the virtual characters of the enemy camp.
[0066] Lane: The lane can also be referred to as a sub-lane. The lane is a mechanism in the MOBA game, which is used to indicate the main moving area of the virtual characters in the game. In some embodiments, the lanes in the virtual environment are divided based on at least one of the virtual buildings, virtual battle lines and neutral resources corresponding to different camps.
[0067] For example, FIG. 1 is a schematic diagram of sub-lanes in a virtual environment according to an example embodiment of the present application. As shown in FIG. 1, the virtual environment 101 in the MOBA game is divided into three lanes and one wild lane. The three lanes are sub-lane 1021, sub-lane 1022 and sub-lane 1023, and the lanes include the moving sub-lanes of the virtual battle lines of different camps. For the camp corresponding to the lower left area of the virtual environment 101 (the blank area corresponding to the diagonal line from the top left corner to the bottom right corner in FIG. 1), the sub-lane 1021 can be referred to as the upper lane or the confrontation lane, the sub-lane 1022 can be referred to as the middle lane or the mage lane, and the sub-lane 1023 can be referred to as the lower lane or the marksman lane or the development lane. The wild lane corresponds to the neutral resource area 1031 or the neutral resource area 1032 in the virtual environment 101, and the neutral resource area 1031 and the neutral resource area 1032 have neutral resources of different camps. For the camp corresponding to the lower left area of the virtual environment 101, the wild lane corresponds to the neutral resource area 1031 in the virtual environment 101. The arrows in FIG. 1 represent the moving direction of the virtual battle lines of different camps, and also reflect the moving direction of the virtual characters in the corresponding sub-lane. It should be noted that the sub-lane division for the camp corresponding to the upper right area of the virtual environment 101 can refer to the above content, and the embodiments of the present application will not be repeated here.
[0068] In some embodiments, there is a corresponding relationship between different lanes in the virtual environment and the role positions of the virtual characters. For example, with reference to Figure 1, for the camp corresponding to the lower left area of the virtual environment 101, the warrior role position and the tank role position correspond to the lane 1021, the mage role position corresponds to the lane 1022, the marksman role position, the tank role position, and the support role position correspond to the lane 1023, and the assassin role position corresponds to the neutral resource area 1031.
[0069] Gank: refers to an attack strategy in a MOBA game in which a virtual character in a lane goes to another lane to help, kills or retreats home, etc. of the virtual characters of the enemy camp in a "more than less" way, so that the virtual characters of the home camp are superior to the virtual characters of the enemy camp in the dimensions of economy or level, etc. to form an advantageous situation. Due to the particularity of the wild area lane, gank is usually performed by a virtual character in the assassin role position (wild), and in some cases, a virtual character in an online lane may also gank another online lane.
[0070] Hero: a virtual character controlled by a user in a MOBA game, which can be referred to as a hero. Different heroes have different mechanisms, which results in different play styles and strong periods of heroes at different levels. When a user controls a hero to gank, the strength of the hero is usually considered. If a hero is very weak or lacks control skills in the early stage, it is generally not ganked in its lane in the early stage to avoid attacking the strong with the weak.
[0071] Skill: the skills of a virtual character include various battle-related abilities that can be used by the virtual character. The skills of a virtual character have an important influence on the battle performance of the virtual character and the progress of the battle. The skills of a virtual character can usually be divided into two categories: active skills and passive skills. Among them, active skills are skills that can be actively used by a virtual character, and usually have a certain cooling time after being released. Passive skills are skills that are automatically triggered when a virtual character meets certain conditions. Each skill of a virtual character has a corresponding effect, such as damage skills, defense skills, healing skills, gain skills, and debuff skills. The effects of skills can determine the role and function of a virtual character in the game.
[0072] In some embodiments, most heroes in a MOBA game usually have 3 or 4 active skills in addition to a common skill. In the case of 3 skills, the first 2 are small skills, and the third is a big skill. In the case of 4 skills, the first 3 are small skills, and the fourth is a big skill. The common skill is a skill that each virtual character can have. The big skill has a stronger effect than the small skills. A virtual character gets a skill point for each level up. A skill point can be used to unlock / upgrade a skill. In some embodiments, in the case of 4 skills, a virtual character can unlock all 3 small skills at level 3, and unlock the big skill at level 6. Alternatively, in the case of 3 skills, a virtual character can unlock all 2 small skills at level 2, and unlock the big skill at level 4.
[0073] FIG. 2 is a structural block diagram of a computer system 200 according to an example embodiment of the present application. The computer system 200 includes a first terminal 210, a second terminal 220, and a server cluster 230.
[0074] The first terminal 210 has installed and running an application 211 that supports a virtual environment. The application 211 can be a client that supports a virtual environment. When the first terminal 210 runs the application 211, a user interface of the application 211 is displayed on a screen of the first terminal 210. The application 211 can be any one of a MOBA game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a fight technology game (FTG), an action game (ACT), a real-time strategy game (RTS), a massive / massively multiplayer online game (MMOG), an arcade game, a simulation game (SLG), a competitive game, a party game, or a casual game. In this embodiment, the application 211 is taken as an example of a MOBA game. The first terminal 210 is a terminal used by a first user 212. The first user 212 uses the first terminal 210 to control the behavior of a first virtual character in a virtual environment. The first user 212 uses the application 211 by logging in a first account.
[0075] The second terminal 220 installs and runs an application 221 supporting the virtual environment, which can be a client supporting the virtual environment. When the second terminal 220 runs the application 221, a user interface of the application 221 is displayed on a screen of the second terminal 220. The application 221 can be any one of a MOBA game, an FPS game, a TPS game, an FTG, an ACT, an RTS, an MMOG, an arcade game, an SLG, a competitive game, a party game, and a casual game. Alternatively, the application 221 is completely identical to the application 211, or is the same application under different operating systems, or is different versions of the same application. The second terminal 220 is a terminal used by a second user 222, and the second user 222 uses the second terminal 220 to control behaviors of a second virtual character in the virtual environment. The second user 222 uses the application 221 by logging in a second account. Alternatively, the second virtual character and the first virtual character belong to the same camp or different camps. When they belong to the same camp, there can be at least one virtual character of an enemy camp in the virtual environment, which is controlled by a user using a third terminal through a corresponding application, and the virtual character of the enemy camp belongs to an enemy camp of the first virtual character.
[0076] The device types of the first terminal 210 and the second terminal 220 include at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0077] Only two terminals are shown in FIG. 2, but there are multiple other terminals 240 in different embodiments. In some embodiments, there is at least one other terminal 240 that is a terminal corresponding to a developer, and a development and editing platform supporting the client of the virtual environment is installed on the other terminal 240. The developer can edit and update the client on the other terminal 240, and transmit an updated client installation package to the server cluster 230 through a wired or wireless network. The first terminal 210 and the second terminal 220 can download the client installation package from the server cluster 230 to update the client.
[0078] The first terminal 210, the second terminal 220, and the other terminal 240 are connected to the server cluster 230 through a wireless network or a wired network.
[0079] The server cluster 230 comprises at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server cluster 230 is configured to provide background services for the clients supporting the virtual environment. Optionally, the server cluster 230 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server cluster 230 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server cluster 230 and the terminal adopt a distributed computing architecture to perform collaborative computing. Optionally, the terminal and the server are both computer devices.
[0080] In an illustrative example, the server cluster 230 comprises a server 231 and a server 236, the server 231 comprises a processor 232, a database 233, a game service module 234, and an input / output interface (I / O interface) 235. The processor 232 is configured to load instructions stored in the server 231, and process data in the database 233 and the game service module 234. The database 233 is configured to store data related to users using the first terminal 210, the second terminal 220, and other terminals 240, such as the user's avatar, nickname, owned virtual character, and service area. The game service module 234 is configured to provide services for the game between virtual characters of different camps. The I / O interface 235 is configured to establish communication with the terminal through a wireless network or a wired network to exchange data.
[0081] In combination with the above description of the virtual environment and the implementation environment, the method provided by the embodiments of the present application will be described below.
[0082] FIG. 3 is a schematic diagram of a process of displaying an attack prompt special effect according to an example embodiment of the present application. As shown in FIG. 3, in the preparation stage of the game, for example, the virtual character selection stage, the client can display a play configuration control of the controlled virtual character. The play configuration control is configured to configure the play configuration of the controlled virtual character. The controlled virtual character is a virtual character controlled by the user using the client, and the controlled virtual character comprises the first virtual character or the second virtual character. The play configuration is configured to indicate whether the controlled virtual character is in the attack play at different levels. In the process of the game, the client displays at least one virtual character in the virtual environment 301, and controls the current level of the controlled virtual character. According to the current level of the different virtual characters and the corresponding play configuration, it can be determined whether the different virtual characters are currently in the attack play. Optionally, the virtual environment 301 comprises a plurality of branches, for example, the virtual environment 301 in FIG. 3 comprises branches 3021, 3022, and 3023, and a branch corresponding to the neutral resource area.
[0083] As shown in (a) of FIG. 3, during the process of the game, in the case that the first virtual character and the second virtual character meet the cooperative attack condition, the client displays attack prompt special effects in the virtual environment 301, which are used to prompt the first virtual character and the second virtual character to cooperate to launch an attack, such as attack prompt special effects 303, 304, 305, 306, and 307 in (a) of FIG. 3. The cooperative attack condition includes that the first play configuration of the first virtual character indicates that the first virtual character is in an attack play at its current level, and the play configuration of the second virtual character indicates that the second virtual character is in an attack play at its current level, and the first virtual character and the second virtual character belong to the same team in the game.
[0084] For the display of the attack prompt special effects, the following cases are included. The first character position in the following cases includes at least one of a warrior character position and a tank character position, corresponding to a first lane, such as the upper lane shown in FIG. 1. The second character position includes a mage character position, corresponding to a second lane, such as the middle lane shown in FIG. 1. The third character position includes an assassin character position, corresponding to a third lane, such as the wild zone lane shown in FIG. 1. The fourth character position includes an marksman character position, and the fifth character position includes at least one of an auxiliary character position and a tank character position, the fourth character position and the fifth character position corresponding to a fourth lane, such as the lower lane shown in FIG. 1.
[0085] The first case: the first virtual character belongs to the first character position, such as the warrior character position, and the second virtual character belongs to the second character position, such as the mage character position. The first character position corresponds to the first lane, such as lane 3021, and the second character position corresponds to the second lane, such as lane 3022, and the first lane is adjacent to the second lane. In this case, the client displays attack prompt special effects pointing to the first lane, such as attack prompt special effect 303, and attack prompt special effects pointing to the second lane, such as attack prompt special effect 304, in the virtual environment 301.
[0086] The second case: the first virtual character belongs to the first character position or the second character position, and the second virtual character belongs to the third character position, such as the assassin character position. The first character position corresponds to the first lane, such as lane 3021, the second character position corresponds to the second lane, such as lane 3022, and the third character position corresponds to the third lane, which corresponds to the neutral resource area in the virtual environment 301. In this case, the client displays attack prompt special effects pointing to the lane corresponding to the character position of the first virtual character, such as attack prompt special effect 303, or attack prompt special effects 304 and 305, in the virtual environment 301.
[0087] The third case: the first virtual role belongs to the second role position, the second virtual role belongs to the fourth role position or the fifth role position, the second virtual role includes an attacking role or an assisting role, the attacking role belongs to the fourth role position, for example, a striker role position, and the assisting role belongs to the fifth role position, for example, an assisting role position. The second role position corresponds to a second lane, for example, the lane 3022, the fourth role position and the fifth role position correspond to a fourth lane, for example, the lane 3023, and the fourth lane is adjacent to the second lane. In this case, the client displays an attacking prompt special effect, for example, the attacking prompt special effect 305, pointing to the second lane and an attacking prompt special effect, for example, the attacking prompt special effect 306, pointing to the fourth lane in the virtual environment 301.
[0088] The fourth case: the first virtual role belongs to the fourth role position or the fifth role position, the first virtual role includes an attacking role or an assisting role, the attacking role belongs to the fourth role position, the assisting role belongs to the fifth role position, and the second virtual role belongs to the third role position. The fourth role position and the fifth role position correspond to the fourth lane, for example, the lane 3023, and the third role position corresponds to a third lane, which corresponds to a neutral resource area in the virtual environment 301. In this case, the client displays an attacking prompt special effect, for example, the attacking prompt special effect 306, pointing to the fourth lane in the virtual environment 301.
[0089] The fifth case: the first virtual role belongs to the fourth role position, the second virtual role belongs to the fifth role position, the first virtual role includes an attacking role, and the second virtual role includes an assisting role, the attacking role belongs to the fourth role position, and the assisting role belongs to the fifth role position. The fourth role position and the fifth role position correspond to the fourth lane, for example, the lane 3023. In this case, the client displays an attacking prompt special effect, for example, the attacking prompt special effect 307, in the fourth lane of the virtual environment 301.
[0090] In some embodiments, in the case where multiple cases described above are met at the same time, the client displays corresponding attacking prompt special effects according to the cases met.
[0091] As shown in (b) of FIG. 3, after the client displays the attack prompt special effect on the client side, in a case where the second virtual character enters a display area corresponding to the attack prompt special effect on the branch pointing to the first virtual character, the client cancels display of the attack prompt special effect and displays chat information corresponding to the second virtual character. The chat information is used to prompt the first virtual character to initiate an attack. After the second virtual character enters a preset area around the display area, the client displays an attack mark on the branch corresponding to the first virtual character. For example, in the first case described above, in a case where the second virtual character enters a preset area around the display area corresponding to the attack prompt special effect 303, the client displays an attack mark 308 on the branch 3021. It should be noted that in a case where the first virtual character enters a display area corresponding to an attack prompt special effect on a branch pointing to the second virtual character (for example, corresponding to the first case and the third case described above), the above process can also be performed, and details are not described herein again.
[0092] By determining whether different virtual characters are currently in an attack mode according to the playing mode configuration of the different virtual characters, whether the different virtual characters currently satisfy the cooperative attack condition is determined, so as to automatically trigger display of an attack prompt special effect. Since the attack prompt special effect can prompt different virtual characters to cooperate to initiate an attack, the user does not need to communicate with each other, and the user can be automatically guided to control the virtual character to cooperate to initiate an attack, and the efficiency of cooperative attack is improved.
[0093] FIG. 4 is a flowchart of a method for displaying information in a virtual environment according to an example embodiment of the present application. The method can be executed by a computer device, for example, a terminal or a client on the terminal. As shown in FIG. 4, the method includes the following steps:
[0094] Step 402: During the development of the game, at least one virtual character located in a virtual environment is displayed.
