Virtual character control method and apparatus, device, and medium
By controlling virtual chess player characters to release effects during the battle phase of auto chess games, the problem of players being unable to influence the battle is solved, achieving more efficient human-computer interaction and strategic richness, and enhancing player engagement.
Patent Information
- Application Number
- PCT/CN2025/097291
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-22
- Filing Date
- 2025-05-26
- Publication Date
- 2026-01-29
AI Technical Summary
In the battle phase of auto chess games, players cannot influence the battle on the terminal interface, resulting in low human-computer interaction efficiency and a lack of controllable randomness and strategic choices.
During the battle phase, players control a virtual chess player character to move near chess piece characters and release effects to enhance or weaken the combat abilities of the chess piece characters, including the use of items and skills.
It improves the efficiency of human-computer interaction between players and terminals during the combat phase, increases the controllability and randomness of combat and strategic choices, and enhances the player's sense of immersion.
Smart Images

Figure CN2025097291_29012026_PF_FP_ABST
Abstract
Description
Method, device, equipment and medium for controlling virtual role
[0001] The present application claims priority to the Chinese patent application No. 202410994819.8, filed on July 22, 2024, and entitled "Method, device, equipment and medium for controlling virtual role", the whole content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] The embodiments of the present application belong to the field of human-computer interaction, and particularly relate to a method, device, equipment and medium for controlling a virtual role. BACKGROUND
[0003] With the continuous development of game technology, the self-walking chess game has become a popular game type.
[0004] In the related art, chess pieces are arranged on the chessboard of the self-walking chess game. After entering the battle stage, the chess pieces arranged by both sides automatically play against each other, and the playing process has a certain randomness.
[0005] In the related art, after entering the battle stage, the terminal interface no longer provides operation controls that can affect the battle, that is, the player cannot affect the battle in the battle stage. SUMMARY
[0006] The present application provides a method, device, equipment and medium for controlling a virtual role, which can improve the human-computer interaction efficiency between the player and the terminal in the battle stage. The technical solution is as follows:
[0007] According to an aspect of the present application, a method for controlling a virtual role is provided, which comprises:
[0008] The terminal displays a game interface of a turn-based chess game, the game interface comprising a chessboard area and a first player role, the first player role being a virtual role representing a player of the present side;
[0009] In the battle stage, the terminal controls the first player role to move to the vicinity of a chess piece role, the chess piece role being a virtual role used to develop a battle on the chessboard area;
[0010] In response to an effect release operation, the terminal controls the first player role to release an effect on the chess piece role, the effect being used to enhance or weaken the battle capability of the chess piece role.
[0011] According to another aspect of the present application, a device for controlling a virtual role is provided, which comprises:
[0012] The display module is configured to display a game interface of a turn-based chess game, the game interface comprising a chessboard area and a first player role, the first player role being a virtual role representing a player of the present side;
[0013] a control module, configured to control the first player character to move to the vicinity of the chess piece character which is a virtual character on the chessboard region for a battle, in the battle stage;
[0014] the control module is further configured to control the first player character to release an effect on the chess piece character in response to the effect release operation, the effect being used to enhance or weaken the battle capability of the chess piece character.
[0015] According to an aspect of the present application, a computer device is provided, comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual character control method as described above.
[0016] According to another aspect of the present application, a computer readable storage medium is provided, the storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the virtual character control method as described above.
[0017] According to another aspect of the present application, a computer program product is provided, comprising 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 cause the computer device to perform the virtual character control method provided in the above aspect. BRIEF DESCRIPTION OF DRAWINGS
[0018] FIG. 1 shows a structural block diagram of a computer system according to an example embodiment of the present application;
[0019] FIG. 2 shows a schematic diagram of a virtual character control method according to an example embodiment of the present application;
[0020] FIG. 3 shows a flowchart of a virtual character control method according to an example embodiment of the present application;
[0021] FIG. 4 shows a schematic diagram of a game interface of a turn-based chess game according to an example embodiment of the present application;
[0022] FIG. 5 shows a flowchart of a virtual character control method according to an example embodiment of the present application;
[0023] FIG. 6 shows a schematic diagram of a game interface according to an example embodiment of the present application;
[0024] FIG. 7 shows a schematic diagram of a game interface according to an example embodiment of the present application;
[0025] FIG. 8 shows a flow chart of a method for controlling a virtual role according to an example embodiment of the present application;
[0026] FIG. 9 shows a flow chart of a method for controlling a virtual role according to an example embodiment of the present application;
[0027] FIG. 10 shows a schematic diagram of a method for controlling a virtual role according to an example embodiment of the present application;
[0028] FIG. 11 shows a schematic diagram of a method for controlling a virtual role according to an example embodiment of the present application;
[0029] FIG. 12 shows a flow chart of a method for controlling a virtual role according to an example embodiment of the present application;
[0030] FIG. 13 shows a schematic diagram of a method for controlling a virtual role according to an example embodiment of the present application;
[0031] FIG. 14 shows a schematic diagram of a method for controlling a virtual role according to an example embodiment of the present application;
[0032] FIG. 15 shows a schematic diagram of a method for controlling a virtual role according to an example embodiment of the present application;
[0033] FIG. 16 shows a flow chart of a method for controlling a virtual role according to an example embodiment of the present application;
[0034] FIG. 17 shows a flow chart of a method for controlling a virtual role according to an example embodiment of the present application;
[0035] FIG. 18 shows a flow chart of a method for controlling a virtual role according to an example embodiment of the present application;
[0036] FIG. 19 shows a structural block diagram of a device for controlling a virtual role according to an example embodiment of the present application;
[0037] FIG. 20 shows a structural block diagram of a computer device according to an example embodiment of the present application. DETAILED DESCRIPTION
[0038] It should be understood that the "several" mentioned herein refers to one or more, and "multiple" refers to two or more. The "and / or" describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B, which can represent the three cases of A alone, A and B together, and B alone. The character " / " generally represents that the associated objects before and after are in an "or" relationship.
[0039] It should be noted that the information (including but not limited to device information, personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the subject or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of the country and region.
[0040] Firstly, the terms involved in the embodiments of the present application are briefly introduced:
[0041] Turn-based chess game: refers to a chess game in which "chess pieces" are arranged in advance before the game, and the "chess pieces" can automatically fight according to the pre-arrangement during the game. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. In the game, virtual characters automatically release various skills to fight. The game usually adopts a turn-based system, and when the "chess pieces" of one party are all killed (i.e. the life value of the virtual character is reduced to zero), that party is the losing party in this round of game. In some embodiments, in addition to the "chess piece type virtual character" for playing the game, each party also has a player character representing the current user participating in the game, and the player character also has a life value (or blood value). The life value of the player character is reduced (game lost) or unchanged (game won or tied) according to the result of each game, and when the life value of the virtual character is reduced to zero, the user corresponding to the player character exits the game, and the remaining user continues the game. Optionally, the turn-based chess game includes a self-moving chess game.
[0042] Self-moving chess game: a kind of in-game collectible hero chess multi-player turn-based competition game. For example, there are eight or six players in the game, each occupying a region on the chessboard. Two players among the multiple players play a one-on-one game. In each round of the game, there are two stages: preparation stage and battle stage. In the preparation stage, the user purchases chess pieces (heroes) in the store and arranges the chess pieces on the chessboard. In the battle stage, the two sides are locked, and the chess pieces will automatically fight until one side is completely dead. The party whose chess pieces are completely dead is the loser in this round and will be deducted a certain amount of blood. The game rounds are repeated, new opponents are matched, and the player is eliminated when the life value is ≤0. The last player remaining will win the game (1st place).
[0043] Chessboard: refers to the area used for preparing and playing the game in the turn-based chess game interface. The chessboard can be any of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard and a three-dimensional virtual chessboard, which is not limited in the embodiments of the present application.
[0044] The chessboard of the traditional self-moving chess is divided into a battle area and a chess candidate area. The battle area includes a plurality of chess grids of the same size, which are used to place chess pieces for battle. The chess candidate area includes a plurality of candidate chess positions, which are used to place candidate chess pieces that do not participate in the battle and can be dragged and placed in the battle area in the preparation stage. The chessboard area provided in the embodiments of the present application does not include the chess candidate area, but only includes the battle area.
[0045] Regarding the setting mode of the chess grid in the battle area, in some embodiments, the battle area includes n(row) x m(column) chess grids, and illustratively, n is an integer multiple of 2, and adjacent two rows of chess grids are aligned, or adjacent two rows of chess grids are staggered. In addition, the battle area is evenly divided into two parts according to the row, which are the home battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the user can only place chess pieces in the home battle area. In other embodiments, the battle area is evenly divided into two parts according to the column, which are the home battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess grid can be any one of a square, a rectangle, a circle, or a hexagon, and the embodiments of the present application do not limit the shape of the chess grid.
[0046] Equipment: In the self-moving chess game, each chess piece generally can wear 3 pieces of equipment (or other pieces of equipment), which can provide the hero with attributes or effects such as attack power, defense power, health, healing, penetration, shield, etc. The related art self-moving chess game usually has a wild area, and the player obtains the equipment dropped by the wild monster by defeating the wild monster and picking up the equipment into the backpack. The equipment can also be synthesized between scattered parts to obtain higher quality equipment. The related art self-moving chess game also has a draft stage, and a plurality of candidate chess pieces move in the draft area according to certain rules. The player controls the chess player character to contact the target candidate chess piece, which carries equipment on the body. After the chess player character contacts the chess piece, the player simultaneously obtains the chess piece and the equipment, and automatically separates the chess piece from the equipment, which can be applied to other chess pieces.
[0047] Chess player character: refers to a virtual character played by a player. In the related art self-moving chess game, the player brings himself into the game in the form of a chess player character (also known as a little hero). In the game, the player moves the chess pieces through the chess player character, moves the chess player character to obtain the chess pieces in the draft round, picks up the dropped loot ball by moving the chess player character to the position of the dropped loot ball in the wild monster round to obtain the corresponding reward, and uses the unique attack / elimination special effect of the chess player character to attack the chess player character of the opponent when winning. In the related art, the chess player character is only a medium tool person and does not affect the battle of the two chess pieces.
[0048] Fig. 1 shows a structural block diagram of a computer system according to an example embodiment of the present application. The computer system 100 comprises a first terminal 110, a server 120, and a second terminal 130.
[0049] The first terminal 110 is installed and runs a client 111 supporting a virtual environment, which can be a turn-based chess game program. When the first terminal 110 runs the client 111, a user interface of the client 111 is displayed on a screen of the first terminal 110. The client can be a client of a game of Gomoku. The first terminal 110 is a terminal used by a first user 112. The first user 112 uses the first terminal 110 to arrange pieces on a battle area of a chessboard in a preparation phase of a game, and the pieces are automatically controlled by the first terminal 110 or the server 120 to battle according to attributes, skills, and arrangement of the pieces on the battle area in a battle phase.
[0050] The second terminal 130 is installed and runs a client 131 supporting a virtual environment, which can be a turn-based chess game program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on a screen of the second terminal 130. The client can be a client of a game of Gomoku. The second terminal 130 is a terminal used by a second user 132. The second user 132 uses the second terminal 130 to arrange pieces on a battle area of a chessboard in a preparation phase of a game, and the pieces are automatically controlled by the second terminal 130 or the server 120 to battle according to attributes, skills, and arrangement of the pieces on the battle area in a battle phase.
