Battle method and apparatus, and computer device and storage medium
By switching to a battle scene in an open-world game and utilizing the strengths and weaknesses of pet character skills, the diversity and strategy of battles are enhanced, solving the problem of monotonous battle outcomes in existing technologies and improving the gaming experience.
Patent Information
- Application Number
- PCT/CN2025/107118
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-08-19
- Filing Date
- 2025-07-04
- Publication Date
- 2026-02-26
AI Technical Summary
In existing open-world games, the results of player-versus-enemy battles are monotonous and the interactive experience is poor.
In the virtual world scene, the system responds to turn-based battle events to switch to the battle scene, displays pet characters, and controls the pet characters to release skills while taking into account the counter relationship, thereby enhancing the diversity and strategy of the battle through bonus effects.
It enhances the interaction between pet characters and the fun of the game, reduces the number of rounds to end a battle, and improves the efficiency of human-computer interaction.
Smart Images

Figure CN2025107118_26022026_PF_FP_ABST
Abstract
Description
Battle method, device, computer device and storage medium
[0001] The present application claims priority to the Chinese patent application No. 202411144209.5, filed on August 19, 2024, and entitled "Battle method, device, computer device and storage medium", the entire content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] Embodiments of the present application relate to the technical field of computer, in particular to a battle method, device, computer device and storage medium. BACKGROUND
[0003] An open-world game is a game that supports a player to explore a game world to a high degree. The map range of the open-world game is often large. When a player character explores the game world, battles often occur. SUMMARY
[0004] Embodiments of the present application provide a battle method, device, computer device and storage medium, which can improve the interactive effect and the strategy of the game. The technical solution is as follows:
[0005] In one aspect, a battle method is provided, the method comprising:
[0006] displaying a master virtual character in a virtual world scene;
[0007] in response to a trigger event of turn-based battle, switching the virtual world scene to a battle scene, the battle scene displaying a first pet character and a second pet character, the master virtual character owning the first pet character;
[0008] in response to a first skill of the first pet character being triggered, in a case where the first skill dominates a second skill to be released by the second pet character, controlling the first pet character to release the first skill with an addition effect, and controlling the second pet character to release the second skill.
[0009] In another aspect, a battle device is provided, the device comprising:
[0010] a display module configured to display a master virtual character in a virtual world scene;
[0011] The display module is further configured to, in response to a trigger event of turn-based battle, switch the virtual world scene to a battle scene, the battle scene displaying a first pet character and a second pet character, the master virtual character owning the first pet character;
[0012] The control module is configured to, in response to the first skill of the first pet character being triggered, control the first pet character to release the first skill with an additive effect and control the second pet character to release the second skill, in a case where the first skill of the first pet character is dominant over the second skill of the second pet character to be released.
[0013] In another aspect, a computer device is provided, which includes a processor and a memory having stored therein at least one computer program, the at least one computer program being loaded and executed by the processor to implement operations performed by the method of the above aspect.
[0014] In another aspect, a computer readable storage medium is provided, which has stored therein at least one computer program, the at least one computer program being loaded and executed by a processor to implement operations performed by the method of the above aspect.
[0015] In yet another aspect, a computer program product is provided, which includes a computer program that, when executed by a processor, implements operations performed by the method of the above aspect.