[0095] The virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictional environment, or a purely fictional environment. In some embodiments, during the development of the game, the client displays a game interface, and a picture of the virtual environment is displayed in the game interface. The picture of the virtual environment displayed in the game interface is obtained according to the perspective of the user corresponding to the client observing the virtual environment. The user can adjust the perspective of observing the virtual environment by controlling the movement of the virtual character corresponding to the user or by dragging, so that the client displays different pictures of the virtual environment in the game interface.
[0096] A virtual character is a movable object in a virtual environment, which can be a virtual human, a virtual animal, a cartoon character, etc. The virtual character can be a character emulating a real-world object, a semi-emulating semi-fictional character, or a purely fictional character. Optionally, a virtual character other than a user-controlled virtual character is controlled by another user or by the system, e.g., by an AI. A virtual character other than a user-controlled virtual character includes a virtual character belonging to the same camp as the user-controlled virtual character, and a virtual character belonging to a different camp as the user-controlled virtual character.
[0097] In a match played by a client based on a virtual environment, multiple camps are involved, e.g., two camps are involved, and different camps occupy different areas in the virtual environment. Each camp includes at least one virtual character. The virtual characters of different camps fight with each other constantly, thereby obtaining victory in the match.
[0098] In some embodiments, the at least one virtual character includes a controlled virtual character, which is a virtual character controlled by a user of the client in the virtual environment. The at least one virtual character can also include at least one of a virtual character belonging to the same camp as the controlled virtual character, and a virtual character belonging to a different camp as the controlled virtual character. Optionally, the at least one virtual character can also not include the user's controlled virtual character when the user adjusts the perspective from which the user observes the virtual environment.
[0099] By way of example, FIG. 5 is a schematic diagram of a match interface according to an example embodiment of the present application. As shown in FIG. 5, the match interface 501 displays a virtual environment 502, and the virtual environment 502 displays virtual characters 503 participating in the match, which refers to multiple virtual characters, and FIG. 5 specifically displays virtual character 1, virtual character A, virtual character B, and virtual character C. The upper left corner of the match interface 501 displays a small map 504 corresponding to the virtual environment 502, which is used to display the virtual environment 502 in a thumbnail manner, and the small map 504 displays markers corresponding to the virtual characters 503 participating in the match, which are used to reflect the positions of the virtual characters 503 in the virtual environment 502. The lower left corner of the match interface 501 displays a movement control 505, which is used for a user to control the movement of the virtual character 503 corresponding to the user in the virtual environment 502. The lower right corner of the match interface 501 displays skill controls 506 and a normal attack control 507. Each skill control 506 corresponds to a skill of the virtual character 503 controlled by the user, and is used to control the virtual character 503 to release the corresponding skill. The normal attack control 507 is used for the user to control the virtual character 503 corresponding to the user to perform a normal attack.
[0100] Step 404: controlling the first virtual role or the second virtual role to change the role attribute in the virtual environment.
[0101] In the case that the client controls the first virtual role to change the role attribute, the first virtual role is a virtual role controlled by the user of the client; in the case that the client controls the second virtual role to change the role attribute, the second virtual role is a virtual role controlled by the user of the client. That is, the client can only control the user-controlled virtual role to change the role attribute, and for the virtual roles other than the user-controlled virtual role, the change of the role attribute is controlled by the corresponding client.
[0102] The role attribute includes at least one of a level of the virtual role, a skill possessed by the virtual role, a virtual equipment possessed by the virtual role, and a basic attribute of the virtual role. The skill possessed by the virtual role includes a skill that can be used by the virtual role, for example, a skill that has been unlocked by the virtual role. The virtual equipment possessed by the virtual role includes equipment that has been worn / used by the virtual role. Optionally, the virtual equipment includes at least one of attack equipment, defense equipment, and auxiliary equipment, the attack equipment is used to improve the attack ability of the virtual role, the defense equipment is used to improve the defense ability of the virtual role, and the auxiliary equipment is used to provide a gain effect for the virtual role or impose a debuff effect on a virtual role of an enemy camp, the gain effect is used to improve the battle ability of the virtual role, and the debuff effect is used to reduce the battle ability of the virtual role. Optionally, the basic attribute of the virtual role includes at least one of an attribute value related to the attack ability of the virtual role, an attribute value related to the defense ability of the virtual role, a maximum health value of the virtual role, a gain effect obtained by the virtual role, and a debuff effect obtained by the virtual role.
[0103] In some embodiments, the virtual character has skills associated with levels of the virtual character, and the virtual character can unlock corresponding skills at different levels. For example, the virtual character has skill 1, skill 2, skill 3, and skill 4, and the effect of skill 4 is stronger than that of the other skills, which can be referred to as a big move. The virtual character can unlock skill 1, skill 2, and skill 3 at level 3, and unlock the big move at level 6. The virtual equipment of the virtual character is purchased by the user controlling the virtual character during the game. The basic attribute of the virtual character is related to at least one of the level of the virtual character, the virtual equipment of the virtual character, and the skills of the virtual character. For example, when the level of the virtual character is increased, the attribute value of the basic attribute of the virtual character is increased; when the virtual character wears virtual equipment or is affected by virtual equipment of other virtual characters, the attribute value of the basic attribute of the virtual character is increased or decreased; when the virtual character releases a skill or is affected by a skill released by another virtual character, the attribute value of the basic attribute of the virtual character is increased or decreased. Alternatively, when the virtual character obtains neutral resources in the virtual environment, the basic attribute of the virtual character is also affected. The neutral resources include resources in the virtual environment that do not belong to any one camp, i.e., virtual characters of each camp participating in the game can seize the neutral resources in the virtual environment.
[0104] Alternatively, the client controls the virtual character to change the character attribute in the virtual environment according to at least one of experience resources possessed by the virtual character itself, economic resources possessed by the virtual character itself, and external influencing factors of the virtual character. The experience resources are used to increase the level of the virtual character, and the economic resources are used to purchase virtual equipment for the virtual character. The virtual character can obtain experience resources and economic resources by defeating virtual characters of the enemy camp and obtaining neutral resources in the virtual environment. In some embodiments, the virtual character can also automatically obtain a certain amount of experience resources and / or economic resources according to the time progress of the game. The external influencing factors of the virtual character can be skills of other virtual characters, virtual equipment of other virtual characters, and gain effects obtained by obtaining neutral resources.
[0105] Step 406: displaying an attack prompt special effect in the virtual environment when the first character attribute of the first virtual character and the second character attribute of the second virtual character satisfy the cooperative attack condition.
[0106] The first virtual character and the second virtual character belong to the same camp in the game. For example, the first virtual character and the second virtual character belong to the first camp in the game, the first virtual character includes any virtual character in the first camp, and the second virtual character includes any virtual character in the first camp different from the first virtual character. The first character attribute is the current character attribute of the first virtual character, and the second character attribute is the current character attribute of the second virtual character.
[0107] The attack condition is a condition for indicating that the different virtual characters in the same camp can initiate an attack in cooperation. The attack condition is used to trigger the display of an attack prompt special effect in the virtual environment. The attack condition is set for a character attribute of a virtual character. Optionally, the attack condition is set for at least one of a level of the virtual character, a skill possessed by the virtual character, virtual equipment possessed by the virtual character, and a basic attribute of the virtual character. In some embodiments, the attack condition is set for a combination of multiple virtual characters in the same camp. In this case, the display of the attack prompt special effect is triggered when the character attributes of each virtual character in the combination of the multiple virtual characters all satisfy the character attributes set in the attack condition. In some embodiments, the attack condition is set for different virtual characters respectively. In this case, each of the different virtual characters corresponds to an attack condition. For example, a first virtual character corresponds to a first attack condition, and a second virtual character corresponds to a second attack condition. The display of the attack prompt special effect is triggered when a first character attribute of the first virtual character satisfies the character attribute set in the first attack condition, and a second character attribute of the second virtual character satisfies the character attribute set in the second attack condition. In some embodiments, the attack condition is set for a level of a virtual character. For example, the display of the attack prompt special effect is triggered when a first level of a first virtual character satisfies a first level condition, and a second level of a second virtual character satisfies a second level condition. The first level is a current level of the first virtual character, and the second level is a current level of the second virtual character.
[0108] In some embodiments, the attack condition is set with a character attribute that satisfies the attack condition. The character attribute set in the attack condition is configured by a game planner or a user participating in the game. For example, each virtual character participating in the game corresponds to an attack condition, and the attack condition is configured by a user participating in the game for a virtual character controlled by the user in the game.
[0109] In some embodiments, the virtual environment includes a plurality of lanes. In addition to satisfying the above-mentioned cooperative attack condition, a lane condition needs to be satisfied for triggering the display of the attack prompt special effect. Optionally, the lane condition includes that the lane corresponding to the first virtual character is adjacent to the lane corresponding to the second virtual character, and / or the lane corresponding to at least one of the first virtual character and the second virtual character corresponds to a neutral resource area in the virtual environment. The lanes in the virtual environment are used to indicate the main movement area of the virtual characters during the game. Optionally, the lanes in the virtual environment are divided based on at least one of the virtual buildings, virtual battle lines, and neutral resources corresponding to different camps. In some embodiments, the lanes in the virtual environment have a corresponding relationship with the role positioning of the virtual characters, and the role positioning of the virtual characters is used to classify the virtual characters. In some embodiments, the role positioning of the virtual characters includes, but is not limited to, at least one of the following: a tank role positioning, a warrior role positioning, a mage role positioning, an archer role positioning, an assassin role positioning, and an auxiliary role positioning. For example, the warrior role positioning and the tank role positioning correspond to a first lane in the virtual environment, the mage role positioning corresponds to a second lane in the virtual environment, the assassin role positioning corresponds to a third lane in the virtual environment, and the archer role positioning, the tank role positioning, and the auxiliary role positioning correspond to a fourth lane in the virtual environment. The first lane is adjacent to the second lane, and the second lane is adjacent to the fourth lane. The third lane corresponds to a neutral resource area in the virtual environment, and the neutral resource area is an area in the virtual environment where there is a neutral resource.
[0110] The attack prompt special effect is used to prompt the first virtual character and the second virtual character to cooperate to launch an attack. Optionally, the display manner of the attack prompt special effect is related to the lane corresponding to the virtual character. For example, the attack prompt special effect is displayed on the lane corresponding to the first virtual character and / or the second virtual character, and / or the attack prompt special effect points to the lane corresponding to the first virtual character and / or the second virtual character. In some embodiments, the attack prompt special effect is displayed as an arrow special effect. In this case, it can be understood that the attack prompt special effect is used to prompt the position where the first virtual character and the second virtual character cooperate to launch an attack. In the case where the attack prompt special effect points to the lane corresponding to the virtual character, the position pointed to by the attack prompt special effect includes at least one of the middle area of the lane corresponding to the virtual character, the position of the virtual character in the lane corresponding to it, the position of the virtual battle line in the lane corresponding to the virtual character, the position of the virtual character of the enemy camp in the lane corresponding to the virtual character, and the position of the virtual building in the lane corresponding to the virtual character.
[0111] Optionally, for the process of determining whether the first role attribute of the first virtual role and the second role attribute of the second virtual role satisfy the cooperative attack condition, the determination is made by the client corresponding to the first virtual role, or by the client corresponding to the second virtual role, or by the server corresponding to the client, or by the client and the server in cooperation, and the embodiments of the present application do not limit this. In some embodiments, the attack prompt special effect corresponding to the first virtual role and the second virtual role is only displayed in the client corresponding to the first virtual role and the client corresponding to the second virtual role, and the attack prompt special effect is not displayed for the clients corresponding to other virtual roles in the game.
[0112] In summary, the method provided in the embodiments determines whether different virtual roles satisfy the cooperative attack condition according to the role attributes of the different virtual roles, so as to automatically trigger the display of the attack prompt special effect in the virtual environment. Since the attack prompt special effect can prompt different virtual roles to cooperate to launch an attack, the efficiency of cooperative attack is improved, and the user is automatically guided to control the virtual role to cooperate to launch an attack without communication between users.
[0113] FIG. 6 is a flowchart of a method for configuring information of a virtual role according to an example embodiment of the present application. The method can be executed by a computer device, for example, a terminal or a client on the terminal. As shown in FIG. 6, the method includes:
[0114] Step 602: Display a play configuration control of the virtual role.
[0115] The play configuration control is used to configure the play configuration of the virtual role. The virtual role is a role controlled by a user in a game. By using the play configuration control by different users participating in the game, the play configuration of the virtual role controlled by the user in the game is configured, so that each virtual role participating in the game has a corresponding play configuration.
[0116] The virtual role is a movable object in the virtual environment, which can be a virtual person, a virtual animal, an animation character, etc. The virtual role can be a role simulating an object in the real world, a semi-simulated and semi-fictional role, or a purely fictional role. The virtual environment can be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
[0117] The play configuration is used to indicate the role attribute of the virtual role that satisfies the cooperative attack condition corresponding to the virtual role. It can be understood that the play configuration is used to configure the cooperative attack condition corresponding to the virtual role, and different virtual roles each have a corresponding cooperative attack condition. The role attribute includes at least one of the level of the virtual role, the skill possessed by the virtual role, the virtual equipment possessed by the virtual role, and the basic attribute of the virtual role.
[0118] The attack coordination condition is used to trigger display of an attack prompt special effect in the virtual environment, and the attack prompt special effect is used to prompt the virtual character to launch an attack in coordination with other virtual characters. The virtual character and the other virtual characters belong to the same team in the game. In some embodiments, the first virtual character corresponds to a first attack coordination condition, and the second virtual character corresponds to a second attack coordination condition. When the first character attribute of the first virtual character meets the character attribute set in the first attack coordination condition, and the second character attribute of the second virtual character meets the character attribute set in the second attack coordination condition, the attack prompt special effect is triggered to be displayed. The first attack coordination condition is configured by a user controlling the first virtual character through a play configuration control corresponding to the first virtual character. The second attack coordination condition is configured by a user controlling the second virtual character through a play configuration control corresponding to the second virtual character. For the attack prompt special effect, refer to the related description in other embodiments, which will not be repeated here.