[0051] Alternatively, the pieces arranged by the first user 112 through the first terminal 110 and the second user 132 through the second terminal 130 are located on different battle areas of the same chessboard, i.e., the first user 112 and the second user 132 are in the same game of chess on the same chessboard. Or, the pieces arranged by the first user 112 through the first terminal 110 and the second user 132 through the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user 132 are in the same game of chess on different chessboards. It is to be noted that in an alternative embodiment, a game of turn-based chess is participated by eight user accounts, and in each turn, the eight user accounts are matched two by two, and the two user accounts matched together battle on the same chessboard in the present turn.
[0052] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of the plurality of terminals. The embodiments of the present application are only exemplified by the first terminal 110 and the second terminal 130. The first terminal 110 and the second terminal 130 can be of the same or different device types, which include at least one of a smartphone, a tablet computer, a smart television, a vehicle terminal, a wearable device, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0053] Those skilled in the art can know that the number of terminals described above can be more or less. For example, the terminals described above can be only one (i.e., the user plays against the artificial intelligence), or the number of terminals described above is 6 or 8 or more. The embodiments of the present application do not limit the number of terminals and the device types.
[0054] Only two terminals are shown in FIG. 1, but there are a plurality of other terminals 140 that can access the server 120 in different embodiments. Optionally, there is also one or more terminals 140 that are the corresponding terminals of the developers. A development and editing platform supporting the client of the virtual environment is installed on the terminal 140. The developers can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0055] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.
[0056] The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client supporting the three-dimensional virtual environment (the client of the round chess game / the client of the free chess game). Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.
[0057] In an illustrative example, the server 120 comprises a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas in which the user accounts are located. The battle service module 124 is configured to provide a plurality of battle rooms for users to engage in battles. The user-oriented I / O interface 125 is configured to establish communication with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network and exchange data.
[0058] FIG. 2 shows a schematic diagram of a method for controlling a virtual character according to an example embodiment of the present application. The method is performed by the first terminal 110 in FIG. 1. In a turn-based chess game, a plurality of turns are included, and the plurality of turns include battle turns and non-battle turns. A battle turn is a turn in which players fight each other or a player fights a mirror player. A non-battle turn includes a wild turn and a draft turn.
[0059] In a battle turn, a preparation phase and a battle phase are included. In the preparation phase, a player decides the types, quantities, and positions of pieces on a chessboard. In the battle phase, pieces of both parties fight automatically on the chessboard. When pieces of one party are all defeated, the current turn ends.
[0060] In the example embodiment, the first terminal 110 displays a game interface of the turn-based chess game. As shown in the first diagram of FIG. 2, in the battle phase, the game interface of the turn-based chess game includes a chessboard area 201, a first player character 202, and a plurality of piece characters (pieces A, B, C, E, and G).
[0061] The chessboard area 201 includes a home chessboard area and an opponent chessboard area. The home chessboard area is used to arrange piece characters of the home party in the preparation phase. The opponent chessboard area is used to arrange piece characters of the opponent party in the preparation phase. When the battle phase starts, the home chessboard area and the opponent chessboard area are spliced to obtain the chessboard area 201. The first player character 202 is a virtual character used to represent the home player.
[0062] In the embodiments of the present application, in the battle stage, the first player character 202 can move in the chessboard area 201. When the first player character 202 moves to the vicinity of a target chess piece character, the target chess piece character can be given a gain by using the prop carried by the first player character 202, so as to improve the battle capability of the target chess piece character. Optionally, “vicinity” refers to a case where the distance between the target chess piece character and the first player character 202 is less than a distance threshold value. Optionally, the distance threshold value is a preset fixed value, for example, the distance threshold value is three chess grids.
[0063] In the first diagram of FIG. 2, it is shown that when the first player character 202 moves in the chessboard area 201, the first player character 202 is surrounded by a first prop type indicator 203. The first prop type indicator 203 is used to indicate the type of the prop carried by the first player character 202. Optionally, the prop is a virtual potion, and different types of virtual potions have different effects.
[0064] As shown in the first diagram of FIG. 2, the first prop type indicator 203 includes three prop grids (the “circular grid openings” in the figure), each of which corresponds to a prop, and the filling content in each prop grid corresponds to the type of the prop. For example, one prop grid is filled with red, and the prop grid corresponds to an attack-type prop, which, when used, will increase the attack power of the chess piece character. For another example, another prop grid is filled with blue, and the prop grid corresponds to a moving speed-type prop, which, when used, will increase the moving speed of the chess piece character. In addition to the filling color, other ways can also be used to represent the type of the prop. For example, each prop grid size represents a prop type, and the represented prop types are different, or the prop grid is filled with a digital mark, and each digital mark represents a prop type.
[0065] In the battle stage, in response to receiving a moving operation, the first player character 202 is controlled to move to the vicinity of a chess piece character. The second diagram of FIG. 2 shows that when the first player character 202 moves to the vicinity of a chess piece character (chess piece A), a first number of prop slots 204 will be displayed. The first number is the maximum number of props that the first player character 202 can simultaneously carry. As shown in the second diagram of FIG. 2, at this time, the first player character 202 carries a full number (three) of props. Optionally, “vicinity” refers to a case where the distance between the chess piece character and the first player character 202 is less than a distance threshold value. Optionally, the distance threshold value is a preset fixed value, for example, the distance threshold value is three chess grids. The chess piece character is any chess piece character in the chessboard area that is used to develop a battle.
[0066] It can be observed that one of the first number of prop slots 204 displays a first prop 205. In response to the first prop 205 receiving a click operation, the first prop 205 will be used within the effective range 206 of the first prop 205.
[0067] In the third diagram of FIG. 2, the chess piece character (Chess Piece A) located in the effective range 206 of the first prop 205 obtains the effect of the first prop 205. For example, the first prop 205 is an attack prop, and the attack power of the chess piece character is improved.
[0068] The effect can be a positive effect or a negative effect. The positive effect is used to enhance the fighting ability of the chess piece character, and the negative effect is used to weaken the fighting ability of the chess piece character.
[0069] As can be seen from the above introduction, in the embodiments of the present application, the player can control the first chess player character to move to the vicinity of the chess piece character in the battle stage to release the effect for the chess piece character, so as to enhance or weaken the fighting ability of the chess piece character. In the embodiments of the present application, the player can influence the battle through a series of operations in the battle stage. Compared with the related art in which the player cannot influence the battle result after entering the battle stage, the embodiments of the present application improve the human-computer interaction efficiency between the player and the terminal in the battle stage. Moreover, the embodiments of the present application enrich the game mechanism, so that the battle which is automatically performed after entering the battle stage has a certain controllable randomness. The player can use the positive effect to obtain an advantageous position in the battle, so as to achieve the effect of turning defeat into victory, or use the negative effect on the chess piece character of the opponent. That is, the embodiments of the present application enrich the game strategies that can be selected by the player. Moreover, in the embodiments of the present application, the player also controls the first chess player character to release the effect in the vicinity of the chess piece character, which increases the interaction between the first chess player character and the chessboard area. Since the first chess player character is a virtual character controlled by the player, the embodiments of the present application can enhance the sense of immersion of the player.
[0070] In one embodiment, the player can obtain the prop in a non-battle round. The non-battle round includes at least one of a draft round and a wild round.
[0071] In the draft round, a plurality of candidate chess pieces move in a draft field according to a certain rule. The player obtains a target candidate chess piece by controlling the first chess player character to contact the target candidate chess piece. The target candidate chess piece carries equipment and a prop. After the first chess player character contacts the target candidate chess piece, the player obtains the target candidate chess piece, the equipment and the prop at the same time, and automatically releases the binding relationship between the target candidate chess piece, the equipment and the prop. The equipment can be applied to other chess pieces, and the prop can be bound to the first chess player character and used for other chess pieces subsequently. Optionally, the first chess player character can simultaneously bind (carry) a first number of props at most, such as 3 props at most. When the number of props of the first chess player character reaches the first number, even if the first chess player character contacts the chess piece, the player cannot obtain the prop.
[0072] In the wild round, the interface displays the battle picture of the home chess piece team and the wild monster. When the home chess piece team successfully defeats the wild monster, the defeated wild monster drops a random resource body (optionally, a battle prize ball with a question mark). The player controls the first chess player character to move to the position of the random resource body, picks up and opens the random resource body, and obtains a random prop, such as a random attack prop. The obtained prop is bound to the first chess player character. The first chess player character can simultaneously bind (carry) a first number (for example, three) of props. When the number of props of the first chess player character reaches the first number, even if the first chess player character picks up and opens the random resource body, the prop cannot be obtained.
[0073] Optionally, when the number of props of the first chess player character reaches the first number, a prompt information is displayed, which prompts that the number of props has reached the maximum number, and the operation of obtaining the prop is not needed to be performed, so that the user does not need to perform the operation of controlling the first chess player character to contact the chess piece or pick up the random resource body, thereby saving the time of the user.
[0074] That is, the embodiment of the present application also provides a way of obtaining the prop through the draft round and the wild round. On the basis of the draft round and the wild round in the related art, the prop is obtained through the draft round and the wild round, which reasonably arranges the way of obtaining the prop, and the game does not need to additionally increase the round (or other way) of obtaining the prop, thereby reducing the complexity of the game and reducing the learning cost of the user.
[0075] FIG. 3 shows a flowchart of a control method of a virtual character provided by an example embodiment of the present application. The method is taken as an example and is executed by the first terminal 110 shown in FIG. 1. The method includes the following steps:
[0076] In step 320, the first terminal displays the game interface of the turn-based chess game, and the game interface includes a chessboard area and a first chess player character. The first chess player character is a virtual character for representing the home chess player.
[0077] The round-based chess game refers to a chess game in which "chess pieces" are arranged in advance before a chess match, and the "chess pieces" can automatically fight in the match according to the pre-arrangement. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. In the match, the virtual characters automatically release various skills to fight. The match usually adopts a round-based system, and when the "chess pieces" of one party in the match are all killed (i.e., the life value of the virtual character is reduced to zero), the party is the losing party in the current round of the match. In some embodiments, in addition to the "chess piece type virtual characters" for the match, each party in the match is also provided with a player character representing the current user participating in the match, and the player character is also provided with a life value (or blood value). The life value of the player character is reduced (in the case of a match loss) or unchanged (in the case of a match win or draw) according to the result of each match, and when the life value of the virtual character is reduced to zero, the user corresponding to the player character exits the match, and the remaining user continues the match. Optionally, the round-based chess game includes a self-walking chess game.
[0078] In some embodiments, the round-based chess game includes multiple rounds, including match rounds and non-match rounds. For example, one non-match round is performed after every five match rounds, or one non-match round is performed in the first round. In the match round, a match between players or between a player and a mirror image of the player is performed. For example, if there are an even number of players left in the current game, the even number of players are paired to fight in the next match round, and if there is an odd number of players left, the remaining player after pairing is paired with a mirror image of one of the other players. In the non-match round, a draft round and a wild round are included. In the draft round, multiple player characters compete for chess piece characters in a draft field, and when a chess piece character is obtained, the player character also obtains the equipment bound to the chess piece character. In the wild round, the chess piece team of the player fights against a wild monster, and after winning the fight, the player obtains the equipment dropped by the wild monster.