[0016] In the scheme provided by the embodiments of the present application, in a case where a virtual world scene is displayed, in response to a trigger event of a round-based battle, the virtual world scene is switched to a battle scene, pet characters participating in the battle are displayed in the battle scene, in the battle scene, the pet characters participating in the battle can release skills for the battle, and there can be a dominant relationship between different skills, in a case where a first skill to be released by a first pet character is dominant over a second skill to be released by a second pet character, the first pet character is controlled to release the first skill with an additive effect, and the second pet character is controlled to release the second skill, thus realizing a new battle mode, when two pet characters participating in the battle each release a skill, the skill that is dominant over the skill released by the opponent is added with an effect in combination with the dominant relationship between the released skills, thus ensuring the diversity of the battle result, improving the interaction effect between the pet characters, and when a user selects a skill to be released by a pet character, the user needs to consider not only the skill effect of the skill itself but also the dominant relationship with the skill to be released by the opponent pet character, thus enhancing the strategy of the game and improving the interest of the game, and thus improving the game experience. Moreover, the skill that is dominant over the skill released by the opponent is added with an effect in the battle process, thus accelerating the battle progress, enabling one of the two parties in the battle to defeat the other party as soon as possible, and thus ending the round-based battle without a large number of rounds, thus enabling the round-based battle to be ended without a large number of operations triggered by the user, and improving the human-computer interaction efficiency. BRIEF DESCRIPTION OF DRAWINGS
[0017] FIG. 1 is a structural schematic diagram of an implementation environment according to an embodiment of the present application;
[0018] FIG. 2 is a flowchart of a method for a battle according to an embodiment of the present application;
[0019] FIG. 3 is a flowchart of a method for a battle according to an embodiment of the present application;
[0020] FIG. 4 is a flowchart of a method for a battle according to an embodiment of the present application;
[0021] FIG. 5 is a flowchart of a method for a battle according to an embodiment of the present application;
[0022] FIG. 6 is a flowchart of a method for a battle according to an embodiment of the present application;
[0023] FIG. 7 is a flowchart of a method for a battle according to an embodiment of the present application;
[0024] FIG. 8 is a flowchart of a method for a battle according to an embodiment of the present application;
[0025] FIG. 9 is a flowchart of a method for a battle according to an embodiment of the present application;
[0026] FIG. 10 is a schematic diagram of playing an animation according to an embodiment of the present application;
[0027] FIG. 11 is a schematic diagram of playing an animation according to an embodiment of the present application;
[0028] FIG. 12 is a flowchart of a method for a battle according to an embodiment of the present application;
[0029] FIG. 13 is a schematic diagram of a battle scene according to an embodiment of the present application;
[0030] FIG. 14 is a schematic diagram of a battle scene according to an embodiment of the present application;
[0031] FIG. 15 is a schematic diagram of a battle scene according to an embodiment of the present application;
[0032] FIG. 16 is a schematic diagram of a battle scene according to an embodiment of the present application;
[0033] FIG. 17 is a schematic diagram of a restraining relationship according to an embodiment of the present application;
[0034] FIG. 18 is a structural schematic diagram of a battle device according to an embodiment of the present application;
[0035] FIG. 19 is a structural schematic diagram of a terminal according to an embodiment of the present application;
[0036] FIG. 20 is a structural schematic diagram of a server according to an embodiment of the present application. DETAILED DESCRIPTION
[0037] The terms "first", "second", "third", etc. can be used herein to describe various concepts, but unless specifically stated, the concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of the present application, a first pet role can be referred to as a second pet role, and similarly, a second pet role can be referred to as a first pet role. The terms "at least one", "multiple", "each", "any" used in the present application include one, two or more than two, multiple includes two or more than two, and each refers to each of the corresponding multiple, and any refers to any one of the multiple. For example, multiple pet roles include 3 pet roles, and each refers to each of the 3 pet roles, any refers to any one of the 3 pet roles, which can be the first pet role, or the second pet role, or the third pet role.
[0038] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.) and signals involved in the present application are authorized by the user 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 relevant countries and regions. For example, the data, instructions, etc. involved in the present application are obtained under full authorization.
[0039] In the related art, in the process of the player role and the enemy role fighting, the fighting result is determined according to the attribute value of the skill released by the player role and the enemy role. However, the fighting result of this fighting mode is only related to the attribute value of the released skill, and the fighting result is relatively single, which leads to poor interaction effect.
[0040] First, the terms involved in the embodiments of the present application are briefly introduced:
[0041] Open world game: refers to a game that supports players to explore the game world to a higher degree. The map range of the open world game is often large. In the present application, the map in the open world game is the virtual world map.
[0042] Turn-based battle: refers to a battle mode in which the two parties of the battle take turns to attack or defend or enhance attributes according to the order of turns. Unlike the instant battle mode, the turn-based battle pays more attention to the order in the battle process. In one possible implementation, one complete turn in the turn-based battle refers to the turn in which all the camps in the battle take turns to perform the active operation of attack or defense or attribute enhancement. In another possible implementation, one complete turn refers to the turn in which the camp A performs the active operation of attack or defense or attribute enhancement. In this application, the map in the turn-based battle is the battle map.