[0119] In some embodiments, the play configuration control is triggered to be displayed in the preparation stage of the game, for example, in the virtual character selection stage of the game. In the virtual character selection stage of the game, the client displays a virtual character selection interface, and the virtual character selection interface is used for a user to select a virtual character controlled by the user in the game. A play configuration button is displayed in the virtual character selection interface, and in response to a display operation triggered by the play configuration button, the client displays the play configuration control corresponding to the virtual character selected by the user.
[0120] Optionally, the play configuration control is displayed independently of the virtual character selection interface, or the play configuration control is displayed in the virtual character selection interface. For example, the play configuration control is displayed through a pop-up window, a floating layer, or a sidebar in the virtual character selection interface.
[0121] Optionally, a default play configuration of the virtual character is displayed in the play configuration control, and the play configuration of the virtual character is obtained by adjusting the default play configuration. In some embodiments, the default play configuration is predicted by a play configuration prediction model for the virtual character. The play configuration prediction model is trained by at least one of positive samples and negative samples. The positive samples include two first sample virtual characters that cooperatively attack and win in a battle in each battle of a historical game, and first sample character attributes of the two first sample virtual characters, the first sample character attributes including character attributes of the first sample virtual characters in the battle, such as at least one of a level of the first sample virtual characters, a skill possessed by the first sample virtual characters, a virtual equipment possessed by the first sample virtual characters, and a basic attribute of the first sample virtual characters. The two first sample virtual characters belong to the same camp. The negative samples include two second sample virtual characters that cooperatively attack and lose in a battle in each battle of the historical game, and second sample character attributes of the two second sample virtual characters, the second sample character attributes including character attributes of the second sample virtual characters in the battle, such as a level of the second sample virtual characters, a skill possessed by the second sample virtual characters, a virtual equipment possessed by the second sample virtual characters, and a basic attribute of the second sample virtual characters. The two second sample virtual characters belong to the same camp. Optionally, the positive samples and the negative samples are collected by game planners or obtained from a public data set. By training the play configuration prediction model, the default play configuration of different virtual characters can be predicted by the play configuration prediction model. In some embodiments, the play configuration prediction model is an AI model constructed based on a neural network (NN).
[0122] Step 604: adjusting the play configuration of the virtual character in the play configuration control in response to the adjusting operation in the play configuration control.
[0123] In some embodiments, the play configuration control is used to display character attributes of the virtual character that satisfy the cooperative attack condition. In response to the adjusting operation, the play configuration of the virtual character is adjusted by adjusting the character attributes of the virtual character that satisfy the cooperative attack condition displayed in the play configuration control.
[0124] In some embodiments, the play configuration control displays at least one of the following: information of the virtual character, one or more configuration controls, a delete button, an add button, and a confirm button. The information of the virtual character includes an avatar and a name of the virtual character. The configuration control is used to select a type of character attribute of the virtual character, or the configuration control is used to select a character attribute that satisfies the cooperative attack condition. The delete button is used to delete a certain character attribute. The add button is used to add a new character attribute. The confirm button is used to confirm the completion of the configuration.
[0125] For example, FIG. 7 is a schematic diagram of a play configuration control according to an example embodiment of the present application. As shown in FIG. 7, the play configuration control 701 displays information 702 of a virtual character and configuration controls 703 and 704. The information 702 of the virtual character displays an avatar and a name of the virtual character, the configuration control 703 is used to select a type of a character attribute of the virtual character, and the configuration control 704 is used to select a character attribute that satisfies a coordinated attack condition. For example, the configuration control 703 displays a level, indicating that the selected character attribute is a level, and the configuration control 704 displays level 1, indicating that the selected character attribute that satisfies the coordinated attack condition is level 1. The play configuration control 701 also displays a delete button 705 and an add button 706, the delete button 705 is used to delete a certain character attribute, and the add button 706 is used to add a new character attribute.
[0126] Step 606: In response to the completion of the configuration operation, obtain the play configuration of the virtual character configured by the play configuration control.
[0127] In some embodiments, the completion of the configuration operation includes a confirmation operation on the play configuration configured by the play configuration control, and the confirmation operation includes a touch operation on a confirmation button. The touch operation includes, but is not limited to, at least one of the following: single click, double click, swipe, voice trigger, and trigger by an external device. For example, the play configuration control 701 shown in FIG. 7 displays a confirmation button 707, and in response to the touch operation on the confirmation button 707, the client confirms that the completion of the configuration operation is obtained.
[0128] By obtaining the play configuration of the virtual character in the play configuration control, it can be determined whether the virtual character satisfies the coordinated attack condition according to the character attribute of the virtual character and the play configuration. In the case that the virtual character and other virtual characters all satisfy the coordinated attack condition, the display of the attack prompt special effect can be triggered.
[0129] In summary, the method provided by the present embodiment can configure the play configuration of the virtual character through the play configuration control, determine whether the virtual character satisfies the coordinated attack condition according to the character attribute of the virtual character and the play configuration, and automatically trigger the display of the attack prompt special effect in the virtual environment. Since the attack prompt special effect can prompt different virtual characters to coordinate to launch an attack, the user can be automatically guided to control the virtual character to coordinate to launch an attack without communication between users, and the efficiency of the coordinated attack is improved.
[0130] FIG. 8 is a flowchart of a method for displaying information in a virtual environment according to an example embodiment of the present application. The method can be executed by a computer device, for example, a terminal or a client on the terminal. As shown in FIG. 8, the method includes:
[0131] Step 802: Display a play configuration control of a controlled virtual character.
[0132] The controlled virtual character is a virtual character controlled by a user of a client in a game session, and the controlled virtual character includes the first virtual character or the second virtual character. The virtual character is a movable object in a virtual environment, which can be a virtual person, a virtual animal, an animation character, or the like. The virtual character can be a character emulating an object in the real world, a semi-emulation semi-fictional character, or a purely fictional character. The virtual environment can be a simulation environment of the real world, a semi-emulation semi-fictional environment, or a purely fictional environment.
[0133] The play configuration control is used to configure a play configuration of the controlled virtual character, and the play configuration is used to indicate a role attribute of the controlled virtual character, which satisfies a corresponding cooperative attack condition of the controlled virtual character. It can be understood that the play configuration is used to configure the corresponding cooperative attack condition of the controlled virtual character, and different virtual characters each correspond to a cooperative attack condition, and the cooperative attack conditions corresponding to different virtual characters are the same or different. The controlled virtual character satisfies the corresponding cooperative attack condition of the controlled virtual character under the role attribute indicated by the play configuration, so that it can be prompted to cooperate with other virtual characters belonging to the same camp in the game session to launch an attack. The role attribute of the controlled virtual character includes at least one of a level of the controlled virtual character, a skill possessed by the controlled virtual character, a virtual equipment possessed by the controlled virtual character, and a basic attribute of the controlled virtual character. The cooperative attack condition is used to trigger display of an attack prompt special effect in the virtual environment, and the attack prompt special effect is used to prompt the controlled virtual character to cooperate with other virtual characters to launch an attack. For further introduction of the attack prompt special effect, reference can be made to related content below, which will not be described here in detail.
[0134] In some embodiments, the play configuration control is triggered to be displayed in a preparation phase of the game session, for example, in a virtual character selection phase of the game session. For example, FIG. 9 is a schematic diagram of a virtual character selection interface provided by an example embodiment of the present application. As shown in FIG. 9, in the virtual character selection phase of the game session, the client displays a virtual character selection interface 901, which is used for a user participating in the game session to select a virtual character controlled by the user in the game session. The virtual character selection interface 901 displays a play configuration button 902, and in response to a display operation triggered by the play configuration button 902, the client displays a play configuration control corresponding to the virtual character selected by the user. Optionally, the display style of the play configuration button 902 is different before and after the user selects the virtual character. For example, before the user selects the virtual character, the play configuration button 902 is displayed in gray and cannot be clicked; after the user selects the virtual character, the play configuration button 902 is displayed in highlight and can be clicked to trigger display of the play configuration control.
[0135] Optionally, the play configuration control is displayed independently of the virtual character selection interface, or the play configuration control is displayed in the virtual character selection interface. For example, the play configuration control is displayed through a pop-up window, a floating layer, or a side bar in the virtual character selection interface.
[0136] By configuring the play configuration of the controlled virtual character through the play configuration control, it can be determined whether the controlled virtual character meets the cooperative attack condition according to the character attribute of the controlled virtual character and the play configuration, thereby automatically triggering the display of the attack prompt special effect in the virtual environment. Since the attack prompt special effect can prompt different virtual characters to cooperate to launch an attack, it can automatically guide users to control virtual characters to cooperate to launch an attack without communication between users, thereby improving the efficiency of cooperative attack.
[0137] In some embodiments, the character attribute of the controlled virtual character includes the level of the controlled virtual character, and the cooperative attack condition of the controlled virtual character includes that the level of the controlled virtual character indicates that the controlled virtual character is in an attack play. In the case that the play configuration of the controlled virtual character indicates that it is in an attack play at the current level, the controlled virtual character meets the cooperative attack condition. Each virtual character has its own play configuration, which can be understood as each virtual character having its own cooperative attack condition. During the configuration of the play configuration of the controlled virtual character, the client displays the play configuration control and displays multiple preset levels of the controlled virtual character in the play configuration control, and the play options corresponding to each of the multiple preset levels. Optionally, the preset levels are configured by game planners. The multiple preset levels are displayed in horizontal or vertical order according to size. The play option is used to configure whether the controlled virtual character is in an attack play when the level of the controlled virtual character is greater than or equal to a first preset level and less than a second preset level. The first preset level is the preset level corresponding to the play option, and the second preset level is the next preset level corresponding to the first preset level in the multiple preset levels.
[0138] By displaying multiple preset levels in the play configuration control and displaying the play options corresponding to each of the multiple preset levels, the level of the virtual character in an attack play can be configured through the play option, and the level of the virtual character meeting the cooperative attack condition can be configured intuitively.
[0139] For example, FIG. 10 is a schematic diagram of a play configuration control according to an example embodiment of the present application. As shown in FIG. 10, in the play configuration control 1001 of the controlled virtual character displayed on the client, a plurality of preset levels 1002 are displayed, which are level 1, level 3, level 6, level 8, level 10 and level 12. The plurality of preset levels 1002 are configured by game planners for the controlled virtual character, and the plurality of preset levels 1002 corresponding to different virtual characters can be the same or different. Below each preset level 1002, a play slider 1003 corresponding to the preset level 1002 is displayed, and the play slider 1003 can be switched between "attack" and "development". If switched to "attack", it means that the controlled virtual character is in the attack play in the case that the level of the controlled virtual character is greater than or equal to the level corresponding to the play slider 1003 and less than the next level of the level corresponding to the play slider 1003. In some embodiments, all the play sliders 1003 are in the "development" option by default. Continuing to refer to FIG. 10, the play slider 1003 corresponding to level 1 is in the development option, which means that the controlled virtual character is in the development play in the case that the level of the controlled virtual character is greater than or equal to level 1 and less than level 3, and the level of the controlled virtual character satisfying the attack cooperation condition does not include level 1 and level 2. The play slider 1003 corresponding to level 8 is in the attack option, which means that the controlled virtual character is in the attack play in the case that the level of the controlled virtual character is greater than or equal to level 8 and less than level 10, and the level of the controlled virtual character satisfying the attack cooperation condition includes level 8 and level 9.
[0140] In some embodiments, in the play configuration control, the client displays the strength state information of the controlled virtual character between a third preset level and a fourth preset level in the plurality of preset levels. The strength state information is used to reflect that the controlled virtual character is in a strong period, a weak period or a normal period in the case that the level of the controlled virtual character is greater than or equal to the third preset level and less than the fourth preset level, and the third preset level and the fourth preset level are adjacent preset levels in the plurality of preset levels. Optionally, the third preset level and the fourth preset level are configured by game planners, and there is one or more combinations of the third preset level and the fourth preset level in the play configuration control, for example, the third preset level and the fourth preset level include any adjacent preset levels in the plurality of preset levels. The strength state information between the third preset level and the fourth preset level is configured by game planners. The battle capability of the controlled virtual character in the strong period is greater than that in the normal period, and the battle capability of the controlled virtual character in the normal period is greater than that in the weak period. Optionally, the display styles of different strength state information are different. For example, the strength state information is displayed as a banner between the third preset level and the fourth preset level, and the banner displays the strong period, the weak period or the normal period. In some embodiments, the strength state information is not displayed in the case that the strength state information corresponds to the normal period. Optionally, the strength state information corresponding to different virtual characters is the same or different.
[0141] By displaying the strength state information of the controlled virtual character between adjacent preset levels of the attack configuration control, the combat capability of the controlled virtual character at different levels can be indicated, and the user can reasonably plan the attack of the controlled virtual character according to the strength state information.
[0142] For example, continuing to refer to FIG. 10, between two adjacent preset levels 1002 of the plurality of preset levels 1002, the strength state information 1004 of the controlled virtual character is displayed. For example, between level 1 and level 3, the “weak period” is displayed, indicating that the controlled virtual character is in a weak period when the level is greater than or equal to level 1 and less than level 3. For example, between level 8 and level 10, the “strong period” is displayed, indicating that the controlled virtual character is in a strong period when the level is greater than or equal to level 8 and less than level 10. Optionally, the display style of the strength state information 1004 corresponding to the “strong period” is different from the display style of the strength state information 1004 corresponding to the “weak period”. For example, the background color and the text color of the strength state information 1004 corresponding to the “strong period” are different from the strength state information 1004 corresponding to the “weak period”. In addition, no strength state information 1004 is displayed between level 6 and level 8, indicating that the controlled virtual character is in a normal period when the level is greater than or equal to level 6 and less than level 8.
[0143] In some embodiments, in the attack configuration control, the client displays at least one of the unlocked skills of the controlled virtual character at a target level and the label of the unlocked skills around the target level in the plurality of preset levels. Optionally, the target level is configured by a game planner, and the target levels corresponding to different virtual characters are the same or different, and the target level includes one or more levels in the plurality of preset levels. The unlocked skills displayed by the client include at least one of the icon of the unlocked skill and the name of the unlocked skill. The label of the unlocked skill is used to reflect the skill attribute of the unlocked skill. Optionally, the label of the unlocked skill is also used to reflect the skill information of the unlocked skill. The label of the unlocked skill is configured by a game planner. In some embodiments, the label of the unlocked skill is displayed in a banner, and the banner displays at least one of “high damage”, “control”, “all small skills unlocked”, and “big skill unlocked” in the banner of the target level. Among them, “high damage” is used to reflect that the controlled virtual character will unlock the unlocked skill with a damage higher than a damage threshold at the target level, “control” is used to reflect that the controlled virtual character will unlock the unlocked skill with a control attribute at the target level, “all small skills unlocked” is used to reflect that the controlled virtual character will unlock all skills except the big skill at the target level, and “big skill unlocked” is used to reflect that the controlled virtual character will unlock the big skill.