[0079] In some embodiments, in a match round, a first terminal displays a match interface of the round-based chess game, and the match interface includes a chessboard area and a first player character.
[0080] The chessboard region includes a home chessboard region and an opponent chessboard region. The home chessboard region is used to arrange the chess pieces of the home side in the preparation stage. The opponent chessboard region is used to arrange the chess pieces of the opponent in the preparation stage. When the battle stage is entered, the home chessboard region and the opponent chessboard region are spliced to obtain the chessboard region. In some embodiments, the chessboard region includes a plurality of chess grids of the same size, and the chess grids are used to place the chess pieces for the battle. Optionally, the chessboard region includes n(row) x m(column) chess grids, and illustratively, n is an integer multiple of 2, and adjacent two rows of chess grids are staggered. Optionally, the shape of the chess grid can be any one of a square, a rectangle, a circle, and a hexagon, and the embodiments of the present application do not limit the shape of the chess grid.
[0081] The first player character is a virtual character representing the home player, or in other words, the first player character is a first player character controlled by the first terminal, the first terminal is a terminal logged in with a first account, and the first account is the account of the home player. In some embodiments, the first player character has the ability to move in the game interface. Illustratively, the game interface displays a standing position (or a seat, etc.) of the first player character, and the first player character is not limited to the standing position and can move anywhere in the game interface. For example, from the home chessboard region to the opponent chessboard region. Optionally, the types of player characters corresponding to different players are different or the same. In a round-based chess game, a player can obtain different types of player characters by completing tasks, purchasing from a mall, or being gifted by the system, and the image of the player character can be an animal, a person, an animation image, etc., and the player can arbitrarily select a player character owned by the player to participate in the game.
[0082] In combination with reference to FIG. 4, FIG. 4 shows a game interface 400 of a round-based chess game. The game interface 400 includes a chessboard region 401 and a first player character 402, the chessboard region 401 displays a plurality of rows of staggered chess grids, and the first player character 402 is represented by a small hero image. The game interface 400 in FIG. 4 further includes a plurality of chess piece characters (chess pieces A, B, C, E, and G).
[0083] In some embodiments, the game interface further includes a bond information region, a player information region, and a preparation region.
[0084] The bond information area is used to display the bond situation of the home team in the chessboard area. In a round chess game, there is a mechanism of "bonding". Each chess piece in the game belongs to a camp and has a position. When the number of chess pieces belonging to the same camp (or the same position) reaches a certain number, a special effect will be triggered. For example, if the number of chess pieces belonging to the "wizard" position in the home team is three, a special effect will be triggered, such as increasing the magic damage of the "wizard" position. In the bond information area, the achievement of several bond relationships contained in the chessboard area will be displayed. The bond relationship refers to the relationship of the same camp or the same position, and the achievement refers to the information of whether the number of contained chess pieces reaches the preset number. In the bond information area, the number of chess pieces possessed by each of the several bond relationships contained in the chessboard area and the information of whether the number of chess pieces reaches the preset number will be displayed.
[0085] The player information area is used to display the information of the surviving player characters in the game, including the life value information, the life value sorting information, the avatar of the player character, the name, and the like. In the embodiments of the present application, the bond information area will be displayed on the left side of the game interface, and the player information area will be displayed on the right side of the game interface. This is beneficial to the real-time information acquisition of the player, and the position distribution of the information area is reasonable and symmetrical, which is convenient for the player to distinguish and search.
[0086] The preparation area is used to place the chess piece characters that are not on the field. In the preparation stage, the player can purchase the chess piece characters from the store and place them in the preparation area, and drag the chess piece characters from the preparation area to the chessboard area.
[0087] In combination with reference to FIG. 4, FIG. 4 shows the bond information area 403, the player information area 404, and the preparation area 407. At this time, the bond information area 403 shows the bond information of four positions (wizard, fighter, shape-shifter, and killer), the player information area 404 shows the life value information and the life value sorting information of the remaining eight players, and the preparation area 407 shows the chess piece character A that is not on the field.
[0088] In some embodiments, the game interface also shows the upgrade control and the purchase control. The upgrade control is used to upgrade the level of the first player character. The higher the level of the first player character is, the more chess pieces can be on the field of the home team. The purchase control is used to purchase chess pieces from the store. The upgrade of the player character and the purchase of the chess pieces both need to spend a certain fee, and the player can reasonably allocate the expenditure of the fee. In combination with reference to FIG. 4, FIG. 4 shows the upgrade control 405 and the purchase control 406. At this time, the upgrade control 405 also shows that the level of the first player character is level 5, and the purchase control 406 also shows that the remaining fee of the home team is 5.
[0089] Step 340, the first terminal controls the first player character to move to the vicinity of the chess piece character in the battle stage, and the chess piece character is a virtual character on the chessboard region for deploying a battle.
[0090] In one battle round, a preparation stage and a battle stage are included. In the preparation stage, each player arranges the chess piece team on the chessboard. In the battle stage, the chess piece characters of the two teams automatically battle. In the battle process, the chess piece characters in the chess piece team of the first team and the chess piece characters in the chess piece team of the second team battle according to certain algorithms and rules. Optionally, in the battle process, the chess piece characters can move in the chessboard region. For example, a chess piece with a position of “assassin” can move to a rear position of the chessboard region of the second team to attack a chess piece with a position of “marksman” in the chess piece team of the second team.
[0091] In the embodiment of the present application, the player can control the first player character to move on the chessboard region. For example, the player clicks a target position on the interface, and the first player character moves to the target position. For another example, the player controls the first player character to move to the vicinity of the chess piece character through a movement joystick on the first terminal. For another example, the player controls the first player character to move through gesture operation, voice control, eye control, etc. Optionally, the player controls the first player character to move through a VR (Virtual Reality) / AR (Augmented Reality) device.
[0092] In the battle stage, the chessboard region has the chess piece team of the first team and the chess piece team of the second team, and the player can control the first player character to move to the vicinity of the chess piece character. The chess piece character can be a chess piece character in the chess piece team of the first team or a chess piece character in the chess piece team of the second team, which is not limited in the embodiment of the present application. The chess piece character is a target selected by the player from a plurality of chess piece characters on the chessboard. The player selects the chess piece character to perform subsequent operations based on the strategy formed in the chess piece battle process.
[0093] Step 360, in response to the effect release operation, the first terminal controls the first player character to release the effect on the chess piece character. The effect is used to enhance or weaken the battle capability of the chess piece character.
[0094] The effect release operation is an operation for indicating the release of the effect, which can be an operation of clicking a preset control, an operation of sliding according to a preset track, an operation of clicking an effect icon representing the effect, etc., which is not limited in the embodiment of the present application.
[0095] When the player controls the first player character to move to the vicinity of the chess piece character, the player can control the first player character to release an effect on the chess piece character, the effect being used to enhance or weaken the battle capability of the chess piece character, the effect being a prop or a skill or other types of effects, etc. Optionally, the effect includes a positive effect or a negative effect. The positive effect is used to enhance the battle capability of the chess piece character, such as increasing the attack speed, the moving speed, the physical attack power, the physical defense power, the magic attack power, the magic defense power, etc. of the chess piece character, such as restoring the life value, the magic value, etc. of the chess piece character.
[0096] Optionally, the positive effect can be increasing the attack distance of the chess piece character, decreasing the skill cooling time of the chess piece character, re-releasing the last released skill, randomly moving to another position on the chessboard area, changing the positioning or the camp of the chess piece character (for the player to form other bonds to generate the effects of other bonds), promoting the level of the chess piece character (such as temporarily changing a one-star chess piece character into a two-star chess piece character), etc.
[0097] The negative effect is used to weaken the battle capability of the chess piece character, such as decreasing the attack speed, the moving speed, the physical attack power, the physical defense power, the magic attack power, the magic defense power, etc. of the chess piece character, such as deducting the life value, the magic value, etc. of the chess piece character.
[0098] Optionally, the negative effect can be decreasing the attack distance of the chess piece character, increasing the skill cooling time of the chess piece character, randomly moving to another position on the chessboard area, changing the positioning or the camp of the chess piece character (for the player to destroy the bonds formed by the opponent player), decreasing the level of the chess piece character (such as temporarily changing a two-star chess piece character into a one-star chess piece character), etc.
[0099] Illustratively, if the chess piece character selected by the player is a chess piece character in the chess piece team of the player, the first player character is controlled to release the positive effect on the chess piece character. If the chess piece character is a chess piece character in the chess piece team of the opponent player, the first player character is controlled to release the negative effect on the chess piece character.
[0100] Illustratively, the effect owned by the first player character is not limited to be a positive effect or a negative effect, but is only limited to the way of generating the effect on the chess piece character, for example, the effect owned by the first player character is to adjust the moving speed of the chess piece character by 20, but is not limited to increasing the moving speed or decreasing the moving speed. The terminal responds to the effect release operation, and determines whether to control the first player character to release the positive effect or the negative effect on the chess piece character according to whether the chess piece character selected by the player is a chess piece character in the chess piece team of the player or a chess piece character in the chess piece team of the opponent player.
[0101] Illustratively, the effect owned by the first chess player character has already defined whether it is a positive effect or a negative effect, for example, the effect owned by the first chess player character is to reduce the moving speed of a chess character by 20, and the terminal directly controls the first chess player character to release the effect on the chess character in response to the effect release operation without detecting whether the chess character selected by the player is a chess character in the home chess piece team or a chess character in the opponent chess piece team.
[0102] For example, the player mistakenly releases a negative effect on a chess character in the home chess piece team, and a punishment operation is performed on the first chess player character of the player, such as deleting an effect obtained by the first chess player character, reducing the moving speed of the first chess player character, destroying a chess character of the first chess player character, and the like.
[0103] In the embodiments of the present application, the player can control the first chess player character to move to the vicinity of the chess character in the battle stage to release the effect on the chess character to enhance or weaken the battle capability of the chess character. In the embodiments of the present application, the player can influence the battle in the battle stage through a series of operations, which improves the human-computer interaction efficiency between the player and the terminal in the battle stage compared with the related art in which the player cannot influence the battle result in the battle stage. Moreover, the embodiments of the present application enrich the game mechanism, so that the battle that is automatically performed after entering the battle stage has a certain human-controllable randomness, the player can use a positive effect to obtain an advantageous position during the battle to achieve a reverse victory effect, or use a negative effect on the chess character of the opponent, that is, the embodiments of the present application enrich the strategic choices of the player.
[0104] Moreover, the player also controls the first chess player character to release the effect in the vicinity of the chess character in the embodiments of the present application, which increases the interaction between the first chess player character and the chessboard area. Since the first chess player character is a virtual character controlled by the player, the embodiments of the present application can enhance the sense of immersion of the player.
[0105] Based on the optional embodiments shown in FIG. 3, step 360 includes step 520 shown in FIG. 5. The method executed by the first terminal 110 shown in FIG. 1 continues to be exemplified.
[0106] Step 520, in response to the first use operation, the first terminal controls the first chess player character to use the first prop in the effective range of the first prop, the chess character is located in the effective range of the first prop, and the first prop is used to generate the effect.