[0043] Virtual world map: includes a plurality of plots. Each plot is a polygon plot. The polygon plot is any one of a square, a rectangle, a hexagon, etc. For example, each plot is a square of 50 cm x 50 cm. Each plot has its own ground form. The ground form includes grass, stone, water, etc. In addition, the plurality of plots included in the virtual world map can adopt the same type of plot or a combination of a plurality of different types of plots.
[0044] Optionally, the virtual world map of the open world game will have weather, day and night, seasons, festivals, and other time-related factors.
[0045] Battle map: the battle map is part of the virtual world map. It can be understood that the same map data is used for the battle map in the battle scene and the virtual world map in the virtual world scene when entering the turn-based battle. Optionally, when not entering the turn-based battle, the world server loads the map data of the virtual world map, and when entering the turn-based battle, the battle server loads the data of part of the map of the virtual world map, so that the battle map and the part of the map share the same map data. For example, in the virtual world scene, when pet role 1 encounters wild pet role 2 in a certain location in the virtual world map to enter the battle, one or more plots within a certain range centered on a reference position determined by pet role 1 in the virtual world map are determined as the battle map. The reference position is the position of pet role 1 or the nearest suitable battle position of pet role 1. In some embodiments, the battle map includes all plots within a circular range with a predetermined length as the radius centered on the reference position; in some embodiments, the battle map includes all plots within a rectangular range with a predetermined length and width centered on the reference position.
[0046] The virtual world scene and the battle scene can be switched, for example, from the virtual world scene to the battle scene, or from the battle scene to the virtual world scene.
[0047] The virtual world scene and the battle scene can be switched, for example, from the virtual world scene to the battle scene, or from the battle scene to the virtual world scene.
[0048] When displaying the virtual world scene and the battle scene, the virtual camera can adopt different shooting perspectives. For example, when displaying the virtual world scene, the virtual camera shoots the virtual world scene from the perspective of the virtual character controlled by the user (e.g., the first-person perspective or the third-person perspective of the virtual character), and obtains a display picture of the virtual world scene; when displaying the battle scene, the virtual camera shoots the battle scene from a middle perspective (e.g., the virtual camera is located at a position that is in the middle and obliquely above the two parties in the battle), and obtains a display picture of the battle scene. Optionally, in the virtual world scene and the battle scene, in addition to the difference in the above-mentioned shooting perspectives, the allowed user operations can also be different. For example, when displaying the virtual world scene, the user is allowed to manually adjust the perspective, and is allowed to control the movement of the virtual character or the pet character; when displaying the battle scene, the user is not allowed to manually adjust the perspective, and is not allowed to control the movement of the virtual character or the pet character, etc. Through the above-mentioned manner, the user can be allowed to distinguish the virtual world scene and the battle scene in perception, but since the virtual world scene and the battle scene share the same virtual world map, and the battle map used in the battle scene is one or more plots in the virtual world map, the switching between the virtual world scene and the battle scene will not cause a strong tearing feeling, but a very smooth and natural switching.
[0049] Virtual scene: a virtual scene displayed (or provided) by an application when running on a terminal. The virtual scene can be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in the present application. The following embodiments are exemplified by taking the virtual world as a three-dimensional virtual world.
[0050] Master virtual role: a movable object played by a player in a virtual world. The master virtual role can be a virtual person, a virtual animal, an animation character, etc., such as a person or an animal displayed in a three-dimensional virtual world. Alternatively, the master virtual role is a three-dimensional model created based on animation skeleton technology. Each master virtual role has its own shape and volume in the three-dimensional virtual world, and occupies a part of the space in the three-dimensional virtual world.
[0051] Pet role: a movable object controlled by artificial intelligence (AI) in a virtual world or by a player. The pet role is a virtual role, which can be a virtual creature, a virtual animal, a virtual monster, a virtual spirit, a virtual pet, etc., such as a movable object in the form of an animal or other forms displayed in a three-dimensional virtual world. The pet role can be captured, nurtured, upgraded, etc. by the master virtual role. The pet role can assist the master virtual role in at least one of the interactive operations such as collection, battle, and change of land. The wild pet role is a movable object controlled by artificial intelligence in a virtual world.