[0144] By displaying the unlocked skills and labels of the controlled virtual character around the target level in the plurality of preset levels of the attack configuration control, the skills and related information of the controlled virtual character in different levels can be indicated, so that the combat capability of the controlled virtual character in different levels can be indicated, and the user can plan the attack of the controlled virtual character reasonably.
[0145] For example, with reference to FIG. 10, above the target levels 1, 3 and 6 in the plurality of preset levels 1002, the icons 1005 of the corresponding unlocked skills are displayed, the icon 1005 with content 1 represents the skill 1 of the controlled virtual character, the icon 1005 with content 2 represents the skill 2 of the controlled virtual character, the icon 1005 with content 3 represents the skill 3 of the controlled virtual character, and the icon 1005 with content 4 represents the skill 4, i.e. the ultimate skill, of the controlled virtual character. Above the levels 1, 3 and 6, the labels 1006 of the unlocked skills are also displayed. The label 1006 corresponding to the level 1 is used to reflect that the controlled virtual character unlocks the skill with high damage attribute in the level 1, the label 1006 corresponding to the level 3 is used to reflect that the controlled virtual character unlocks all the skills except the ultimate skill in the level 3, and the label 1006 corresponding to the level 6 is used to reflect that the controlled virtual character unlocks the ultimate skill in the level 6.
[0146] Optionally, the play configuration control includes an automatic configuration control. The automatic configuration control can also be understood as a one-key configuration control or a one-key adjustment control. The automatic configuration control can be displayed as an automatic configuration button. In response to an automatic configuration operation triggered by the automatic configuration control, the client adjusts the play configuration of the controlled virtual character according to automatic configuration logic. The automatic configuration logic includes: setting the play option corresponding to the target level as an attack play in a case where the unlocked skill of the controlled virtual character has a preset skill attribute, or in a case where the unlocked skill does not have the preset skill attribute but the controlled virtual character is in a strong period at the target level; and setting the play option corresponding to the other level as at least one of the attack play in a case where the controlled virtual character is in a strong period at the other level and at the level after the other level increases by one. The unlocked skill is a skill unlocked by the controlled virtual character at the target level. The target level belongs to a plurality of preset levels. The other level includes levels different from the target level among the plurality of preset levels. The target level is set by a game planner. The skill attribute corresponding to different unlocked skills of the controlled virtual character and the preset skill attribute are set by the game planner. Whether the controlled virtual character is in a strong period at different levels is set by the game planner. Optionally, the preset skill attribute includes at least one of high damage and control. Optionally, after the user triggers the automatic configuration control and the client configures the play configuration of the controlled virtual character according to the automatic configuration logic, the client displays the automatic configuration control in a grayed-out state, indicating that the automatic configuration control is not clickable. After the user adjusts the play configuration of the controlled virtual character, the client exits the automatic configuration control from the grayed-out state, and the user can trigger the automatic configuration control again, so that the client reconfigures the play configuration of the controlled virtual character according to the automatic configuration logic.
[0147] By displaying the automatic configuration control in the play configuration control and configuring the play configuration of the controlled virtual character according to the automatic configuration logic when the automatic configuration control is triggered, the user can one-key configure the play configuration of the controlled virtual character, which helps to improve the efficiency of configuring the play configuration of the controlled virtual character.
[0148] For example, continuing to refer to FIG. 10, the client displays the automatic configuration button 1007 in the lower right corner of the playstyle configuration control 1001. Upon the user touching the automatic configuration button 1007, the client adjusts the playstyle configuration of the controlled virtual character according to the automatic configuration logic. For the playstyle slider 1003 corresponding to level 1, since the unlocked skill corresponding to level 1 has the attribute of “high damage”, the client adjusts it to the attack option according to the automatic configuration logic. For the playstyle slider 1003 corresponding to level 3, since the unlocked skill corresponding to level 3 does not have the attribute of “high damage” or “control”, and the controlled virtual character corresponding to level 3 is in a weak period, the client adjusts it to the development option according to the automatic configuration logic. For the playstyle slider 1003 corresponding to level 6, since the unlocked skill corresponding to level 6 does not have the attribute of “high damage” or “control”, and the controlled virtual character corresponding to level 6 is in a weak period, the client adjusts it to the development option according to the automatic configuration logic. For the playstyle slider 1003 corresponding to level 8, since there is no unlocked skill corresponding to level 8, but the controlled virtual character corresponding to level 8 and level 9 is in a strong period, the client adjusts it to the attack option according to the automatic configuration logic. For the playstyle slider 1003 corresponding to level 10, since there is no unlocked skill corresponding to level 10, but the controlled virtual character corresponding to level 10 and level 11 is in a strong period, the client adjusts it to the attack option according to the automatic configuration logic. For the playstyle slider 1003 corresponding to level 12, since there is no unlocked skill corresponding to level 12, and the controlled virtual character corresponding to level 12 and level 13 is not in a strong period, the client adjusts it to the development option according to the automatic configuration logic.
[0149] Optionally, a default use option is displayed in the playstyle configuration control. In a case where the playstyle configuration of the controlled virtual character is configured through the playstyle configuration control, and the default use option is selected, the client uploads the playstyle configuration of the controlled virtual character configured through the playstyle configuration control to the server. The uploaded playstyle configuration of the controlled virtual character is used as the default playstyle configuration of the controlled virtual character when the playstyle configuration of the controlled virtual character is configured next time.
[0150] By displaying the default use option in the playstyle configuration control, and uploading the playstyle configuration configured by the user for the controlled virtual character in a case where the default use option is selected, it is achieved that the user can directly use the previous playstyle configuration without reselecting and reconfiguring in a case where the user selects the controlled virtual character next time, which helps to improve the efficiency of configuring the playstyle configuration of the controlled virtual character.
[0151] For example, continuing to refer to FIG. 10, the lower left corner of the play configuration control 1001 displays an avatar 1008 of the controlled virtual character and a default use option 1009, and the lower right corner of the play configuration control 1001 displays a confirmation button 1010. When the user adjusts the play configuration of the controlled virtual character through the play configuration control 1001 and clicks the confirmation button 1010, the configuration of the play configuration of the controlled virtual character is completed. At this time, if the default use option 1009 is selected, the client will upload the play configuration of the controlled virtual character configured through the play configuration control 1001 to the server. If the default use option 1009 is not selected, the play configuration configured through the play configuration control 1001 is only used in the current game.
[0152] Step 804: During the game, display at least one virtual character in the virtual environment.
[0153] In some embodiments, during the game, the client displays a game interface, and the game interface displays a picture of the virtual environment. In some embodiments, the at least one virtual character includes a controlled virtual character, which is a virtual character controlled by the user of the client in the virtual environment. The at least one virtual character can also include at least one of a virtual character belonging to the same camp as the controlled virtual character and a virtual character belonging to a different camp from the controlled virtual character. Alternatively, the at least one virtual character can not include the controlled virtual character of the user when the user adjusts the perspective from which the user observes the virtual environment. Alternatively, the client also displays a small map of the virtual environment in the game interface, and the small map is used to display the virtual environment in a thumbnail manner.
[0154] Step 806: Control the first virtual character or the second virtual character to change the character attribute in the virtual environment.
[0155] In the case where the client controls the first virtual character to change the character attribute, the first virtual character is a virtual character controlled by the user of the client; in the case where the client controls the second virtual character to change the character attribute, the second virtual character is a virtual character controlled by the user of the client.
[0156] The character attribute includes at least one of a level of the virtual character, a skill possessed by the virtual character, virtual equipment possessed by the virtual character, and a basic attribute of the virtual character. Optionally, the client controls the virtual character to change the character attribute in the virtual environment according to at least one of experience resources possessed by the virtual character itself, economic resources possessed by the virtual character itself, and external influencing factors of the virtual character. The experience resources are used to promote the level of the virtual character, and the economic resources are used to purchase virtual equipment for the virtual character. The virtual character can obtain the experience resources and the economic resources by defeating virtual characters of an enemy camp and obtaining neutral resources in the virtual environment. In some embodiments, the virtual character can also automatically obtain certain experience resources and / or economic resources according to the time progress of the game. The external influencing factors of the virtual character can be skills of other virtual characters, virtual equipment of other virtual characters, and gain effects obtained by obtaining neutral resources.
[0157] Step 808: Display an attack prompt special effect in the virtual environment when the first character attribute of the first virtual character meets the first attack coordination condition and the second character attribute of the second virtual character meets the second attack coordination condition.
[0158] The first virtual character and the second virtual character belong to the same camp in the game. The attack coordination condition is used to trigger the display of the attack prompt special effect in the virtual environment, and the attack prompt special effect is used to prompt the first virtual character and the second virtual character to coordinate to launch an attack. Optionally, the attack coordination condition is set for at least one of a level of a virtual character, a skill possessed by the virtual character, virtual equipment possessed by the virtual character, and a basic attribute of the virtual character. The attack coordination condition is set for different virtual characters respectively, and each virtual character corresponds to an attack coordination condition.
[0159] In some embodiments, the attack coordination condition is set with a character attribute that meets the attack coordination condition. The character attribute set in the attack coordination condition is configured by a game planner or configured by a user participating in the game. Optionally, each virtual character participating in the game corresponds to an attack coordination condition, and the attack coordination condition is configured by a user participating in the game for a virtual character controlled by the user in the game. For example, the user participating in the game configures a fighting method configuration for the virtual character controlled by the user through a fighting method configuration control, thereby configuring an attack coordination condition for the virtual character.
[0160] The attack prompt special effect in the virtual environment is automatically triggered according to the character attributes of different virtual characters and the attack coordination conditions corresponding to the virtual characters. Since the attack prompt special effect can prompt different virtual characters to coordinate to launch an attack, the user can be automatically guided to control the virtual characters to coordinate to launch an attack without communication between users. Furthermore, the attack coordination conditions are set for different virtual characters, which helps to flexibly coordinate attacks between different virtual characters.
[0161] Optionally, the cooperative attack condition of the virtual role is set according to the level of the virtual role. The first virtual role corresponds to a first level condition, and the second virtual role corresponds to a second level condition. In a case where the first level of the first virtual role satisfies the first level condition, that is, the first level belongs to the level set in the first level condition, and the second level of the second virtual role satisfies the second level condition, that is, the second level belongs to the level set in the second level condition, the client displays an attack prompt special effect in the virtual environment. The first level is the current level of the first virtual role, and the second level is the current level of the second virtual role.
[0162] The attack prompt special effect in the virtual environment is automatically triggered according to the levels of different virtual roles and the level conditions corresponding to the virtual roles. Since the attack prompt special effect can prompt different virtual roles to cooperate to launch an attack, the user can be automatically guided to control the virtual roles to cooperate to launch an attack without communication between users. Moreover, the level conditions are set for different virtual roles, which not only simplifies the process of determining whether to trigger the cooperative attack between virtual roles, but also helps different virtual roles to flexibly cooperate to launch an attack.
[0163] Optionally, the cooperative attack condition of the virtual role is set according to the level of the virtual role. The first virtual role corresponds to a first level condition, and the second virtual role corresponds to a second level condition. In a case where the first level of the first virtual role satisfies the first level condition, that is, the first level belongs to the level set in the first level condition, and the second level of the second virtual role satisfies the second level condition, that is, the second level belongs to the level set in the second level condition, the client displays an attack prompt special effect in the virtual environment. The first level is the current level of the first virtual role, and the second level is the current level of the second virtual role.
[0164] By obtaining the play configuration of the virtual role, in combination with the level of the virtual role, it can be determined whether the virtual role meets the corresponding cooperative attack condition, so as to automatically trigger the display of the attack prompt special effect in the virtual environment. Since the attack prompt special effect can prompt different virtual roles to cooperate to launch an attack, it is possible to automatically guide the user to control the virtual role to cooperate to launch an attack without communication between users. Moreover, the play configuration corresponding to different virtual roles can be flexibly configured by the user, which helps different virtual roles to flexibly cooperate to launch an attack.
[0165] The client displays the attack prompt special effect in the virtual environment, including at least one of displaying the attack prompt special effect in a picture of the displayed virtual environment, and displaying the attack prompt special effect in a small map corresponding to the virtual environment. Optionally, the client displays the attack prompt special effect in the picture of the virtual environment in the same way as displaying the attack prompt special effect in the small map.
[0166] Optionally, the virtual environment includes a plurality of lanes, and the display manner of the attack prompt special effect is related to the lane corresponding to the virtual character. The client displays at least one of the first attack prompt special effect and the second attack prompt special effect in the virtual environment. The first attack prompt special effect is directed to the lane corresponding to the first virtual character, and the second attack prompt special effect is directed to the lane corresponding to the second virtual character. In some embodiments, the attack prompt special effect is displayed as an arrow special effect, which can be understood as the attack prompt special effect being used to prompt the position at which the first virtual character and the second virtual character cooperate to launch an attack. It should be noted that the display style of the arrow special effect is not limited in the present application. Optionally, the position to which the first attack prompt special effect is directed includes at least one of the middle area of the lane corresponding to the first virtual character, the position of the first virtual character in the lane corresponding thereto, the position of the virtual troop line in the lane corresponding to the first virtual character, the position of the virtual character of the enemy camp in the lane corresponding to the first virtual character, and the position of the virtual building in the lane corresponding to the first virtual character. In some embodiments, the first attack prompt special effect is displayed as a first arrow special effect directed to the above-mentioned position to which the first attack prompt special effect is directed, by the second virtual character. In this case, the path of the first arrow special effect can be the shortest path for the second virtual character to move to the above-mentioned position in the virtual environment, or the path of the first arrow special effect is a straight line. The position to which the second attack prompt special effect is directed includes at least one of the middle area of the lane corresponding to the second virtual character, the position of the second virtual character in the lane corresponding thereto, the position of the virtual troop line in the lane corresponding to the second virtual character, the position of the virtual character of the enemy camp in the lane corresponding to the second virtual character, and the position of the virtual building in the lane corresponding to the second virtual character. In some embodiments, the second attack prompt special effect is displayed as a second arrow special effect directed to the above-mentioned position to which the second attack prompt special effect is directed, by the first virtual character. In this case, the path of the second arrow special effect can be the shortest path for the first virtual character to move to the above-mentioned position in the virtual environment, or the path of the second arrow special effect is a straight line.