[0107] In the battle stage, after the first terminal controls the first chess player character to move to the vicinity of the chess character, the player will control the first chess player character to use the first prop through the first use operation, and if the chess character is located in the effective range of the first prop, the effect of the first prop will be generated on the chess character. It should be noted that the effective range refers to a position area in which the effect is generated in the interface.
[0108] The first prop is a virtual prop for generating an effect. Alternatively, the first prop is a virtual prop carried by the first player character, i.e., the first prop is bound to the player character. In some embodiments, the first player character can carry at most a first number of props at the same time, and the first number is three, optionally. Alternatively, the first prop is a consumable virtual prop, i.e., the first prop has a quantity feature, and the quantity of the first prop owned by the player is reduced by one (or two, or three, etc.) each time the first prop is used. The setting of the consumable virtual prop allows the game to further develop a mechanism for obtaining the first prop, thereby further enriching the playability of the game. Moreover, the setting of the consumable virtual prop makes the player more precious of the first prop, and the player will carefully consider whether to use the first prop before using it, and whether to save it for later use will be more beneficial to the game, thereby improving the strategy of the game and the player's sense of immersion. Alternatively, the first prop can be a virtual potion, a virtual spell, a virtual card, etc. Alternatively, the effect of the first prop has a time limit, and the first prop produces an effect within a certain time period, and becomes invalid when the time period is exceeded. Alternatively, once the first prop is used, the effect of the first prop is produced throughout the entire battle phase of the current round. Alternatively, the props can be divided into props with short-term effects and props with long-term effects. The props with short-term effects refer to props whose effects have a time limit, and the first prop produces an effect within a certain time period, and becomes invalid when the time period is exceeded. The effective time periods of different props with short-term effects can be equal or unequal. The props with long-term effects refer to props whose effects are produced throughout the entire battle phase of the current round. By releasing props with short-term effects and props with long-term effects, the props are differentiated, resulting in that more players want to obtain props with longer effective time periods, and fewer players want to obtain props with shorter effective time periods, resulting in that the difficulty of obtaining props with longer effective time periods is increased, and the difficulty of obtaining props with shorter effective time periods is reduced, thereby requiring the player to decide whether to obtain props with longer effective time periods or props with shorter effective time periods, thereby enriching the game strategies available to the player.
[0109] Alternatively, the chess piece character is a chess piece character of a home chess piece team selected by the player, and the first prop is a positive prop, i.e., the first prop can produce a positive effect on the chess piece character. Alternatively, the chess piece character is a chess piece character of an opponent chess piece team selected by the player, and the first prop is a negative prop, i.e., the first prop can produce a negative effect on the chess piece character.
[0110] In terms of the type of the prop, the first prop includes an attack speed prop (such as attack speed potion), a movement speed prop (such as movement speed potion), a physical attack power prop (such as physical attack power potion), a physical defense power prop (such as physical defense potion), a magic attack power prop (such as magic attack power potion), a magic defense power prop (such as magic defense potion), and the like. Embodiments of the present application will not be listed one by one, and it should be understood that the first prop can also have other effects.
[0111] The first use operation, that is, the operation of using the first prop, can be a click operation on the first prop displayed on the interface. The player produces the effect of the first prop by clicking the first prop on the interface. Alternatively, the first use operation can be a sliding operation on the first prop, such as sliding to the chess piece role. The player uses the first prop by sliding the first prop to the chess piece role. If the position of the chess piece role exceeds the effective range of the first prop, it is prompted that the prop cannot be used. Alternatively, the first use operation can also be a double-click operation on the first player role. The game system can set (or default set) the double-click operation on the first player role as the operation of using the first prop.
[0112] The effective range of the first prop refers to the area range of the effect of the first prop in the interface. Alternatively, the effective range is a geometric area (circle, ellipse, rectangle, etc.) generated based on a preset length with the first player role as the center. Alternatively, the preset length can be different lengths set according to different props, or a preset length shared by multiple or all props regardless of the type of the prop. Alternatively, the preset length is measured by the number of chess grids, for example, the effective range is a circular area with a radius of one chess grid (or two chess grids, half a chess grid). Alternatively, the shape of the chess grid is a regular hexagon, and each "chess grid" indicates the distance between two parallel sides on the chess grid.
[0113] Alternatively, the effective ranges of different props have the same display form, or the effective ranges of different props have different display forms, including size, shape, color, transparency, and the like. For example, the effective range of the attack power prop is a circular area with a radius of one chess grid with the first player role as the center, and the effective range of the movement speed prop is a circular area with a radius of three chess grids with the first player role as the center.
[0114] In embodiments of the present application, different display forms are related to the type of the prop, which is beneficial for targeted setting for various props. For example, for the attack power prop with more important effect, a smaller range can be set to reflect the scarcity of the attack power prop, and for the attack speed prop with less important effect, a larger range can be set to allow more chess pieces to enjoy the gain.
[0115] FIG. 6 shows a game interface 600 of a turn-based chess game. The game interface 600 includes a chessboard area 601, a first player character 602, and a plurality of chess piece characters (including chess pieces A, B, C, E, etc.). The first player character 602 is controlled to move to the vicinity of a chess piece character (chess piece “A”). In response to a first use operation, the first player character 602 is controlled to use a first prop 609, and the chess piece character is within an effective range 610 of the first prop 609, and the chess piece character obtains the effect of the first prop 609.
[0116] FIG. 7 shows an animation schematic diagram of using the first prop 609 within the effective range 610 of the first prop 609. FIGS. 6 and 7 also show a bond information area 603, a player information area 604, an upgrade control 605, a purchase control 606, and a preparation area 607, and specific descriptions of the areas can be referred to the descriptions above.
[0117] It should be noted that the first prop is taken as an example for description in the embodiments of the present application, and other props are the same, and the embodiments of the present application will not be repeated.
[0118] In the above embodiments, the effects on the chess piece characters are generated by using the props, a reasonable and practical gain mode is provided, the prop system of the player character is introduced into the game, the playability of the game is expanded, and an update entry is provided for subsequent updates of the game, and the subsequent game can be developed and updated based on the prop system of the player character.
[0119] In the optional embodiments based on FIG. 2 (or FIG. 5), the method includes steps 820, 840, and 860 shown in FIG. 8.
[0120] Step 820, in a case where there is a chess piece character in the vicinity of the first player character, a first terminal displays that the first player character has a first number of prop slots, and the first number is the maximum number of props that the first player character can carry.
[0121] When the first player character moves on the chessboard area, it is detected in real time whether there is a chess piece character in the vicinity of the first player character. If it is determined that there is a chess piece character in the vicinity of the first player character, the first number of prop slots that the first player character has is displayed, the prop slots are used to accommodate props, and the first number is the maximum number of props that the first player character can carry. Optionally, “vicinity” refers to a case where the distance between the first player character and the chess piece character is less than a first distance threshold, and optionally, the first distance threshold is a preset fixed value, for example, the first distance threshold is three chess squares.
[0122] Optionally, the first distance threshold is determined based on the effective range of the prop carried by the first chess player character. Illustratively, the first distance threshold is the radius of the largest effective range (the effective range of a circle) of the prop carried by the first chess player character. For example, the first chess player character carries prop A with a radius of three chess pieces, prop B with a radius of two chess pieces, and prop C with a radius of one chess piece, and the first distance threshold for detection is determined to be three chess pieces.
[0123] The prop slot is used to accommodate the prop. There are three cases in the first number of prop slots: no empty slot, partial empty slot, and all empty slot. In the embodiments of the present application, the two cases of no empty slot and partial empty slot will be introduced, and all empty slot indicates that the first chess player character does not carry a prop. Optionally, the slot form of the prop slot is related to the accommodated prop. For example, if a slot accommodates an attack power prop, the upper edge of the slot displays an attack icon (such as a sword), and if a slot accommodates a defense power prop, the upper edge of the slot displays a defense icon (such as a shield). Optionally, the shape of the prop slot is square, trapezoidal, rectangular, circular, etc. In the embodiments of the present application, the prop slot is used to accommodate the prop carried by the first chess player character, so that the user can select the first prop from the carried prop, and the setting of the prop slot makes the operation of using the first prop by the player more reasonable and convenient.
[0124] In an embodiment, the non-empty prop slot can also have a prompt element, and each prompt element is used to prompt the use priority of the prop in the current non-empty slot. Therefore, the method further comprises: displaying a prompt element in each non-empty slot in the first number of prop slots, and each prompt element is used to prompt the use priority of the prop in the current non-empty slot.
[0125] Illustratively, for a non-empty prop slot (i.e. non-empty slot), a dynamic special effect is displayed, and the more gorgeous the effect of the dynamic special effect is, the higher the use priority of the prop in the non-empty slot is, and the player can use the prop preferentially. The use priority refers to the priority of using the current prop. For different chess characters, different effects have different degrees of adaptation. For example, for a chess character positioned as an archer, an attack speed prop is more needed, and for a chess character positioned as a tank, a defense prop is more needed, so when it is detected that there are more archers near the first chess player character, the player is prompted to use the attack speed prop preferentially through the dynamic special effect.
[0126] Illustratively, for a non-empty slot, a prompt label is displayed, and the prompt label is located on the upper edge of the slot. The prompt label displays a number, such as one, which indicates that the use priority of the prop in the current non-empty slot is one among the props carried by the first chess player character.
[0127] In the embodiment of the present application, the use priority of each prop can be prompted to the player through the prompt element on the non-empty slot, so as to facilitate the player to quickly decide the prop to be used. It can be understood that in the round chess game, even if the chess pieces of both sides automatically fight in the battle stage, the player can have relatively idle time, but the player also needs to perform other operations (for example, consider the chess pieces to be purchased next, how to manage the next cost, the combat power of other players, and the like) in the battle stage, that is, the player also has a large amount of tasks in the battle stage, therefore, the embodiment of the present application prompts the use priority of each prop to the player, so as to facilitate the player to quickly use the prop, and to a certain extent, reduce the task burden of the player in the battle stage, and the player can focus more attention on other things.
[0128] In FIG. 6, the first number of prop slots 608 carried by the first player character 602 is shown, at this time, the first number is three, and the first number of prop slots 608 is in the state of non-empty slot, and the first slot from left to right is used to accommodate the first prop 609.
[0129] In step 840, the first terminal displays the first prop in one of the first number of prop slots.
[0130] In an exemplary embodiment, at least one of the pattern, name, and color of the first prop is displayed on one of the first number of prop slots, to represent the first prop. Originally, this slot is an empty slot, and after the first prop is displayed in this slot, the slot becomes a non-empty slot. Illustratively, FIG. 6 shows the pattern and color (different fill contents are used to represent different colors in FIG. 6) of the first prop (virtual potion) 609. Optionally, the first prop 609 is an attack potion, and the pattern of the first prop in FIG. 6 is the pattern of the attack potion, and the fill color is red.
[0131] It should be noted that the first prop is taken as an example in the embodiment of the present application, and the first prop is used in subsequent step 860. In another embodiment, the method can not use the first prop after performing step 820 and step 840, that is, step 860 is not performed.
[0132] In addition, the first chess player role can have other props in addition to the first prop, and therefore the method further includes: in a case where the chess piece role is present in the vicinity of the first chess player role, the terminal displays a first number of prop slots possessed by the first chess player role, the first number being a number of props that the first chess player role can carry at most; and the terminal displays, in at least one of the first number of prop slots, a prop of the first chess player role, so that a number of non-empty prop slots is equal to a number of props possessed by the first chess player role, and each non-empty prop slot corresponds to a prop. Optionally, after the first chess player role obtains a new prop, the new prop can be displayed in a first empty prop slot after the original non-empty prop slots.
[0133] At step 860, in response to the first use operation, the first terminal controls the first chess player role to use the first prop within the effective range of the first prop.
[0134] In an embodiment, before the player uses the first prop, the player can preview the effective range of the first prop and then decide whether to use the first prop in the current effective range.
[0135] Illustratively, in response to a first trigger operation on the first prop, a predicted effective range of the first prop is displayed, the first trigger operation can be a long press operation (the predicted effective range is displayed during the long press), a single click operation (the predicted effective range is displayed after the single click), etc., and the predicted effective range is shown in FIG. 6, which shows a predicted effective range 610.
[0136] In response to a second trigger operation on the first prop, the first chess player role is controlled to use the first prop within the predicted effective range of the first prop, and the second trigger operation can be a single click operation, etc.
[0137] The embodiments of the present application provide a way of previewing the effective range first and then triggering the prop. Before the player uses the first prop, the player can preview the effective range of the first prop and then decide whether to use the first prop in the current effective range, which is beneficial to the player's decision on the first prop and avoids the player from mistakenly using the first prop in an unsatisfactory effective range.
[0138] In an embodiment, in a case where the user is familiar with the effective ranges of various types of props, the user can quickly trigger the use of the first prop through a double-click operation on the first prop.
[0139] The predicted effective range is a circular area generated with the first chess player as the center and a preset length as the radius. The preset length can be different for different props or a preset length shared by multiple or all props. The predicted effective range of different props can have the same display form, or the predicted effective range of different props can have different display forms, including size, shape, color, transparency, etc.
[0140] The display form of the predicted effective range is associated with at least one of the following: the number of chess pieces in the predicted effective range (e.g., five chess pieces can form a certain type of bond), the total number of chess pieces in the predicted effective range (e.g., five chess pieces), the number of chess pieces in each camp in the predicted effective range (e.g., three chess pieces belong to camp A, one chess piece belongs to camp B, and one chess piece belongs to camp C), and the number of chess pieces in each position in the predicted effective range (e.g., three chess pieces belong to position A and two chess pieces belong to position B).
[0141] For example, among the chess pieces belonging to camp A, camp B, and camp C, the number of chess pieces belonging to camp A is the largest, and the background color of the predicted effective range is rendered in the main tone of camp A.
[0142] In one embodiment, the display form of the predicted effective range is determined according to the number of chess pieces belonging to the first bond group in the predicted effective range of the first prop, wherein the first bond group is the bond group corresponding to the first prop.
[0143] Optionally, the first prop is a prop that is exclusive to the first bond group. "Exclusive" can mean that the effect on the first bond group is the best, and the effect on other bond groups is poor, or it can mean that the first prop only has an effect on the first bond group and has no effect on other bond groups. For example, the first prop is an attack speed prop, and the first bond group is the "archer" position. For another example, the first prop is a defense prop, and the first bond group is the "tank" position. Chess pieces in the "tank" position are mainly used to withstand the attack firepower of the opponent.
[0144] Optionally, the predicted effective range of the first prop has multiple levels of display forms, for example, including a first level of display form, a second level of display form and a third level of display form, and the corresponding number of chess pieces is 1 / 2 / 3. Illustratively, if the number of chess pieces belonging to the first bond group in the predicted effective range is one, the first level of display form is displayed, if the number of chess pieces belonging to the first bond group in the predicted effective range is two, the second level of display form is displayed; similarly, if the number of chess pieces belonging to the first bond group in the predicted effective range is three, the third level of display form is displayed. The transparency of different levels of display forms is different, and the display form with a higher level has a smaller transparency, that is, the clearer the predicted effective range is.
[0145] In the embodiments of the present application, through the display forms of different predicted effective ranges, it can also prompt the user whether the currently selected prop (the first prop) is in a suitable use opportunity and whether the first player character is in the optimal position, so as to facilitate the user to adjust the position of the first player character again until the optimal effective position of the first prop is found, and the effect of the first prop is maximized, at this time, the strategy of the game is further improved.
[0146] Based on the optional embodiments shown in FIG. 5 or FIG. 8, the first prop type indicator is displayed around the first player character, and the first prop type indicator is used to indicate the type of the prop carried by the first player character.
[0147] The first prop type indicator is displayed around the first player character, that is, the distance between the first prop type indicator and the first player character is less than the distance threshold, and when the first player character moves, the first prop type indicator also moves to ensure that the distance between the first player character and the first prop type indicator is less than the distance threshold.
[0148] In a possible implementation manner, the first prop type indicator is displayed around the area where the first player character is located, that is, a geometric area (circle, ellipse, rectangle, etc.) generated based on the distance threshold and taking the first player character as the center. The first prop type indicator can be displayed at any position in the area. Optionally, the distance threshold can be different lengths set according to different props, or it can be a distance threshold shared by multiple or all props without distinguishing the types of the props. Optionally, the distance threshold is measured by the number of chess grids, for example, the area where the first player character is located is a circular area with a radius of half a chess grid, and optionally, the shape of the chess grid is a regular hexagon, and each “chess grid” indicates the distance between two parallel sides of the chess grid.
[0149] The first prop type indicator includes a first number of prop slots, each of which corresponds to a prop, and the first number is the maximum number of props that the first player character can simultaneously hold. Referring to FIG. 4, the first prop type indicator 408 is shown, and each "circular slot" in the first prop type indicator 408 represents a prop slot. For a prop slot, if it is in an empty state, it indicates that the first player character does not hold a prop, and if it is filled with the color (or pattern or other identifying filler) of the first prop, it indicates that the first player character holds one first prop. FIG. 4 shows that the first player character carries a full number (three) of props.
[0150] In the embodiments of the present application, through the first prop type indicator, the player can know the type of the carried props in real time, which facilitates the player to consider the use strategy of the props in real time and improves the game strategy.
[0151] In one embodiment, during the battle process, the prop type indicator of the opponent player character is also displayed on the self side interface, which is used for the player to use the self props with a better strategy, for example, when the opponent carries more attack props, the self player can temporarily not use the defense props, and uses the defense props when the opponent uses the attack props.
[0152] Illustratively, on the game interface of the self player character, the second prop type indicator is displayed, and the second prop type indicator is displayed around the second player character, and the second prop type indicator is used to indicate the type of the props carried by the second player character, and the second player character is a virtual character representing the opponent player character. Optionally, the second prop type indicator is consistent with the interface performance of the first prop type indicator, and the self player character and the opponent player character can obtain the same information from the second prop type indicator. The specific design of the second prop type indicator can refer to the above-mentioned first prop type indicator, and will not be described in detail here.
[0153] Next, the acquisition method of the prop will be introduced.
[0154] The first possible acquisition method: based on the optional embodiment shown in FIG. 5 (or FIG. 8), referring to FIG. 9, the following steps 920 and 940 are further included before step 520 (or step 820).
[0155] In step 920, the first terminal displays a plurality of player characters and a plurality of candidate chess piece characters in the field in the first non-battle round, and the plurality of player characters one-to-one correspond to a plurality of players participating in the game.
[0156] The round game includes multiple rounds, which include battle rounds and non-battle rounds. The battle round is a round of battle between players or between a player and a player mirror, and the non-battle round is a round that is not used for battle. In the embodiments of the present application, the first non-battle round can be referred to as a draft round. In the draft round in the related art, multiple player characters will compete for a chess character in a draft field, and when the chess character is obtained, the player will also obtain the equipment bound to the chess character.
[0157] In the first non-battle round provided in the embodiments of the present application, multiple player characters and multiple candidate chess characters in the field are displayed. Illustratively, multiple candidate chess characters form a circle in the field, and the multiple candidate chess characters move in a rotating manner at a certain speed. The multiple player characters are located around the field. For example, there are eight players, and every two players are uniformly spaced, and the eight players are distributed in a rotating manner at the periphery of the oval field.
[0158] Illustratively, FIG. 10 shows eight player characters 1001, and nine candidate chess characters (chess A, B, C, B, etc.) exist in the field. The nine candidate chess characters are connected in a rotating manner at a certain speed.
[0159] In step 940, the first terminal obtains the target chess character and the props carried by the target chess character by controlling the first player character to contact the target chess character in the field. The target chess character is one of the multiple candidate chess characters.
[0160] Each of the multiple candidate chess characters carries at least one prop (which can be one, two, or more). The player obtains the target chess character and the props carried by the target chess character by controlling the first player character to contact the target chess character in the field. The target chess character is one of the multiple candidate chess characters. The player can first observe the chess character and the prop that the player wants to obtain most from the multiple candidate chess characters. If the chess character and the prop that the player wants to obtain most are bound, the player can obtain both. However, in many cases, the chess character and the prop that the player wants to obtain most are not bound. At this time, the player needs to make a trade-off between the chess character and the prop, and select the chess character that the player wants to obtain most, or select the prop that the player wants to obtain most, or select a suboptimal chess character and a suboptimal prop that have a binding relationship. At this time, the embodiments of the present application bind the prop and the chess character, which enriches the strategy of the game, and the player needs to consider the chess character to be obtained from multiple angles.
[0161] In one embodiment, the first player character is considered to successfully obtain the target chess piece character and the prop carried by the target chess piece character by controlling the first player character to be within a preset distance threshold from the target chess piece character in the game field. Optionally, after obtaining the target chess piece character and the prop, the target chess piece character and the prop are unbound, i.e., the prop can also be applied to other chess piece characters.
[0162] With reference to FIG. 11, FIG. 11 shows that the first player character 1101 successfully contacts the chess piece character (chess piece R in the figure), and then obtains the chess piece character and the prop (virtual potion) carried by the chess piece character. Optionally, each of the plurality of candidate chess piece characters is also bound with virtual equipment, and when the first player character 1101 successfully contacts the chess piece character, the equipment carried by the chess piece character is also obtained.
[0163] That is, the embodiments of the present application also provide a way of obtaining a prop through a first non-battle round (drafting round). Based on the drafting round in the related art, the prop is obtained through the drafting round, which rationalizes the way of obtaining the prop, and the game does not need to additionally increase the round (or other way of obtaining the prop) for obtaining the prop, thereby reducing the complexity of the game and reducing the learning cost of the user.
[0164] In one embodiment, the first player character is surrounded by a first prop type indicator, and the first prop type indicator includes a first number of prop slots, and the first number is the maximum number of props that the first player character can simultaneously have. The first prop type indicator includes a first number of prop slots, and each prop slot corresponds to a prop, and the first number is the maximum number of props that the first player character can simultaneously have. With reference to FIG. 11, FIG. 11 shows the first prop type indicator 1102, and each "circular slot" in the first prop type indicator 1102 represents a prop slot. For a prop slot, if it is in an empty state, it indicates that the first player character does not have a prop, and if it is filled with the color (or pattern or other identifying filler) of the first prop, it indicates that the first player character has one first prop.