[0167] By displaying the first attack prompt special effect directed to the lane corresponding to the first virtual character and / or the second attack prompt special effect directed to the lane corresponding to the second virtual character in the case of cooperation between the first virtual character and the second virtual character to launch an attack, the visual indication can effectively remind the different virtual characters to cooperate to launch an attack, which helps to improve the efficiency of cooperative attack.
[0168] In some embodiments, the display of the attack prompt special effect includes the following multiple cases:
[0169] In the first case, the first virtual character belongs to a first character position, the second virtual character belongs to a second character position, the first character position corresponds to a first lane, the second character position corresponds to a second lane, and the first lane is adjacent to the second lane. In some embodiments, the first character position includes at least one of a warrior character position and a tank character position, and the second character position includes a mage character position. The first lane includes a lane located at an edge of the virtual environment, and the second lane includes a lane not located at the edge of the virtual environment and adjacent to the first lane. In this case, the client displays a first attack prompt special effect pointing to the first lane and a second attack prompt special effect pointing to the second lane in the virtual environment.
[0170] By displaying the first attack prompt special effect pointing to the first lane corresponding to the first character position and the second attack prompt special effect pointing to the second lane corresponding to the second character position when the first virtual character of the first character position and the second virtual character of the second character position meet the conditions of cooperative attack respectively, the first virtual character and the second virtual character can be effectively reminded to launch an attack on the first lane or the second lane through the visual indication, which helps to improve the efficiency of cooperative attack.
[0171] For example, FIG. 11 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application. As shown in FIG. 11, the first virtual character belongs to a warrior character position, and the second virtual character belongs to a mage character position. The warrior character position corresponds to a lane 1102 in a virtual environment 1101, and the mage character position corresponds to a lane 1103 in the virtual environment 1101. When the first virtual character meets the first cooperative attack condition and the second virtual character meets the second cooperative attack condition, the client displays an arrow special effect 1104 pointing to the middle region of the lane 1102 and an arrow special effect 1105 pointing to the middle region of the lane 1103 in the virtual environment 1101.
[0172] In the second case, the first virtual character belongs to the first character role or the second character role, the second virtual character belongs to the third character role, the first character role corresponds to the first lane, the second character role corresponds to the second lane, the third character role corresponds to the third lane, and the third lane corresponds to a neutral resource area in the virtual environment. In some embodiments, the first character role includes at least one of a warrior character role and a tank character role, the second character role includes a mage character role, and the third character role includes an assassin character role. The first lane includes a lane located at the edge of the virtual environment, the second lane includes a lane not located at the edge of the virtual environment and adjacent to the first lane, and the neutral resource area is an area in the virtual environment where a neutral resource exists. In this case, the client displays a first attack prompt special effect in the virtual environment that points to the lane corresponding to the character role of the first virtual character. In the case where the first virtual character belongs to the first character role, the client displays a first attack prompt special effect in the virtual environment that points to the first lane; in the case where the first virtual character belongs to the second character role, the client displays a first attack prompt special effect in the virtual environment that points to the second lane.
[0173] By displaying the first attack prompt special effect that points to the lane corresponding to the first character role or the second character role in the case where the first virtual character in the first character role or the second character role and the second virtual character in the third character role meet the cooperative attack condition, the first virtual character and the second virtual character can be effectively reminded to launch an attack on the first lane or the second lane through the visual indication, which helps to improve the efficiency of cooperative attack.
[0174] By way of example, FIG. 12 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application. As shown in FIG. 12, the first virtual character belongs to a warrior character role or a mage character role, and the second virtual character belongs to an assassin character role. The warrior character role corresponds to a lane 1202 in a virtual environment 1201, the mage character role corresponds to a lane 1203 in the virtual environment 1201, and the assassin character role corresponds to a neutral resource area in the virtual environment. In the case where the first virtual character meets the first cooperative attack condition and the second virtual character meets the second cooperative attack condition, if the first virtual character belongs to the first character role, the client displays an arrow special effect 1204 in the virtual environment 1201 that points to the middle area of the lane 1202, and if the first virtual character belongs to the second character role, the client displays an arrow special effect 1205 and an arrow special effect 1206 in the virtual environment 1201 that point to the middle area of the lane 1203.
[0175] In a third case, the first virtual character belongs to a second role position, the second virtual character belongs to a fourth role position or a fifth role position, the second virtual character includes an attack character or an auxiliary character, the attack character belongs to the fourth role position, the auxiliary character belongs to the fifth role position, the second role position corresponds to a second lane, the fourth role position and the fifth role position correspond to a fourth lane, and the second lane is adjacent to the fourth lane. In some embodiments, the second role position includes a mage role position, the fourth role position includes a marksman role position, and the fifth role position includes at least one of a tank role position and an auxiliary role position. The fourth lane includes a lane located at an edge of the virtual environment, the second lane includes a lane not located at the edge of the virtual environment and adjacent to the fourth lane, and the fourth lane is different from the first lane. In this case, the client displays a first attack prompt special effect pointing to the second lane and a second attack prompt special effect pointing to the fourth lane in the virtual environment.
[0176] By displaying the first attack prompt special effect pointing to the second lane corresponding to the second role position and the second attack prompt special effect pointing to the fourth lane corresponding to the fourth role position and the fifth role position when the first virtual character of the second role position and the second virtual character of the fourth role position or the fifth role position meet the attack coordination condition respectively, the first virtual character and the second virtual character can be effectively reminded to launch an attack to the second lane or the fourth lane through the visual indication, which helps to improve the efficiency of attack coordination.
[0177] For example, FIG. 13 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application. As shown in FIG. 13, the first virtual character belongs to a mage role position, and the second virtual character belongs to a marksman role position or an auxiliary role position. The mage role position corresponds to a lane 1302 in a virtual environment 1301, and the marksman role position and the auxiliary role position correspond to a lane 1303 in the virtual environment 1301. When the first virtual character meets the first attack coordination condition and the second virtual character meets the second attack coordination condition, the client displays an arrow special effect 1304 pointing to the middle region of the lane 1302 and an arrow special effect 1305 pointing to the middle region of the lane 1303 in the virtual environment 1301.
[0178] In the fourth case, the first virtual character belongs to the fourth character role or the fifth character role, the first virtual character includes an attack character or an auxiliary character, the attack character belongs to the fourth character role, the auxiliary character belongs to the fifth character role, the second virtual character belongs to the third character role, the fourth character role and the fifth character role correspond to the fourth sub-track, the third character role corresponds to the third sub-track, and the third sub-track corresponds to a neutral resource area in the virtual environment. In some embodiments, the fourth character role includes a marksman character role, the fifth character role includes at least one of an auxiliary character role and a tank character role, and the third character role includes an assassin character role. The fourth sub-track includes a sub-track located at the edge of the virtual environment, and the neutral resource area is an area in which a neutral resource exists in the virtual environment. In this case, the client displays a first attack prompt special effect pointing to the fourth sub-track in the virtual environment.
[0179] By displaying the first attack prompt special effect pointing to the fourth sub-track and the fifth sub-track in the case that the first virtual character of the fourth character role or the fifth character role and the second virtual character of the third character role meet the attack cooperation condition respectively, the first virtual character and the second virtual character can be effectively reminded to cooperate to launch an attack on the fourth sub-track through a visual indication, which helps to improve the efficiency of attack cooperation.
[0180] For example, FIG. 14 is a schematic diagram of an attack prompt special effect provided by an example embodiment of the present application. As shown in FIG. 14, the first virtual character belongs to a marksman character role or an auxiliary character role, and the second virtual character belongs to an assassin character role. The marksman character role and the auxiliary character role correspond to a sub-track 1402 in a virtual environment 1401, and the assassin character role corresponds to a neutral resource area in the virtual environment 1401. In the case that the first virtual character meets the first attack cooperation condition and the second virtual character meets the second attack cooperation condition, the client displays an arrow special effect 1403 pointing to the middle area of the sub-track 1402 in the virtual environment 1401.
[0181] In the fifth case, the first virtual character belongs to the fourth character position, the second virtual character belongs to the fifth character position, the first virtual character includes an attacking character, the second virtual character includes an auxiliary character, the attacking character belongs to the fourth character position, the auxiliary character belongs to the fifth character position, the fourth character position and the fifth character position correspond to the fourth lane. In some embodiments, the fourth character position includes a marksman character position, and the fifth character position includes at least one of an auxiliary character position and a tank character position. The fourth lane includes a lane located at the edge of the virtual environment. In this case, the client displays a third attack prompt special effect in the fourth lane in the virtual environment. Optionally, the third attack prompt special effect has the same display style as the first attack prompt special effect and the second attack prompt special effect, but at least one of the display position and direction is different. Optionally, the position pointed to by the third attack prompt special effect includes at least one of the middle area of the fourth lane, the position of the virtual line of defense in the fourth lane, the position of the virtual character of the enemy camp in the fourth lane, and the position of the virtual building in the fourth lane.
[0182] By displaying the third attack prompt special effect in the fourth lane when the first virtual character in the fourth character position and the second virtual character in the fifth character position meet the conditions for coordinated attack, the first virtual character and the second virtual character can be effectively reminded to coordinate to launch an attack in the fourth lane through visual indication, which helps to improve the efficiency of coordinated attack.
[0183] For example, FIG. 15 is a schematic diagram of an attack prompt special effect according to an example embodiment of the present application. As shown in FIG. 15, the first virtual character belongs to a marksman character position, and the second virtual character belongs to an auxiliary character position. The marksman character position and the auxiliary character position correspond to a lane 1502 in a virtual environment 1501. When the first virtual character meets the first coordinated attack condition and the second virtual character meets the second coordinated attack condition, the client displays an arrow special effect 1503 pointing to the middle area of the lane 1502 in the lane 1502 in the virtual environment 1501.
[0184] It should be noted that when multiple cases in the above cases are met at the same time, the client will display corresponding attack prompt special effects according to the cases met. In some embodiments, the attack prompt special effect displayed by the client is only visible to the virtual characters participating in the coordinated attack. If the virtual characters participating in the coordinated attack include auxiliary characters or attacking characters, they are also visible to the auxiliary characters and the attacking characters. In addition, the correspondence between the character position of the virtual character and the lane in the above different cases is configured by the game planner. In actual games, users can also select the lane corresponding to their virtual characters, and are not limited to determining the lane corresponding to the virtual character according to the character position of the virtual character.
[0185] Step 810: in the case where the second virtual character enters the display region corresponding to the first attack prompt special effect, cancel displaying the first attack prompt special effect, and display prompt information for the first virtual character.
[0186] The display region corresponding to the attack prompt special effect is greater than, equal to, or less than the display size of the attack prompt special effect, which is not limited in the embodiments of the present application. Optionally, the display region corresponding to the attack prompt special effect is set by game planners.
[0187] The prompt information is used to prompt the first virtual character to initiate an attack. Optionally, displaying the prompt information for the first virtual character includes at least one of highlighting the first virtual character, displaying the outline of the first virtual character, displaying a prompt icon, and displaying prompt text. In some embodiments, the prompt information for the first virtual character includes chat information published by the second virtual character, that is, in the case where the second virtual character enters the display region corresponding to the first attack prompt special effect, the client displays the chat information published by the second virtual character, and the content of the chat information is used to prompt the first virtual character to initiate an attack. The chat information is only visible to the first virtual character, or is visible to virtual characters in the camp of the second virtual character.
[0188] It should be noted that in the case where the first virtual character enters the display region corresponding to the attack prompt special effect pointing to the branch of the second virtual character (for example, corresponding to the first and third cases described above), the process described in step 810 can also be executed, that is, in the case where the first virtual character enters the display region corresponding to the second attack prompt special effect, the second attack prompt special effect is canceled, and prompt information for the second virtual character is displayed. For the execution process, refer to the description in step 810, and the embodiments of the present application will not be described here.
[0189] By entering the display region of the first attack prompt special effect corresponding to the first virtual character participating in the cooperative attack, the first attack prompt special effect is canceled and prompt information is displayed. Since the second virtual character enters the display region of the first attack prompt special effect, it means that the second virtual character is ready to initiate an attack with the first virtual character in the branch corresponding to the first virtual character. By displaying prompt information, the first virtual character can be prompted to prepare for an attack with the second virtual character, so that the user of the first virtual character can be aware that the second virtual character has arrived at the branch corresponding to the first virtual character.
[0190] For example, FIG. 16 is a schematic diagram of prompt information according to an example embodiment of the present application. As shown in (a) of FIG. 16, the client displays a battle interface 1601, and in the case that the warrior character positioned virtual character 1602 and the assassin character positioned virtual character 1603 both satisfy the coordinated attack condition, the client displays an attack prompt special effect 1604 pointing to the lane corresponding to the virtual character 1602. As shown in (b) of FIG. 16, in the case that the virtual character 1603 enters the display area corresponding to the attack prompt special effect 1604, the client cancels the display of the attack prompt special effect 1604, and displays chat information 1605 published by the user corresponding to the virtual character 1603, which is used to prompt the virtual character 1602 to initiate an attack.
[0191] Step 812: In the case that the second virtual character enters a preset area around the display area, display an attack mark on the lane corresponding to the first virtual character.
[0192] The preset area corresponding to the first attack prompt special effect is located around the first attack prompt special effect. Alternatively, the preset area corresponding to the first attack prompt special effect is set by game planners. In some embodiments, the preset area corresponding to the first attack prompt special effect includes a field of view hiding area located around the first attack prompt special effect, which is an area in the virtual environment used to hide virtual characters. In the case that a virtual character is located in the field of view hiding area, the virtual character will not be displayed in the virtual environment, and will not be displayed in the mini-map of the user of the enemy team. In some embodiments, the field of view hiding area is the area of a virtual plant in the virtual environment, such as the area of a virtual grass.
[0193] The attack mark is used to prompt the first virtual character and the second virtual character to initiate an attack in coordination. Alternatively, the display style of the attack mark includes at least one of text, pictures, icons, and dynamic images. The display position of the attack mark includes at least one of the middle area of the lane corresponding to the first virtual character, the position of the first virtual character in the lane corresponding to the first virtual character, the position of a virtual battle line in the lane corresponding to the first virtual character, the position of a virtual character of the enemy team in the lane corresponding to the first virtual character, and the position of a virtual building in the lane corresponding to the first virtual character.
[0194] It should be noted that in the case that the first virtual character enters the preset area corresponding to the second attack prompt special effect (for example, corresponding to the first case and the third case described above), the process described in step 812 can also be executed, that is, in the case that the first virtual character enters the preset area around the display area corresponding to the second attack prompt special effect, an attack mark is displayed on the lane corresponding to the second virtual character. For the execution process, reference can be made to the description in step 812, and the embodiments of the present application will not be described herein.
[0195] For example, FIG. 17 is a schematic diagram of a correspondence between attack prompt special effects and preset areas according to an example embodiment of the present application. As shown in FIG. 17, the preset area corresponding to the attack prompt special effect 1702 in the virtual environment 1701 includes a virtual grass area 1703 around the attack prompt special effect 1702. The preset area corresponding to the attack prompt special effect 1704 includes a virtual grass area 1705 around the attack prompt special effect 1704. The preset area corresponding to the attack prompt special effect 1706 includes a virtual grass area 1707 around the attack prompt special effect 1706. The preset area corresponding to the attack prompt special effect 1708 includes a virtual grass area 1709 around the attack prompt special effect 1708.
[0196] By entering the preset area around the first attack prompt special effect corresponding to the first virtual role participating in the cooperative attack, the attack mark is displayed on the branch corresponding to the first virtual role. Since the second virtual role has entered the preset area around the first attack prompt special effect, it can be represented that the second virtual role has prepared to launch an attack with the first virtual role on the branch corresponding thereto. By displaying the attack mark, the first virtual role can be prompted to launch an attack with the second virtual role, so as to avoid the user of the first virtual role from being unaware that the second virtual role has prepared to launch an attack with the first virtual role.
[0197] In summary, the method provided in the present embodiment determines whether different virtual roles meet the cooperative attack condition according to the role attributes of the different virtual roles, so as to automatically trigger the display of attack prompt special effects in the virtual environment. Since the attack prompt special effects can prompt different virtual roles to launch an attack, the user can be automatically guided to control the virtual roles to launch an attack without communication between users, and the efficiency of cooperative attack is improved.
[0198] The method provided in the embodiments of the present application provides a "play planning" function to the user by providing a play configuration control in the virtual character selection stage before the game is launched. The user can configure the play for the virtual character after selecting the virtual character. In this process, the client will mark the strong and weak periods of different virtual characters according to the level and skill dimensions of the virtual characters, and the user can see at a glance when to attack and when to defend. If the user wants to adjust, he or she can slide the slide bar or click the one-key adjustment button to automatically adjust and get the optimal solution from the system. When the user determines, the play configuration can be saved to the whole game. When the game starts, if the virtual characters of two adjacent branches are consistent in planning, or the virtual character of the play branch is consistent with the virtual character of another branch in planning, an attack prompt special effect will be displayed in the virtual environment. When one of the virtual characters is ready to gank according to the planning, the other virtual character will also receive a text and special effect prompt. By adding the "play planning" function before the game, the user is provided with a space to express his or her planning, and the system judges the strength of the virtual character, so that the user can better plan, and the function is more down-to-earth. In the process of the game, the virtual characters with the same play planning are prompted by special effects, and when the virtual character ganks according to the planning and needs the assistance of another virtual character, a prompt is given, so that the users can effectively communicate and prompt without communication, improve the success rate of gank, improve the competitiveness of the game, and enhance the game experience.
[0199] By setting a "play planning" button in the virtual character selection interface, the user can open the play configuration control after clicking. The play configuration control will display the strength analysis and skill unlocking of the virtual character at each node before level 12, as well as the corresponding play slide bar, one-key adjustment button, confirm modification button and a check box. After the user sets the play configuration of the virtual character through the play configuration control, the user enters the game, and the users with the same play will be prompted by an attack prompt special effect in the virtual environment. When a virtual character ganks according to the prompt, the user participating in the gank will also receive a special effect prompt, and the functions are as follows:
[0200] (1) Play planning: In the virtual character selection interface before the game, a "play planning" button is displayed in the lower right corner. When the user does not select any virtual character, the button is displayed in gray, the user cannot open the play configuration popup window, and only a system prompt is displayed. When the user selects a virtual character, the button is highlighted, and the user can open the play configuration popup window by clicking, as shown in FIG. 10.
[0201] (2) One-key adjustment of play plan: continuing to refer to FIG. 10, the play configuration pop-up window is divided into three parts, the uppermost part is the strength period prompt and skill unlocking condition of the virtual character at each node before level 12, different virtual characters will display different content, which is configured by the game planner. The middle part is the play slide bar under each level, the user can switch and adjust the play by clicking. The lower part is the avatar of the virtual character selected by the user and the check box of whether to use the play configuration by default, after checking, the play configuration of the virtual character selected by the user will be uploaded to the server, and the next time the user selects the virtual character, the saved play configuration will be used by default. The lower right part is the "one-key adjustment" and "confirm modification" buttons, clicking the "one-key adjustment" button will automatically adjust the six play slide bars of the virtual character according to the automatic configuration logic, and clicking the "confirm modification" button will save the play configuration in the current pop-up window and close the pop-up window.
[0202] (3) Real-time calculation of whether the play is the same in the game: when the game starts and each virtual character participating in the game is promoted (before level 12), the corresponding play configuration needs to be read, and then it is judged one by one whether it is coupled to be the same. For "wild" (virtual character with wild role positioning), the play of all other four virtual characters on three branches needs to be judged, for "support or marksman" (virtual character with support role positioning or virtual character with marksman role positioning), the play of two virtual characters including the other virtual character on the current branch and the other virtual character on the adjacent branch needs to be judged. For "uplink" (virtual character with warrior role positioning), only the play of the other virtual character on the adjacent branch needs to be judged, and for "midlink", the play of three virtual characters on the uplink and downlink needs to be judged. If the play of both parties or multiple parties is the same, the attack prompt special effect needs to be displayed in the virtual environment according to the rules, as shown in FIGS. 11, 12, 13, 14 and 15.
[0203] (4) Real-time calculation of gank progress in the game: when it is judged that the play of two virtual characters is the same and the attack prompt special effect is displayed in the virtual environment, it is necessary to judge whether the corresponding virtual character moves along the line of the attack prompt special effect in real time, if so, the system will automatically send text to the team chat area for the user of the virtual character to tell the teammates that the user is ganking. When the ganking virtual character moves to the corresponding area, the attack mark will be displayed on the corresponding branch, as shown in FIG. 3.
[0204] The method provided by the embodiments of the present application is composed of the above-mentioned four functions, the four functions are associated with each other and influence each other, and the implementation logic of the above-mentioned four functions is further described as follows:
[0205] For function (1), for example, FIG. 18 is a schematic diagram of a process of configuring the play configuration for a virtual character according to an example embodiment of the present application. As shown in FIG. 18, in steps A1, A2, A3 to A4, when the user enters the virtual character selection stage, the user needs to determine in real time whether the user selects a virtual character, if not, the play planning button is grayed out, and the user cannot click it, if yes, the play planning button is highlighted. In steps A5 to A6, it is determined in real time whether the user clicks the play planning button, if yes, the play planning pop-up window is opened, the pop-up window displays the relevant information of the virtual character selected by the user, and the play slide bar is set to the development option by default. In steps A7, A8, A9, A10, A11, A12, A13 to A14, it is determined whether the user clicks the play slide bar, if yes, the play is switched to another option. It is determined whether the user clicks the one-key adjustment button, if yes, the six play slide bars are automatically adjusted according to the automatic configuration logic. It is determined whether the user clicks the default use check box, if yes, the options of the check box are switched. It is determined whether the user clicks the confirm modification button, if yes, the pop-up window is closed. In steps A15, A16 to A17, it is determined whether the default use check box is checked, if yes, the data is saved and uploaded to the server, if not, the data is only saved to the local.
[0206] For function (2), for example, FIG. 19 is a schematic diagram of an automatic configuration logic according to an example embodiment of the present application. As shown in FIG. 19, in steps B1 to B2, when the user selects a virtual character and opens the play planning pop-up window, it is determined whether the user clicks the one-key adjustment button, if yes, the subsequent steps are entered. In steps B3, B4, B5, B6 to B7, it is determined whether the level corresponding to the play slide bar is 1, 3 or 6, if yes, it is first determined whether the virtual character has a "high damage" or "control" label in the corresponding level, if yes, the play slide bar of the level is moved to the attack option, otherwise, it is determined whether the level and the next level are the strong period of the virtual character, if yes, the play slide bar of the level is set to the attack option, if not, the play slide bar is moved to the development option. In steps B8, B9 to B10, for other levels except 1, 3 and 6, it is directly determined whether the virtual character is in the strong period in the corresponding level and the +1 level, if yes, the play slide bar of the corresponding level is set to the attack option, otherwise, the play slide bar of the corresponding level is set to the development option.
[0207] For function (3), for example, FIG. 20 is a schematic diagram of a process of displaying an attack prompt special effect according to an example embodiment of the present application. As shown in FIG. 20, in steps C1-C2, after the game is started, at the start time of the game and when the virtual character is upgraded, the subsequent judgment step is entered. In steps C3, C4, C5-C6, the play style of the virtual character at the current level is judged. If the play style is development, the process is terminated and no judgment is made. If the play style is attack, the corresponding lane of the virtual character is judged. In steps C7, C8, C9-C10, if it is the upper lane, the play style of the virtual character in the middle lane is judged. If it is the middle lane, the play style of the virtual characters in the upper lane and the lower lane is judged. If it is the lower lane (marksman character / support character), the play style of the other virtual character in the same lane and the virtual character in the middle lane is judged. If it is the jungler, the play style of the other four virtual characters is judged. In step C11, if the play style of the judged virtual character is attack, an attack prompt special effect is displayed at the corresponding position.
[0208] For function (4), for example, FIG. 21 is a schematic diagram of a process of displaying an attack mark according to an example embodiment of the present application. As shown in FIG. 21, in step D1, during the game, if the play styles of two virtual characters are the same, an attack prompt special effect is triggered. In step D2, when the attack prompt special effect is displayed, it is judged in real time whether the virtual character performing gank enters the area of the special effect. In step D3, if yes, the attack prompt special effect disappears, and the virtual character performing gank sends the text “the name of the corresponding virtual character is ready to attack” in the team chat area. In steps D4-D5, it is continuously judged whether the virtual character performing gank enters the preset area corresponding to the attack prompt special effect. If yes, an attack mark is displayed on the corresponding lane, and the two parties at this level no longer receive any gank-related prompts.
[0209] The method provided by the present embodiment adds a “play style planning” function to the MOBA type game, so that all users can set the play style of the virtual character at different levels, thereby providing all users with a space to express their own information. By adding a one-key adjustment button, all users can almost express their own play style with little learning cost and operation cost. During the game, the system also automatically judges the play style of each virtual character in real time, provides the corresponding virtual character with an attack prompt special effect, and informs the user about the play style of other users. When the user performing gank takes action, a prompt is also given, which facilitates better cooperation between users, improves the success rate of gank, improves the game experience, and promotes the interaction between users.
[0210] Taking the method provided in the embodiments of the present application as an example applied to a MOBA game, the lanes in the MOBA game are divided into the top lane, the middle lane, the bottom lane, and the jungler, the jungler corresponds to the neutral resource area in the virtual environment, and the bottom lane includes the marksman hero and the support hero. FIG. 22 is a flowchart of a method for displaying information in a virtual environment provided in an example embodiment of the present application. The method can be used in a client of a MOBA game. As shown in FIG. 22, the method includes the following steps.
[0211] Step 2202: Display the play configuration control of the controlled hero.
[0212] The controlled hero is a hero controlled by the user of the client in the match, and the controlled hero includes the first hero or the second hero. The play configuration control is used to configure the play configuration of the controlled hero, and the play configuration is used to configure the level of the controlled hero in the attack play. The play configuration control is triggered to be displayed in the hero selection stage of the match.
[0213] Step 2204: Display at least one hero located in the virtual environment in the process of the match.
[0214] In the process of the match, the client displays a match interface, and a picture of the virtual environment is displayed in the match interface. In some embodiments, the at least one hero includes the controlled hero, and the at least one hero can further include at least one of a hero belonging to the same camp as the controlled hero and a hero belonging to a different camp from the controlled hero. The client also displays a small map corresponding to the virtual environment in the match interface, and the small map is used to display the virtual environment in a thumbnail manner.
[0215] Step 2206: Control the first hero or the second hero to change the level in the virtual environment.
[0216] In the case that the client controls the first hero to change the role attribute, the first hero is the hero controlled by the user of the client; in the case that the client controls the second hero to change the role attribute, the second hero is the hero controlled by the user of the client. The client controls the hero to change the level in the virtual environment according to the experience resource possessed by the hero. The experience resource is used to promote the level of the hero, and the hero can obtain the experience resource by defeating the hero of the enemy camp and obtaining the neutral resource in the virtual environment.
[0217] Step 2208: In the case that the play configuration of the first hero indicates that the first hero is in the attack play at the current level, and the play configuration of the second hero indicates that the second hero is in the attack play at the current level, display the attack prompt special effect in the virtual environment.
[0218] The display of the attack prompt special effect includes the following multiple cases.
[0219] The first case: the first hero corresponds to the top lane, and the second hero corresponds to the middle lane. In this case, the client displays an attack prompt special effect pointing to the top lane and an attack prompt special effect pointing to the middle lane in the virtual environment.
[0220] The second case: the first hero corresponds to the top lane or the middle lane, and the second hero corresponds to the jungle. In the case that the first hero corresponds to the top lane, the client displays an attack prompt special effect pointing to the top lane in the virtual environment; in the case that the first hero corresponds to the middle lane, the client displays an attack prompt special effect pointing to the middle lane in the virtual environment.
[0221] The third case: the first hero corresponds to the middle lane, and the second hero corresponds to the bottom lane, and the second hero includes a marksman hero or an auxiliary hero. In this case, the client displays an attack prompt special effect pointing to the bottom lane and an attack prompt special effect pointing to the middle lane in the virtual environment.
[0222] The fourth case: the first hero corresponds to the bottom lane, and the second hero includes a marksman hero or an auxiliary hero. The second hero corresponds to the jungle. In this case, the client displays an attack prompt special effect pointing to the bottom lane in the virtual environment.
[0223] The fifth case: the first hero and the second hero correspond to the bottom lane, the first hero includes a marksman hero, and the second hero includes an auxiliary hero. In this case, the client displays an attack prompt special effect in the bottom lane of the virtual environment.