[0165] In response to the first player character obtaining the prop, one prop slot in the first number of prop slots in the empty state is changed to a non-empty state, indicating that the number of props carried by the first player character is increased by one. FIG. 11 shows that after obtaining the first prop, the first player character 1101 has one prop slot in a non-empty state and two prop slots in an empty state.
[0166] In the embodiments of the present application, through the first prop type indicator, the player can know the type of the obtained prop in real time, which facilitates the player to consider the prop obtaining strategy in real time and decide which props to obtain next, thereby improving the game strategy.
[0167] The second possible acquisition manner is based on the optional embodiment shown in FIG. 5 (or FIG. 8), referring to FIG. 12, before step 520 (or step 820), further comprising steps 1220 and 1240.
[0168] In step 1220, the first terminal displays a random resource body in the interface in the case that the local chess piece team successfully defeats the virtual monster in the second non-competition round, and the random resource body corresponds to a random prop.
[0169] In the embodiments of the present application, the second non-competition round can be referred to as a wild fighting round. In the related art, in the wild fighting round, the chess piece team of the player will fight with a wild monster, and after winning the fight, the player will obtain the equipment dropped by the wild monster.
[0170] In the second non-competition round provided in the embodiments of the present application, the interface of the battle between the local chess piece team and the virtual monster will be displayed, and in the case that the local chess piece team successfully defeats the virtual monster, the random resource body dropped by the virtual monster will be displayed in the interface, and the random resource body corresponds to a random prop.
[0171] The random resource body refers to an interface element carrying a random resource. Alternatively, the random resource body is a random loot ball. In combination with FIG. 13, FIG. 13 shows the interface in which the local chess piece team 1301 fights with the virtual monster 1302. FIG. 14 shows the random resource body 1402 displayed after the local chess piece team 1401 successfully defeats the virtual monster. The random resource body 1402 is a ball with a question mark.
[0172] In step 1240, the first terminal controls the first chess player to move to the position of the random resource body, picks up and opens the random resource body, and obtains the prop corresponding to the random resource body.
[0173] In combination with FIG. 15, the player controls the first chess player 1501 to move to the position of the random resource body, picks up and opens the random resource body, and then obtains the first prop. The first prop shown in FIG. 15 is “strength potion”.
[0174] In an embodiment, the first chess player is followed by a first prop type indicator around the first chess player, and the first prop type indicator includes a first number of prop slots. The first number is the maximum number of props that the first chess player can simultaneously have. In response to the first chess player obtaining the first prop, one of the first number of prop slots in the empty state is changed to the non-empty state.
[0175] The first prop type indicator includes a first number of prop grids, each of which corresponds to a prop, and the first number is the maximum number of props that the first player character can have at the same time. In combination with reference to FIG. 15, FIG. 15 shows a first prop type indicator 1502, and each "circular grid" in the first prop type indicator 1502 represents a prop grid. For a prop grid, if it is in an empty state, it indicates that the first player character does not have a prop, and if it is filled with the color (or pattern or other identifying filler) of the first prop, it indicates that the first player character has the first prop. FIG. 15 shows that after obtaining the first prop, the first player character 1501 has one prop grid in a non-empty state and two prop grids in an empty state.
[0176] That is, the embodiments of the present application also provide a way of obtaining a prop through a second non-battle round (a wild round). Based on the related art wild round, the prop is obtained through the wild round, which rationalizes the way of obtaining the prop, and the game does not need to additionally increase the round (or other way of obtaining the prop) for obtaining the prop, thereby reducing the complexity of the game and reducing the learning cost of the user.
[0177] Moreover, in the embodiments of the present application, through the first prop type indicator, the player can know the type of the obtained prop in real time, which facilitates the player to consider the strategy of obtaining the prop in real time and decide which props to obtain next, thereby improving the game strategy.
[0178] Based on the optional embodiment shown in FIG. 3, step 360 includes step 1620 shown in FIG. 16.
[0179] Step 1620, in response to the skill release operation, the first terminal controls the first player character to use the first skill in the effective range of the first skill, the chess piece character is located in the effective range of the first skill, and the first skill is used to produce an effect.
[0180] In the embodiments of the present application, the first player character releases the effect on the chess piece character by releasing the skill. In response to the skill release operation, the first player character is controlled to use the first skill in the effective range of the first skill, and if the chess piece character is located in the effective range of the first skill, the first skill will produce an effect on the chess piece character. Optionally, the first skill is a skill possessed by the first player character, and the first skill supports being released in a non-cooling state.
[0181] The player controls the first chessman character to move to the vicinity of the chess piece character. When it is detected that there is a chess piece character in the effective range of the first skill, a use button of the first skill is displayed. The use button of the first skill is used to prompt the player that the first skill can be used at present. In response to the use button of the first skill receiving a trigger operation (optionally, a click operation), the first skill will be used in the effective range of the first skill, and the chess piece in the effective range of the first skill will be attached with the effect of the first skill.
[0182] The first skill possessed by the first chessman character can be a first skill preconfigured by the player or a skill possessed by the first chessman character set by the game system. If the first skill is preconfigured by the player, the player can select to carry the first skill from a plurality of skills before entering the battle stage. If the first skill is a skill possessed by the first chessman character set by the game system, the game system sets different skills for different types of chessman characters, for example, sets that the chessman character A has the skill a, and sets that the chessman character B has the skill b.
[0183] The first skill has a cooling time, that is, when the first skill is in a cooling state, the first skill is in an unusable state. At this time, the first chessman character will not have an impact on the battle between the two chess pieces, which is consistent with the battle process in the related art. When the first skill is in a non-cooling state, the player can control the first chessman character to release the first skill to affect the battle between the two chess pieces.
[0184] It should be noted that the first skill is taken as an example for description in the embodiments of the present application, and other skills are the same, and the embodiments of the present application will not be repeated.
[0185] In the above embodiments, the chess piece character is affected by using the skill, a reasonable and practical action mode is provided, the skill system of the chessman character is introduced into the game, the playability of the game is expanded, and an update entry is provided for subsequent update of the game. The subsequent game can be developed and updated based on the skill system of the chessman character.
[0186] FIG. 17 shows a flowchart of a control method of a virtual character provided by an example embodiment of the present application.
[0187] First, the step of starting 1701 is performed. The embodiments of the present application provide two auxiliary potion obtaining approaches 1702. In the first obtaining approach, the auxiliary potion is obtained 1703 through a draft round. In the draft round, the step of determining whether the player character contacts a chess piece 1704 is performed. If the player character contacts the chess piece, the chess piece and its attached auxiliary potion are obtained 1705, and if the player character does not contact the chess piece, it is determined that the chess piece is not obtained 1706, and the process ends 1707. In the second obtaining approach, the auxiliary potion is obtained 1708 through a wild round. In the wild round, if a wild monster is defeated, the wild monster randomly drops an auxiliary potion 1709.
[0188] After the auxiliary potion is obtained through the above two obtaining approaches, it is further determined whether the player character has an auxiliary potion empty slot 1710. If the player character has an auxiliary potion empty slot, the auxiliary potion is used to fill the empty slot 1711. If the player character does not have an auxiliary potion empty slot, the potion cannot be continuously obtained 1712, and the process ends 1713.
[0189] After the auxiliary potion is used to fill the empty slot 1711, it is determined whether the game enters a battle stage 1714. If the game enters the battle stage, it is further determined whether the player character is in a battlefield area 1715. If the game does not enter the battle stage, the potion cannot be used 1716, and the process ends 1717.
[0190] After it is determined whether the player character is in the battlefield area 1715, if the player character is in the battlefield area, the potion is activated for use 1718, the player can control the player character to use the potion to obtain an addition 1719, and the process ends 1720. If the player character is not in the battlefield area, the potion cannot be used 1721, and the process ends 1722.
[0191] In the embodiments of the present application, an auxiliary potion mode is provided. In the auxiliary potion mode, the player can obtain corresponding auxiliary potions through a draft round / wild round.
[0192] In the draft round, the chess pieces are equipped with auxiliary potions, and the player can move the small hero to obtain the chess pieces with the auxiliary potions that the player needs according to the player's own choice. In the draft stage, the server randomly issues corresponding auxiliary potions to the chess pieces, and feeds back to the draft table on the client side. The client determines whether the player contacts the chess pieces to determine whether the auxiliary potions are obtained. The left side of the small hero of each player has three auxiliary potion slots, and the auxiliary potion slots are filled after the auxiliary potions are obtained. Different auxiliary potions have different colors, such as orange for attack auxiliary potion, red for attack speed auxiliary potion, blue for magic damage enhancement auxiliary potion, and green for treatment auxiliary potion. Based on the balance of the battle, the player can have a maximum of 3 bottles of auxiliary potions at the same time. When the player reaches 3 bottles, the player cannot continue to obtain the auxiliary potions. After the player uses the auxiliary potions, the player can continue to obtain new auxiliary potions.
[0193] In the wild monster round, after the player defeats the wild monster, a random reward spell ball will be dropped. The player can pick up the spell ball by moving the small hero to obtain a reward. The reward will randomly open an auxiliary potion. The auxiliary potion obtained in this way is randomly distributed and uncontrollable.
[0194] In the battle round, after the battle starts, the player can move the small hero to the battlefield area. When the player identifies that there is a chess piece near the small hero, the auxiliary potion module on the top of the small hero will be activated. The player can press the corresponding potion to display the effective range of the potion. The range is a circular (or other shape) range with the small hero as the center. Click the potion to use it. After use, the corresponding buff effect will be activated in the corresponding range. The chess pieces in the range will be affected by the corresponding buff. At the same time, the player can see the type of auxiliary potion carried by the small hero of the opponent player during the battle.
[0195] In the embodiments of the present application, the player can use a maximum of a limited number (3) of potions in a single game. Auxiliary potions can be used in the same area. For example, the player can use magic potion and attack speed potion at the same time, and the two buff effects will take effect at the same time in the area. The same type of buff can be stacked, such as using two attack speed potions. Different stacking combinations allow the player to choose more combinations, such as obtaining 3 attack speed potions and using them in an area to obtain a large attack speed bonus. After the auxiliary potion is used up, the use grid is no longer displayed and becomes an empty state following the player's small hero.
[0196] Next, an application scenario embodiment is introduced.
[0197] FIG. 18 shows a flowchart of a virtual character control method provided by an example embodiment of the present application. The method is exemplified by being executed by the first terminal 110 shown in FIG. 1. The method includes:
[0198] In step 1820, the first terminal displays a game interface of the self-walking chess game. The game interface includes a chessboard area and a first chess player role. The first chess player role is a virtual role used to represent the player.
[0199] In the game of chess, multiple rounds are performed, including battle rounds and non-battle rounds. For example, after every five battle rounds, a non-battle round is performed, or a non-battle round is performed in the first round. In a battle round, a battle between players or between a player and a mirror player is performed. For example, if there are an even number of players left in the game, the even number of players are paired for battle in the next battle round. If there is an odd number of players left, the remaining player after pairing is paired with a mirror of one of the other players for battle. In a non-battle round, a draft round and a wild round are included. In the draft round, multiple chess character roles compete for chess pieces in a draft area. When a chess piece is obtained, the chess character role is also bound to the equipment of the chess piece. In the wild round, the chess piece team of the player fights with a wild monster. After winning the battle, the player obtains the equipment dropped by the wild monster.
[0200] In some embodiments, in a battle round, a first terminal displays a game interface of a turn-based chess game, the game interface including a chessboard area and a first chess character role. The chessboard area includes a home chessboard area and an opponent chessboard area. The home chessboard area is used to arrange chess pieces of the home team in a preparation phase. The opponent chessboard area is used to arrange chess pieces of the opponent team in the preparation phase. When entering a battle phase, the home chessboard area and the opponent chessboard area are spliced to obtain the chessboard area.
[0201] The first chess character role is a virtual role representing a home chess player, or the first chess character role is a first chess character role controlled by the first terminal, the first terminal is a terminal logged in with a first account, and the first account is an account of the home chess player. In some embodiments, the first chess character role has the ability to move in the game interface. Illustratively, a standing position (or a seat, etc.) of the first chess character role is displayed in the game interface, and the first chess character role is not limited to the standing position and can move anywhere in the game interface.
[0202] In some embodiments, the game interface further includes a bond information area, a player information area, and a preparation area.
[0203] The bond information area is used to display the bond situation of the home chess piece team in the chessboard area. In a turn-based chess game, there is a "bond matching" mechanism. Each chess piece in the game belongs to a camp and has a position. When the number of chess pieces belonging to the same camp (or the same position) reaches a certain number, a certain special effect is triggered. For example, if the number of chess pieces belonging to the "wizard" position in the home chess piece team is three, a corresponding special effect is triggered, such as increasing the magic damage of the "wizard" position chess piece. In the bond information area, the achievement of various bonds in the chessboard area is displayed.
[0204] The player information area is used to display information of the still surviving chessman role in the game, including life value information, life value ranking information, the avatar of the chessman role, name, and the like. In the embodiment of the present application, the tie information area is displayed on the left side of the interface, and the player information area is displayed on the right side of the interface, which is beneficial for the player to obtain real-time information. The information area is distributed reasonably and symmetrically, and is convenient for the player to distinguish and search.
[0205] The preparation area is used to place the chessman role which is not on the field. In the preparation stage, the player can purchase the chessman role from the store and place it in the preparation area, and drag the chessman role from the preparation area to the chessboard area.
[0206] In some embodiments, the interface also shows an upgrade control and a purchase control. The upgrade control is used to upgrade the level of the first chessman role. The higher the level of the first chessman role, the more chessmen can be on the field in the home chessboard area. The purchase control is used to purchase chessmen from the store. The upgrade of the chessman role and the purchase of the chessmen both need to spend a certain amount of money, and the player can reasonably allocate the expenditure of the money.
[0207] In step 1840, the first terminal controls the first chessman role to move to the vicinity of the chessman role in the battle stage. The chessman role is a virtual role used to develop the battle on the chessboard area.
[0208] In the embodiment of the present application, the player can control the first chessman role to move on the chessboard area. For example, the player clicks the target position on the interface, and the first chessman role routes to the target position. For another example, the player controls the first chessman role to move to the vicinity of the chessman role through the movement joystick on the first terminal. For another example, the player controls the first chessman role to move through gesture operation, voice control, eye control, and the like. Optionally, the player controls the first chessman role to move through the VR / AR device.
[0209] In step 1860, in response to the first use operation, the first terminal controls the first chessman role to use the first prop in the effective range of the first prop. The chessman role is located in the effective range of the first prop, and the first prop is used to produce an effect.
[0210] In the battle stage, after the player controls the first chessman role to move to the vicinity of the chessman role, the player will control the first chessman role to use the first prop through the first use operation. If the chessman role is located in the effective range of the first prop, the first prop will produce an effect on the chessman role. It should be noted that the effective range refers to a position area in which the effect is produced. In an embodiment, the first prop is a virtual prop carried by the first chessman role, and the first prop belongs to a consumable virtual prop.
[0211] In one embodiment, when the first player character is in the vicinity of a chess piece character, the first player character is displayed as having a first number of item slots, the first number being the maximum number of items the first player character can carry. Illustratively, when the first player character moves on the chessboard area, it is detected in real time whether the first player character is in the vicinity of a chess piece character, and if it is determined that the first player character is in the vicinity of a chess piece character, the first player character is displayed as having a first number of item slots, the item slots being used to hold items, the first number being the maximum number of items the first player character can carry. Optionally, the "vicinity" refers to a situation where the distance between the first player character and the chess piece character is less than a first distance threshold, and optionally, the first distance threshold is a preset fixed value, for example, the first distance threshold is three chessboard squares.
[0212] One of the first number of item slots displays a first item. Illustratively, on one of the first number of item slots, at least one of the pattern, name, and color of the first item is displayed to represent the first item.
[0213] In response to a use operation on the first item, the first player character is controlled to use the first item within an effective range of the first item. In one embodiment, in response to a first trigger operation on the first item, a predicted effective range of the first item is displayed; and in response to a second trigger operation on the first item, the first player character is controlled to use the first item within the predicted effective range of the first item.
[0214] Illustratively, before the player uses the first item, the player can first preview the effective range of the first item and then decide whether to use the first item in the current effective range. Illustratively, in response to a first trigger operation on the first item, a predicted effective range of the first item is displayed, and the first trigger operation can be a long press operation (during which the predicted effective range is displayed), a single click operation (after which the predicted effective range is displayed), etc. In response to a second trigger operation on the first item, the first player character is controlled to use the first item within the predicted effective range of the first item, and the second trigger operation can be a single click operation, etc.
[0215] In one embodiment, each non-empty slot of the first number of item slots displays a prompt element, and each prompt element is used to prompt the use priority of the item in the current non-empty slot.
[0216] In an embodiment, a display form of the predicted effective range is determined according to a number of piece characters belonging to a first bond group in the predicted effective range of the first prop, wherein the first bond group is a bond group corresponding to the first prop. Optionally, the first prop is a prop exclusive to the first bond group. The "exclusivity" can be understood as the best effect on the first bond group and poor effect on other bond groups, or can be understood as only producing an effect on the first bond group and not producing an effect on other bond groups.
[0217] In an embodiment, a first prop type indicator is displayed around the first player character, and the first prop type indicator is used to indicate the type of the prop carried by the first player character. The first prop type indicator includes a first number of prop cells, each of which corresponds to a prop, and the first number is the maximum number of props that the first player character can simultaneously have. For a prop cell, if it is in an empty state, it indicates that the first player character does not have a prop, and if it is filled with the color of the first prop, it indicates that the first player character has a first prop.
[0218] In an embodiment, a second prop type indicator is displayed, and the second prop type indicator is displayed around the second player character, and the second prop type indicator is used to indicate the type of the prop carried by the second player character, and the second player character is a virtual character representing the opponent player. Optionally, the second prop type indicator is consistent with the interface performance of the first prop type indicator, and the home player and the opponent player can obtain the same information from the second prop type indicator.
[0219] In an embodiment, in the first non-battle round, a plurality of player characters and a plurality of candidate piece characters in the field are displayed, and the plurality of player characters correspond one-to-one to a plurality of players participating in the game; by controlling the first player character to contact a target piece character in the field, the target piece character and the prop carried by the target piece character are obtained, and the target piece character is one of the plurality of candidate piece characters.
[0220] In an embodiment, in the second non-battle round, in the case that the home piece team successfully defeats the virtual monster, a random resource body is displayed in the interface, and the random resource body corresponds to a random prop; by controlling the first player character to move to the location of the random resource body, the random resource body is picked up and opened, and the prop corresponding to the random resource body is obtained.
[0221] In an embodiment, a first prop type indicator is displayed around the first player character, and the first prop type indicator includes a first number of prop cells, and the first number is the maximum number of props that the first player character can simultaneously have. In response to the first player character obtaining a prop, a prop cell in an empty state in the first number of prop cells is changed to a non-empty state.
[0222] It should be noted that the detailed content in the embodiment shown in FIG. 18 can refer to the embodiments shown in FIG. 3, FIG. 5, FIG. 8, FIG. 9, and FIG. 12, which will not be introduced here to save space.
[0223] FIG. 19 shows a control device of a virtual role provided by an example embodiment of the present application, which comprises:
[0224] The display module 1901 is configured to display a game interface of a round game, the game interface comprising a chessboard region and a first player role, the first player role being a virtual role for representing a local player.
[0225] The control module 1902 is configured to, in a battle stage, control the first player role to move to a vicinity of a chess piece role, the chess piece role being a virtual role for developing a battle on the chessboard region.
[0226] The control module 1902 is further configured to, in response to an effect release operation, control the first player role to release an effect on the chess piece role, the effect being for enhancing or weakening a battle capability of the chess piece role.
[0227] In an optional embodiment, the control module 1902 is further configured to, in response to a first use operation, control the first player role to use a first prop in an effective range of the first prop, the chess piece role being located in the effective range of the first prop, the first prop being for generating the effect.
[0228] In an optional embodiment, the first prop is a virtual prop carried by the first player role, and the first prop belongs to a consumable virtual prop.
[0229] In an optional embodiment, the display module 1901 is further configured to, in a case where the first player role is in the vicinity of the chess piece role, display a first quantity of prop slots possessed by the first player role, the first quantity being a maximum quantity of props that can be carried by the first player role; display the first prop in one of the first quantity of prop slots; and the control module 1902 is further configured to, in response to a use operation on the first prop, control the first player role to use the first prop in the effective range of the first prop.
[0230] In an optional embodiment, the control module 1902 is further configured to, in response to a first trigger operation on the first prop, display a predicted effective range of the first prop; and in response to a second trigger operation on the first prop, control the first player role to use the first prop in the predicted effective range of the first prop.
[0231] In an optional embodiment, the display module 1901 is further configured to display a prompt element in each non-empty slot of the first number of prop slots, and each prompt element is used to prompt a use priority of a prop in a current non-empty slot.
[0232] In an optional embodiment, the control module 1902 is further configured to determine a display form of the predicted effective range according to a number of pawns belonging to a first faction in the predicted effective range of the first prop, and the first faction is a faction corresponding to the first prop.
[0233] In an optional embodiment, the display module 1901 is further configured to, in a case where there is a pawn in the vicinity of the first player character, display a first number of prop slots possessed by the first player character, and the first number is a maximum number of props carried by the first player character; and display a prop of the first player character in at least one slot of the first number of prop slots.
[0234] In an optional embodiment, the display module 1901 is further configured to display a prompt element in each non-empty slot of the first number of prop slots, and each prompt element is used to prompt a use priority of a prop in a current non-empty slot.
[0235] In an optional embodiment, the display module 1901 is further configured to display a first prop type indicator following the first player character, and the first prop type indicator is used to indicate a type of prop carried by the first player character.
[0236] In an optional embodiment, the display module 1901 is further configured to display a second prop type indicator following the second player character, and the second prop type indicator is used to indicate a type of prop carried by the second player character, and the second player character is a virtual character used to represent an opponent player.
[0237] In an optional embodiment, the display module 1901 is further configured to, in the first non-battle round, display a plurality of player characters and a plurality of candidate pawns in the game field, and the plurality of player characters correspond to a plurality of players participating in the game in a one-to-one manner.
[0238] The control module 1902 is further configured to obtain a target pawn and a prop carried by the target pawn by controlling the first player character to contact the target pawn in the game field, and the target pawn is one of the plurality of candidate pawns.