[0224] Step 2210: In the case that the second hero enters the display area of the attack prompt special effect corresponding to the lane corresponding to the first hero, the attack prompt special effect is cancelled, and the chat information of the second hero is displayed.
[0225] The chat information of the second hero includes the chat information published by the user of the second hero, that is, in the case that the second hero enters the display area of the attack prompt special effect corresponding to the lane corresponding to the first hero, the client displays the chat information published by the user of the second hero, and the content of the chat information is used to prompt the first hero to launch an attack.
[0226] Step 2212: In the case that the second hero enters the preset area around the attack prompt special effect corresponding to the lane corresponding to the first hero, an attack mark is displayed on the lane corresponding to the first hero.
[0227] The above-mentioned preset area is located around the attack prompt special effect corresponding to the lane corresponding to the first hero. Alternatively, the preset area corresponding to the attack prompt special effect corresponding to the lane corresponding to the first hero is set by game planners. The attack mark is used to prompt the first hero to launch an attack in cooperation with the second hero. The display style of the attack mark includes an icon.
[0228] It should be noted that in the case that the first hero enters the display area of the attack prompt special effect corresponding to the branch of the second hero, the above steps 2210 and 2212 can also be executed, and the present embodiment will not be repeated here.
[0229] In summary, the method provided in the present embodiment determines whether different heroes are currently in an attack play according to the levels of different heroes in the MOBA game, so as to automatically trigger the display of attack prompt special effects in the virtual environment. Since the attack prompt special effects can prompt different heroes to cooperate to launch an attack, the user can be automatically guided to control the heroes to cooperate to launch an attack without communication between users, thereby improving the efficiency of cooperative attack.
[0230] It should be noted that the present application can display a prompt interface, a pop-up window or output voice prompt information before and during the collection of relevant data of the user. The prompt interface, the pop-up window or the voice prompt information is used to prompt the user that the relevant data of the user is being collected. Thus, the present application starts to perform the relevant steps of obtaining the relevant data of the user only after obtaining the confirmation operation of the user to the prompt interface or the pop-up window. Otherwise (i.e. without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), the relevant steps of obtaining the relevant data of the user are ended, i.e. the relevant data of the user is not obtained. In other words, all the user data collected by the present application is collected under the condition that the user agrees and authorizes, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0231] It should be noted that the order of the method steps provided in the present embodiment can be adjusted appropriately, and the steps can be increased or decreased accordingly according to the circumstances. Any person skilled in the art can easily think of changes within the technical range disclosed in the present application, which should be covered within the protection scope of the present application, and thus will not be repeated here.
[0232] FIG. 23 is a structural schematic diagram of an information display device in a virtual environment according to an example embodiment of the present application. As shown in FIG. 23, the device includes:
[0233] The display module 2301 is configured to display at least one virtual character located in the virtual environment during the development of the game;
[0234] The control module 2302 is configured to control the first virtual character or the second virtual character to change the character attribute in the virtual environment.
[0235] The display module 2301 is further configured to display an attack prompt special effect in the virtual environment, in a case where the first role attribute of the first virtual role and the second role attribute of the second virtual role satisfy a cooperative attack condition.
[0236] The attack prompt special effect is used to prompt the first virtual role and the second virtual role to cooperate to launch an attack, and the first virtual role and the second virtual role belong to the same camp in the game.
[0237] In an optional design, the display module 2301 is configured to display the attack prompt special effect in the virtual environment, in a case where the first role attribute of the first virtual role satisfies a first cooperative attack condition, and the second role attribute of the second virtual role satisfies a second cooperative attack condition.
[0238] In an optional design, the display module 2301 is configured to display the attack prompt special effect in the virtual environment, in a case where the first level of the first virtual role satisfies a first level condition, and the second level of the second virtual role satisfies a second level condition.
[0239] In an optional design, the first role attribute includes a first level of the first virtual role, and the second role attribute includes a second level of the second virtual role; as shown in FIG. 24, the apparatus further includes an acquisition module 2303 configured to acquire a first play configuration of the first virtual role, the first play configuration being used to indicate a level of different levels of the first virtual role that satisfies the first cooperative attack condition; or, acquire a second play configuration of the second virtual role, the second play configuration being used to indicate a level of different levels of the second virtual role that satisfies the second cooperative attack condition.
[0240] In an optional design, the virtual environment includes a plurality of branches; the display module 2301 is configured to display at least one of a first attack prompt special effect and a second attack prompt special effect in the virtual environment; the first attack prompt special effect is directed to a branch corresponding to the first virtual role, and the second attack prompt special effect is directed to a branch corresponding to the second virtual role.
[0241] In an optional design, the first virtual role belongs to a first role positioning, and the second virtual role belongs to a second role positioning; the first role positioning corresponds to a first branch, and the second role positioning corresponds to a second branch; the first branch and the second branch are adjacent; the display module 2301 is configured to display, in the virtual environment, a first attack prompt special effect directed to the first branch, and a second attack prompt special effect directed to the second branch.
[0242] In an optional design, the first virtual character belongs to a first character position or a second character position, the second virtual character belongs to a third character position, the first character position corresponds to a first lane, the second character position corresponds to a second lane, the third character position corresponds to a third lane, and the third lane corresponds to a neutral resource area in the virtual environment; the display module 2301 is configured to display a first attack prompt special effect in the virtual environment, the first attack prompt special effect being directed to the lane corresponding to the first character position of the first virtual character.
[0243] In an optional design, the first virtual character belongs to a second character position, the second virtual character includes an attack character or an auxiliary character, the attack character belongs to a fourth character position, the auxiliary character belongs to a fifth character position, the second character position corresponds to a second lane, the fourth character position and the fifth character position correspond to a fourth lane, and the second lane is adjacent to the fourth lane; the display module 2301 is configured to display, in the virtual environment, a first attack prompt special effect directed to the second lane and a second attack prompt special effect directed to the fourth lane.
[0244] In an optional design, the first virtual character includes an attack character or an auxiliary character, the attack character belongs to a fourth character position, the auxiliary character belongs to a fifth character position, the second virtual character belongs to a third character position, the fourth character position and the fifth character position correspond to a fourth lane, the third character position corresponds to a third lane, and the third lane corresponds to a neutral resource area in the virtual environment; the display module 2301 is configured to display, in the virtual environment, a first attack prompt special effect directed to the fourth lane.
[0245] In an optional design, the first virtual character includes an attack character, the second virtual character includes an auxiliary character, the attack character belongs to a fourth character position, the auxiliary character belongs to a fifth character position, and the fourth character position and the fifth character position correspond to a fourth lane; the display module 2301 is configured to display, in the fourth lane in the virtual environment, a third attack prompt special effect.
[0246] In an optional design, the display module 2301 is configured to, in a case where the second virtual character enters a display area corresponding to the first attack prompt special effect, cancel display of the first attack prompt special effect and display prompt information for the first virtual character; the prompt information is used to prompt the first virtual character to initiate an attack.
[0247] In an optional design, the display module 2301 is configured to, in a case where the second virtual character enters a preset area around the display area, display an attack mark on the lane corresponding to the first virtual character.
[0248] In an optional design, the display module 2301 is configured to display a play configuration control of a controlled virtual character, the play configuration control being configured to configure a play configuration of the controlled virtual character, the controlled virtual character including the first virtual character or the second virtual character; and the play configuration is configured to indicate a role attribute of the controlled virtual character that meets a cooperative attack condition corresponding to the controlled virtual character among different role attributes of the controlled virtual character.
[0249] In an optional design, the role attribute of the controlled virtual character includes a level of the controlled virtual character, and the cooperative attack condition of the controlled virtual character includes that the level of the controlled virtual character indicates that the controlled virtual character is in an attack play; the display module 2301 is configured to display the play configuration control and display a plurality of preset levels of the controlled virtual character and a play option corresponding to each of the plurality of preset levels in the play configuration control; and the play option is configured to configure whether the controlled virtual character is in the attack play when the level of the controlled virtual character is greater than or equal to a first preset level and less than a second preset level, the first preset level being a preset level corresponding to the play option, and the second preset level being a next preset level corresponding to the first preset level in the plurality of preset levels.
[0250] In an optional design, the display module 2301 is configured to display strength state information of the controlled virtual character between a third preset level and a fourth preset level in the plurality of preset levels; and the strength state information is configured to reflect that the controlled virtual character is in a strong period, a weak period, or a normal period when the level of the controlled virtual character is greater than or equal to the third preset level and less than the fourth preset level, the third preset level and the fourth preset level being adjacent preset levels in the plurality of preset levels.
[0251] In an optional design, the display module 2301 is configured to display at least one of an unlocked skill of the controlled virtual character and a label of the unlocked skill around a target level in the plurality of preset levels, the unlocked skill being unlocked by the controlled virtual character at the target level; and the label of the unlocked skill is configured to reflect a skill attribute of the unlocked skill.
[0252] In an optional design, the play configuration control includes an automatic configuration control; as shown in FIG. 25, the apparatus further includes an adjusting module 2304 configured to adjust the play configuration of the controlled virtual character according to an automatic configuration logic in response to an automatic configuration operation triggered by the automatic configuration control; wherein the automatic configuration logic includes: setting a play option corresponding to a target level as the attack play in a case where an unlocked skill has a preset skill attribute, or in a case where the unlocked skill does not have the preset skill attribute but the controlled virtual character is in a strong period at the target level; and setting a play option corresponding to other levels as at least one of the attack plays in a case where the controlled virtual character is in the strong period at the other levels and the levels after the other levels increase by one level; the unlocked skill is a skill unlocked by the controlled virtual character at the target level, the target level belongs to the plurality of preset levels, and the other levels include levels different from the target level in the plurality of preset levels.
[0253] In an optional design, the play configuration control includes a default use option; as shown in FIG. 26, the apparatus further includes an uploading module 2305 configured to upload the play configuration of the controlled virtual character to a server in a case where the play configuration of the controlled virtual character is configured through the play configuration control and the default use option is selected.
[0254] FIG. 27 is a structural schematic diagram of an information configuration apparatus of a virtual character according to an example embodiment of the present application. As shown in FIG. 27, the apparatus includes:
[0255] a display module 2701 configured to display a play configuration control of the virtual character, the play configuration control being used to configure a play configuration of the virtual character;
[0256] an adjusting module 2702 configured to adjust the play configuration of the virtual character in the play configuration control in response to an adjusting operation in the play configuration control;
[0257] an obtaining module 2703 configured to obtain the play configuration of the virtual character configured through the play configuration control in response to a completion of a configuration operation;
[0258] wherein the play configuration is used to indicate a role attribute of the virtual character that meets a cooperative attack condition corresponding to the virtual character, the cooperative attack condition being used to trigger a display of an attack prompt special effect, and the attack prompt special effect being used to prompt the virtual character to cooperate with other virtual characters to launch an attack.
[0259] It should be noted that the information display device in the virtual environment provided by the above-mentioned embodiments is only exemplified by the division of the above-mentioned functional modules, and in actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the information display device in the virtual environment provided by the above-mentioned embodiments and the information display method in the virtual environment embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0260] Similarly, the information configuration device of the virtual role provided by the above-mentioned embodiments is only exemplified by the division of the above-mentioned functional modules, and in actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the information configuration device of the virtual role provided by the above-mentioned embodiments and the information configuration method of the virtual role embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0261] Embodiments of the present application also provide a computer device, which comprises a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to realize the information display method in the virtual environment and / or the information configuration method of the virtual role provided by the above-mentioned method embodiments.
[0262] For example, FIG. 28 is a structural schematic diagram of a terminal provided by an example embodiment of the present application.
[0263] Generally, the terminal 2800 comprises a processor 2801 and a memory 2802.
[0264] The processor 2801 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 2801 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 2801 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 2801 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing content required to be displayed by the display screen. In some embodiments, the processor 2801 can further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
[0265] The memory 2802 can include one or more computer-readable storage media that can be non-transitory. The memory 2802 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2802 is used to store at least one instruction for being executed by the processor 2801 to implement the information display method in a virtual environment and / or the information configuration method of a virtual role provided by the method embodiments in the present application.
[0266] In some embodiments, the terminal 2800 can also optionally include a peripheral device interface 2803 and at least one peripheral device. The processor 2801, the memory 2802, and the peripheral device interface 2803 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 2803 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 2804, a display screen 2805, a camera assembly 2806, an audio circuit 2807, and a power supply 2808.
[0267] The peripheral interface 2803 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 2801 and the memory 2802. In some embodiments, the processor 2801, the memory 2802 and the peripheral interface 2803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2801, the memory 2802 and the peripheral interface 2803 can be implemented on a separate chip or circuit board, and the embodiments of the present application do not limit this.
[0268] The radio frequency circuit 2804 is used to receive and send RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2804 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2804 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like. The radio frequency circuit 2804 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2804 can also include NFC (Near Field Communication) related circuitry, and the present application does not limit this.
[0269] The display screen 2805 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 2805 is a touch display screen, the display screen 2805 is further configured to capture touch signals on or above the surface of the display screen 2805. The touch signals can be input to the processor 2801 as control signals for processing. In this case, the display screen 2805 can also be configured to provide virtual buttons and / or virtual keyboard, also known as soft buttons and / or soft keyboard. In some embodiments, the display screen 2805 can be one, arranged on the front panel of the terminal 2800; in other embodiments, the display screen 2805 can be at least two, arranged on different surfaces of the terminal 2800 or in a folding design; in still other embodiments, the display screen 2805 can be a flexible display screen, arranged on a curved surface or a folding surface of the terminal 2800. Even, the display screen 2805 can also be arranged in an irregular shape, i.e., a special-shaped screen. The display screen 2805 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.
[0270] The camera assembly 2806 is configured to capture images or videos. Optionally, the camera assembly 2806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is arranged on the front panel of the terminal 2800, and the rear-facing camera is arranged on the back of the terminal. In some embodiments, the rear-facing camera is at least two, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera, to realize the background blur function by fusing the main camera and the depth-of-field camera, the panoramic shooting and VR (Virtual Reality) shooting function by fusing the main camera and the wide-angle camera, or other fusion shooting functions. In some embodiments, the camera assembly 2806 can further include a flash. The flash can be a single-color-temperature flash or a dual-color-temperature flash. The dual-color-temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0271] The audio circuit 2807 can include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into an electrical signal input to the processor 2801 for processing, or input to the radio frequency circuit 2804 to realize voice communication. For the purpose of stereo sound collection or noise reduction, the microphone can be multiple, respectively arranged at different parts of the terminal 2800. The microphone can also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 2801 or the radio frequency circuit 2804 into sound waves. The speaker can be a traditional diaphragm speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only can it convert electrical signals into sound waves that humans can hear, but it can also convert electrical signals into sound waves that humans cannot hear for ranging purposes. In some embodiments, the audio circuit 2807 can also include a headphone jack.