[0239] In an optional embodiment, the display module 1901 is further configured to, in the second non-battle round, display a random resource object in the interface in a case where the home pawn team successfully defeats the virtual monster, and the random resource object corresponds to a random prop.
[0240] The control module 1902 is further configured to control the first player character to move to a location where the random resource object is located, pick up the random resource object, and start the random resource object to obtain the prop corresponding to the random resource object.
[0241] In an optional embodiment, a first prop type indicator is displayed around the first player character, and the first prop type indicator includes a first number of prop cells, the first number being a maximum number of props that the first player character can simultaneously hold.
[0242] The display module 1901 is further configured to change a prop cell that is in an empty state to a non-empty state among the first number of prop cells in response to the first player character obtaining the prop.
[0243] In an optional embodiment, the control module 1902 is further configured to control the first player character to use the first skill within an effective range of the first skill in response to the skill release operation, the chess piece character being located within the effective range of the first skill, and the first skill being used to generate an effect.
[0244] In an optional embodiment, the first skill is a skill possessed by the first player character, and the first skill supports being released in a non-cooling state.
[0245] In summary, in the embodiments of the present application, the home player (player) can control the first player character to move to the vicinity of the chess piece character in the battle stage, release effects for the chess piece character, and enhance or weaken the battle capability of the chess piece character. That is, the home player can influence the battle in the battle stage through a series of operations, which improves the human-computer interaction efficiency between the home player and the terminal in the battle stage compared with the related art in which the home player cannot perform operations that can influence the battle result after entering the battle stage.
[0246] Moreover, the embodiments of the present application enrich the existing game mechanism, so that the battle between the two chess pieces that is automatically performed in the related art after entering the battle stage has a certain human-controllable randomness. The player can use positive effects to obtain an advantageous position during the battle, achieve the effect of turning defeat into victory, or use negative effects on the chess piece character of the opponent, that is, the embodiments of the present application enrich the game strategies that the home player can choose.
[0247] Moreover, in the embodiments of the present application, the home player also controls the first player character to release effects in the vicinity of the chess piece character, which increases the interaction between the first player character and the chessboard area. Since the first player character is a virtual character controlled by the home player, the embodiments of the present application can enhance the player's sense of immersion.
[0248] Referring to FIG. 20, a structural block diagram of a computer device 2000 is shown according to an example embodiment of the present application. The computer device 2000 can be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player, an MP4 player, a smart television, a vehicle-mounted terminal, a wearable device. The computer device 2000 can also be referred to as a user equipment, a portable terminal, or other names.
[0249] Generally, the computer device 2000 includes a processor 2001 and a memory 2002.
[0250] The processor 2001 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 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). In some embodiments, the processor 2001 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content to be displayed on a display screen. In some embodiments, the processor 2001 can further include an AI (Artificial Intelligence) processor that is responsible for processing machine learning related computing operations.
[0251] The memory 2002 can include one or more computer-readable storage media that can be tangible and non-transitory. The memory 2002 can also include a high-speed random access memory, and a non-volatile 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 2002 is used to store at least one instruction for being executed by the processor 2001 to implement the virtual role control method provided in the embodiments of the present application.
[0252] In some embodiments, the computer device 2000 can also optionally include a peripheral interface 2003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2004, a touch display 2005, a camera component 2006, an audio circuit 2007, and a power supply 2008.
[0253] The peripheral interface 2003 can be used to connect the I / O (Input / Output) related at least one peripheral device to the processor 2001 and the memory 2002.
[0254] The radio frequency circuit 2004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2004 communicates with communication networks and other communication devices through electromagnetic signals. The radio frequency circuit 2004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
[0255] The touch display 2005 is used to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. The touch display 2005 also has the ability to collect touch signals on or above the surface of the touch display 2005. The touch signals can be input as control signals to the processor 2001 for processing. The touch display 2005 is used to provide virtual buttons and / or comment keyboards, also known as soft buttons and / or soft keyboards.
[0256] The camera component 2006 is used to collect images or videos. Optionally, the camera component 2006 includes a front-facing camera and a rear-facing camera. Generally, the front-facing camera is used to implement video calls or selfies, and the rear-facing camera is used to implement the shooting of photos or videos.
[0257] The audio circuit 2007 is used to provide an audio interface between the user and the computer device 2000. The audio circuit 2007 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 electrical signals input to the processor 2001 for processing, or input to the radio frequency circuit 2004 to implement voice communication.
[0258] The power supply 2008 is used to supply power to various components in the computer device 2000. The power supply 2008 can be alternating current, direct current, disposable battery, or rechargeable battery. When the power supply 2008 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 that is charged through a wired line, and the wireless charging battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0259] In some embodiments, the computer device 2000 further includes one or more sensors 2009. The one or more sensors 2009 include, but are not limited to, an acceleration sensor 2010, a gyroscope sensor 2011, a pressure sensor 2012, an optical sensor 2013, and a proximity sensor 2014.
[0260] Those skilled in the art can understand that the structure shown in FIG. 20 does not constitute a limitation on the computer device 2000, and can include more or fewer components than shown, or combine certain components, or adopt a different arrangement of components.
[0261] The embodiments of the present application also provide a computer device, which includes a processor and a memory. The memory stores at least one instruction, at least one program, a code set or an instruction set. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the control method of the virtual role provided by the above-mentioned method embodiments.
[0262] The embodiments of the present application also provide a computer readable storage medium, which stores at least one instruction. The at least one instruction is loaded and executed by a processor to implement the control method of the virtual role provided by the above-mentioned method embodiments.
[0263] The embodiments of the present application provide a computer program product or a computer program, which includes 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. The processor executes the computer instructions, so that the computer device executes the control method of the virtual role provided by the above-mentioned method embodiments.
[0264] 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 a program instructing relevant hardware, and the program can be stored in a computer readable storage medium, and the storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk, etc.
[0265] The above only describes optional embodiments of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for controlling a virtual character, the method comprising: displaying, by a terminal, a game interface of a turn-based board game, the game interface comprising a board area and a first player character, the first player character being a virtual character representing a local player; controlling, by the terminal, the first player character to move to a vicinity of a piece character in a battle phase, the piece character being a virtual character for a battle on the board area; controlling, by the terminal, the first player character to release an effect on the piece character in response to an effect release operation, the effect being for enhancing or weakening a battle capability of the piece character.
2. The method of claim 1, wherein, controlling, by the terminal, the first player character to release the effect on the piece character in response to the effect release operation, comprises: controlling, by the terminal, the first player character to use a first item in an effective range of the first item in response to a first use operation, the piece character being in the effective range of the first item, the first item being for generating the effect.
3. The method of claim 2, wherein, the first item is a virtual item carried by the first player character, the first item being a consumable virtual item.
4. The method of claim 2 or 3, wherein, the method further comprises: displaying, by the terminal, a first number of item slots possessed by the first player character in a case where there is a piece character in a vicinity of the first player character, the first number being a maximum number of items that the first player character can carry; displaying, by the terminal, the first item in one of the first number of item slots; controlling, by the terminal, the first player character to use the first item in the effective range of the first item in response to the first use operation, comprises: controlling, by the terminal, the first player character to use the first item in the effective range of the first item in response to a use operation on the first item.
5. The method according to any one of claims 2 to 4, wherein, controlling, by the terminal, the first player character to use the first item in the effective range of the first item in response to the first use operation, comprises: displaying, by the terminal, a predicted effective range of the first item in response to a first trigger operation on the first item; controlling, by the terminal, the first player character to use the first item in the predicted effective range of the first item in response to a second trigger operation on the first item.
6. The method of claim 4 or 5, wherein, the method further comprises: displaying, by the terminal, a prompt element in each non-empty slot of the first number of item slots, each of the prompt elements being for prompting a use priority of an item in a current non-empty slot.
7. The method of claim 5, wherein, the method further comprises: determining, by the terminal, a display form of the predicted effective range of the first item according to a number of piece characters belonging to a first bond group in the predicted effective range; wherein the first bond group is a bond group corresponding to the first item.
8. The method according to any one of claims 2 to 7, wherein, the method further comprises: displaying, by the terminal, a first number of item slots possessed by the first player character in a case where there is a piece character in a vicinity of the first player character, the first number being a maximum number of items that the first player character can carry; displaying, by the terminal, an item of the first player character in at least one of the first number of item slots.
9. The method of claim 8, wherein, The method further includes: The terminal displays a prompt element in each non-empty slot of the first number of prop slots, and each prompt element is used to prompt a use priority of a prop in a current non-empty slot.
10. The method according to any one of claims 1 to 9, wherein, The method further includes: The terminal displays a first prop type indicator following the first player character, and the first prop type indicator is used to indicate a type of a prop carried by the first player character.
11. The method of any one of claims 1 to 10, wherein, The method further includes: The terminal displays a second prop type indicator following a second player character, and the second prop type indicator is used to indicate a type of a prop carried by the second player character, the second player character being a virtual character used to represent an opponent player.
12. The method of any one of claims 1 to 11, wherein, The method further includes: The terminal displays a plurality of player characters and a plurality of candidate pawn characters in a field in a first non-battle round, the plurality of player characters corresponding to a plurality of players participating in a game one by one; The terminal acquires a target pawn character and a prop carried by the target pawn character by controlling the first player character to contact the target pawn character in the field, the target pawn character being one of the plurality of candidate pawn characters.
13. The method of any one of claims 1 to 12, wherein, The method further includes: The terminal displays a random resource body in the interface in a case where a home team of pawns successfully defeats a virtual monster in a second non-battle round, the random resource body corresponding to a random prop; The terminal acquires the prop corresponding to the random resource body by controlling the first player character to move to a position of the random resource body, pick up and open the random resource body.
14. The method of any one of claims 1 to 13, wherein, A first prop type indicator is displayed following the first player character, and the first prop type indicator includes a first number of prop slots, the first number being a maximum number of props simultaneously possessed by the first player character; The method further includes: The terminal changes a prop slot in an empty state to a non-empty state in response to the first player character acquiring a prop.
15. The method of any one of claims 1 to 14, wherein, In response to the effect release operation, the terminal controls the first player character to release an effect on the pawn character, including: In response to a skill release operation, the terminal controls the first player character to use a first skill in an effective range of the first skill, the pawn character being located in the effective range of the first skill, the first skill being used to generate the effect.
16. The method of claim 15, wherein, The first skill is a skill possessed by the first player character, and the first skill supports being released in a non-cooling state.
17. A virtual character control device, the device comprising: a display module configured to display a game interface of a turn-based board game, the game interface including a board region and a first player character, the first player character being a virtual character used to represent a home player; a control module configured to control the first player character to move to a vicinity of a pawn character in a battle stage, the pawn character being a virtual character used to develop a battle on the board region. The control module is further configured to control the first chess player character to release an effect on the chess piece character in response to an effect release operation, the effect being configured to enhance or weaken the battle capability of the chess piece character.
18. A computer device comprising: A processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual character control method according to any one of claims 1 to 16. 19.A computer readable storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the virtual character control method according to any one of claims 1 to 16. 20.A computer program product comprising computer instructions stored in a computer readable storage medium, a processor of a computer device reading the computer instructions from the computer readable storage medium, the processor executing the computer instructions to cause the computer device to implement the virtual character control method according to any one of claims 1 to 16.
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