[0272] The power supply 2808 is used to supply power to each component in the terminal 2800. The power supply 2808 can be alternating current, direct current, disposable battery or rechargeable battery. When the power supply 2808 includes a rechargeable battery, the rechargeable battery can be a wired charging battery or a wireless charging battery. The wired charging battery is a battery charged through a wired line, and the wireless charging battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0273] In some embodiments, the terminal 2800 further includes one or more sensors 2809. The one or more sensors 2809 include, but are not limited to, an acceleration sensor 2810, a gyroscope sensor 2811, a pressure sensor 2812, an optical sensor 2813, and a proximity sensor 2814.
[0274] The acceleration sensor 2810 can detect the acceleration magnitude in three coordinate axes of the coordinate system established by the terminal 2800. For example, the acceleration sensor 2810 can be used to detect the components of the gravitational acceleration in three coordinate axes. The processor 2801 can control the touch display screen 2805 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 2810. The acceleration sensor 2810 can also be used for game or user motion data collection.
[0275] The gyroscope sensor 2811 can detect the body direction and rotation angle of the terminal 2800, and the gyroscope sensor 2811 can collect 3D actions of the user on the terminal 2800 in cooperation with the acceleration sensor 2810. The processor 2801 can realize the following functions according to the data collected by the gyroscope sensor 2811: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization when shooting, game control, and inertial navigation.
[0276] The pressure sensor 2812 can be disposed at the side frame of the terminal 2800 and / or the lower layer of the touch display screen 2805. When the pressure sensor 2812 is disposed at the side frame of the terminal 2800, the holding signal of the user to the terminal 2800 can be detected, and the left-hand or right-hand recognition or shortcut operation can be performed by the processor 2801 according to the holding signal collected by the pressure sensor 2812. When the pressure sensor 2812 is disposed at the lower layer of the touch display screen 2805, the controllable control on the UI interface can be controlled by the processor 2801 according to the pressure operation of the user to the touch display screen 2805. The controllable control includes at least one of the button control, the scroll bar control, the icon control and the menu control.
[0277] The optical sensor 2813 is used to collect the ambient light intensity. In an embodiment, the processor 2801 can control the display brightness of the touch display screen 2805 according to the ambient light intensity collected by the optical sensor 2813. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2805 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2805 is decreased. In another embodiment, the processor 2801 can also dynamically adjust the shooting parameter of the camera assembly 2806 according to the ambient light intensity collected by the optical sensor 2813.
[0278] The proximity sensor 2814, also called the distance sensor, is usually disposed at the front panel of the terminal 2800. The proximity sensor 2814 is used to collect the distance between the user and the front of the terminal 2800. In an embodiment, when the proximity sensor 2814 detects that the distance between the user and the front of the terminal 2800 gradually decreases, the processor 2801 controls the touch display screen 2805 to switch from the bright screen state to the screen-off state; when the proximity sensor 2814 detects that the distance between the user and the front of the terminal 2800 gradually increases, the processor 2801 controls the touch display screen 2805 to switch from the screen-off state to the bright screen state.
[0279] Those skilled in the art can understand that the structure shown in FIG. 28 does not constitute a limitation on the terminal 2800, and can include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0280] The computer readable storage medium in the embodiment of the present application stores at least one instruction, at least one program, a code set or an instruction set. When the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor of the computer device, the information display method in the virtual environment and / or the information configuration method of the virtual role provided by each method embodiment is implemented.
[0281] The application further provides a computer program product or computer program, which comprises computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the information display method in a virtual environment and / or the information configuration method of a virtual role provided by each method embodiment.
[0282] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by program instructing relevant hardware to complete, and the program can be stored in a computer readable storage medium. The readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk, etc.
[0283] The above only describes optional embodiments of the application and is not intended to limit the application. Any modification, equivalent switching, improvement, etc. made within the spirit and principles of the application shall be included in the protection scope of the application.
Claims
1. A method for displaying information in a virtual environment, the method being executed by a computer device, the method comprising: During the game, at least one virtual character located in the virtual environment is displayed; Control the first or second virtual character to change character attributes in the virtual environment; When the first character attribute of the first virtual character and the second character attribute of the second virtual character meet the conditions for coordinated attack, an attack prompt effect is displayed in the virtual environment. The attack prompt effect is used to prompt the first virtual character and the second virtual character to cooperate in launching an attack, and the first virtual character and the second virtual character belong to the same team in the game.
2. The method according to claim 1, wherein, The step of displaying an attack prompt effect in the virtual environment when the first character attribute of the first virtual character and the second character attribute of the second virtual character meet the conditions for coordinated attack includes: When the first character attribute of the first virtual character meets the first cooperative attack condition, and the second character attribute of the second virtual character meets the second cooperative attack condition, the attack prompt effect is displayed in the virtual environment.
3. The method according to claim 2, wherein, The step of displaying the attack prompt effect in the virtual environment when the first character attribute of the first virtual character meets the first cooperative attack condition and the second character attribute of the second virtual character meets the second cooperative attack condition includes: When the first virtual character's first level meets the first level condition and the second virtual character's second level meets the second level condition, the attack prompt effect is displayed in the virtual environment.
4. The method according to claim 2, wherein, The first character attribute includes a first level of the first virtual character, and the second character attribute includes a second level of the second virtual character; the method further includes: Obtain the first gameplay configuration of the first virtual character, which indicates the level of the first virtual character that satisfies the first cooperative attack condition; or, obtain the second gameplay configuration of the second virtual character, which indicates the level of the second virtual character that satisfies the second cooperative attack condition.
5. The method according to any one of claims 1 to 4, wherein, The virtual environment includes multiple branch paths; the display of attack prompt effects in the virtual environment includes: Display at least one of a first attack prompt effect and a second attack prompt effect in the virtual environment; The first attack prompt effect points to the lane corresponding to the first virtual character, and the second attack prompt effect points to the lane corresponding to the second virtual character.
6. The method according to claim 5, wherein, The first virtual character belongs to the first role positioning, the second virtual character belongs to the second role positioning, the first role positioning corresponds to the first branch, the second role positioning corresponds to the second branch, and the first branch and the second branch are adjacent; Displaying at least one of a first attack prompt effect and a second attack prompt effect in the virtual environment includes: In the virtual environment, a first attack prompt effect pointing to the first branch and a second attack prompt effect pointing to the second branch are displayed.
7. The method according to claim 5, wherein, The first virtual character belongs to a first role positioning or a second role positioning, the second virtual character belongs to a third role positioning, the first role positioning corresponds to a first branch, the second role positioning corresponds to a second branch, and the third role positioning corresponds to a third branch. The third branch corresponds to a neutral resource area in the virtual environment. Displaying at least one of a first attack prompt effect and a second attack prompt effect in the virtual environment includes: The virtual environment displays a first attack prompt effect pointing to the path corresponding to the character's location of the first virtual character.
8. The method according to claim 5, wherein, The first virtual character belongs to the second role positioning. The second virtual character includes an offensive role or a support role. The offensive role belongs to the fourth role positioning. The support role belongs to the fifth role positioning. The second role positioning corresponds to the second route. The fourth role positioning and the fifth role positioning correspond to the fourth route. The second route is adjacent to the fourth route. Displaying at least one of a first attack prompt effect and a second attack prompt effect in the virtual environment includes: The virtual environment displays a first attack prompt effect pointing to the second branch and a second attack prompt effect pointing to the fourth branch.
9. The method according to claim 5, wherein, The first virtual character includes an offensive character or a support character. The offensive character belongs to the fourth role position, and the support character belongs to the fifth role position. The second virtual character belongs to the third role position. The fourth role position and the fifth role position correspond to the fourth route, and the third role position corresponds to the third route. The third route corresponds to the neutral resource area in the virtual environment. Displaying at least one of a first attack prompt effect and a second attack prompt effect in the virtual environment includes: The virtual environment displays a first attack prompt effect pointing to the fourth branch.
10. The method according to any one of claims 1 to 9, wherein, The first virtual character includes an offensive character, and the second virtual character includes a support character. The offensive character belongs to the fourth role position, and the support character belongs to the fifth role position. The fourth role position and the fifth role position correspond to the fourth lane. The display of attack prompt effects in the virtual environment includes: A third attack prompt effect is displayed in the fourth branch of the virtual environment.
11. The method according to any one of claims 6 to 9, wherein, The method further includes: When the second virtual character enters the display area corresponding to the first attack prompt effect, the first attack prompt effect is canceled and a prompt message for the first virtual character is displayed. The prompt message is used to prompt the first virtual character to launch an attack.
12. The method according to claim 11, wherein, The method further includes: When the second virtual character enters a preset area around the display area, an attack marker is displayed on the branch road corresponding to the first virtual character.
13. The method according to any one of claims 1 to 12, wherein, The method further includes: Displays a gameplay configuration control for a controlled virtual character. The gameplay configuration control is used to configure the gameplay configuration of the controlled virtual character, which includes either the first virtual character or the second virtual character. The gameplay configuration is used to indicate the character attributes among the different character attributes of the controlled virtual character that satisfy the corresponding cooperative attack conditions of the controlled virtual character.
14. The method according to claim 13, wherein, The controlled virtual character's attributes include the controlled virtual character's level, and the controlled virtual character's cooperative attack conditions include the controlled virtual character's level indicating that the controlled virtual character is in an offensive playstyle; The control for displaying the gameplay configuration of the controlled virtual character includes: The gameplay configuration control is displayed, and the multiple preset levels of the controlled virtual character and the gameplay options corresponding to each of the multiple preset levels are displayed in the gameplay configuration control. The gameplay option is used to configure whether the controlled virtual character is in the offensive gameplay mode when it is greater than or equal to a first preset level and less than a second preset level. The first preset level is the preset level corresponding to the gameplay option, and the second preset level is the next preset level corresponding to the first preset level among the plurality of preset levels.
15. The method according to claim 14, wherein, The method further includes: Between the third and fourth preset levels among the plurality of preset levels, the strength status information of the controlled virtual character is displayed; The strength and weakness status information is used to reflect whether the controlled virtual character is in a strong period, a weak period, or a normal period when it is greater than or equal to the third preset level and less than the fourth preset level. The third preset level and the fourth preset level are adjacent preset levels among the plurality of preset levels.
16. The method of claim 14, wherein, The method further includes: Around the target level among the plurality of preset levels, at least one of the unlocked skills that the controlled virtual character unlocks at the target level and the tags of the unlocked skills is displayed; The tag for unlocking a skill is used to reflect the skill attributes of that skill.
17. The method of claim 14, wherein, The gameplay configuration control displays an automatic configuration control; the method further includes: In response to the automatic configuration operation triggered by the automatic configuration control, the gameplay configuration of the controlled virtual character is adjusted according to the automatic configuration logic; The automatic configuration logic includes: when the unlocked skill has a preset skill attribute, or when the unlocked skill does not have the preset skill attribute but the controlled virtual character is in a strong period at the target level, setting the gameplay option corresponding to the target level to the offensive gameplay; and when the controlled virtual character is in the strong period at other levels and at levels one level higher than the other levels, setting the gameplay option corresponding to the other levels to at least one of the offensive gameplay; the unlocked skill is a skill unlocked by the controlled virtual character at the target level, the target level belongs to the plurality of preset levels, and the other levels include levels among the plurality of preset levels that are different from the target level.
18. The method according to claim 13, wherein, The gameplay configuration control displays default usage options; the method also includes: After configuring the gameplay of the controlled virtual character through the gameplay configuration control, and with the default option selected, the gameplay configuration of the controlled virtual character is uploaded to the server.
19. A method for configuring information of a virtual character, the method being executed by a computer device, the method comprising: Displays the gameplay configuration control for the virtual character, which is used to configure the gameplay configuration of the virtual character; In response to the adjustment operation in the gameplay configuration control, the gameplay configuration of the virtual character is adjusted in the gameplay configuration control; In response to the completion of the configuration operation, the gameplay configuration of the virtual character configured through the gameplay configuration control is obtained; The gameplay configuration is used to indicate the character attributes among the different character attributes of the virtual character that meet the corresponding cooperative attack conditions of the virtual character. The cooperative attack conditions are used to trigger the display of attack prompt effects, and the attack prompt effects are used to prompt the virtual character to cooperate with other virtual characters to launch an attack.
20. An information display device in a virtual environment, the device comprising: The display module is used to display at least one virtual character located in the virtual environment during the game. The control module is used to control the first or second virtual character to change its character attributes in the virtual environment; The display module is also used to display an attack prompt effect in the virtual environment when the first character attribute of the first virtual character and the second character attribute of the second virtual character meet the conditions for coordinated attack. The attack prompt effect is used to prompt the first virtual character and the second virtual character to cooperate in launching an attack, and the first virtual character and the second virtual character belong to the same team in the game.
21. An information configuration device for a virtual character, the device comprising: The display module is used to display the gameplay configuration control of the virtual character, and the gameplay configuration control is used to configure the gameplay configuration of the virtual character; An adjustment module is used to respond to the adjustment operation in the gameplay configuration control and adjust the gameplay configuration of the virtual character in the gameplay configuration control; The acquisition module is used to acquire the gameplay configuration of the virtual character configured through the gameplay configuration control in response to the completion of the configuration operation; The gameplay configuration is used to indicate the character attributes among the different character attributes of the virtual character that meet the corresponding cooperative attack conditions of the virtual character. The cooperative attack conditions are used to trigger the display of attack prompt effects, and the attack prompt effects are used to prompt the virtual character to cooperate with other virtual characters to launch an attack.
22. A computer device comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the information display method in a virtual environment as claimed in any one of claims 1 to 18, or the information configuration method for a virtual character as claimed in claim 19.
23. A computer-readable storage medium storing at least one program, said at least one program being loaded and executed by a processor to implement the information display method in a virtual environment as described in any one of claims 1 to 18, or the information configuration method for a virtual character as described in claim 19.
24. A computer program product comprising computer instructions stored in a computer-readable storage medium, wherein a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform an information display method in a virtual environment as described in any one of claims 1 to 18, or an information configuration method for a virtual character as described in claim 19.
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