[0052] FIG. 1 shows a structural block diagram of a computer system according to an example embodiment of the present application. The computer system includes a first terminal 101, a server 102, and a second terminal 103.
[0053] The first terminal 101 installs and runs an application program supporting a virtual scene. Optionally, the application program is any one of a three-dimensional map program, a virtual reality (VR) application program, an augmented reality (AR) program, an open-world game program, a role-playing game (RPG) program, a turn-based game program, and a turn-based RPG program. The first terminal 101 is a terminal used by a first user, and the first user uses the first terminal 101 to control a first virtual character located in a virtual world scene to perform an activity, the first virtual character being a master virtual character of the first terminal 101, and the activity includes but is not limited to at least one of adjusting a body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing a pet character, controlling a pet character, raising a pet character, picking with a pet character, fighting with a pet character, using a throwing-type prop, and attacking another virtual character. Illustratively, the first virtual character is a first virtual person, such as a simulated person object or an animation person object. Illustratively, the first user controls the first virtual character to perform the activity through a UI (User Interface) control on a virtual scene picture, and the first user controls the first virtual character to throw a pet character through the UI control on the virtual scene picture. The second terminal 103 installs and runs an application program supporting a virtual scene. The second terminal 103 is a terminal used by a second user, and the second user uses the second terminal 103 to control a second virtual character located in a virtual world scene to perform an activity, the second virtual character being a master virtual character of the second terminal 103. Optionally, the first virtual character and the second virtual character are in the same virtual world scene. The first virtual character and the second virtual character belong to different camps, or the first virtual character and the second virtual character belong to the same camp.
[0054] The first terminal 101 is connected to the server 102 through a wireless network or a wired network, the second terminal 103 is connected to the server 102 through a wireless network or a wired network, and the server 102 is configured to provide background services for an application supporting a three-dimensional virtual scene. The server 102 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. For example, the server 102 includes a processor and a memory, and the memory includes a receiving module, a control module, and a sending module. The receiving module is configured to receive a request sent by a client, such as a request for detecting a position of an enemy virtual character. The control module is configured to control rendering of a virtual scene picture. The sending module is configured to send a response to the client, such as sending a position of an enemy virtual character to the client. Optionally, the server 102 undertakes main computing work, and the first terminal 101 and the second terminal 103 undertake secondary computing work. Alternatively, the server 102 undertakes secondary computing work, and the first terminal 101 and the second terminal 103 undertake main computing work. Alternatively, the server 102, the first terminal 101, and the second terminal 103 cooperatively compute in a distributed computing architecture.
[0055] Optionally, the application installed on the first terminal 101 and the second terminal 103 is the same, or the applications installed on the three terminals are the same type of application on different operating system platforms. The first terminal 101 can be referred to as one of multiple terminals, and the second terminal 103 can be referred to as one of multiple terminals. The first terminal 101 and the second terminal 103 are taken as examples in this embodiment. The first terminal 101 and the second terminal 103 can be of the same type or different types, and the types include at least one of a smart phone, a smart watch, a smart television, a tablet computer, a wearable device, a vehicle-mounted terminal, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are taken as examples in which the terminal includes a smart phone.
[0056] Those skilled in the art can know that the number of the terminals can be more or less. For example, the terminals can be only one, or dozens or hundreds, or more. The number of the terminals and the types of the terminals are not limited in this embodiment.
[0057] FIG. 2 is a flowchart of a method for a battle provided in this embodiment, which is taken as an example of being executed by a terminal. As shown in FIG. 2, the method includes the following steps.
[0058] 201. The terminal displays a master virtual character in a virtual world scene.
[0059] In the embodiment of the present application, the terminal displays a master virtual character in a virtual world scene, the master virtual character has a pet character, and in the case that a trigger event of turn-based combat in the virtual world scene is triggered, the pet character of the master virtual character can fight with other pet characters. In the process of the fight, the pet characters participating in the fight can release skills, and there can be a restraining relationship between the skills released by different pet characters. In the case that the skill released by any pet character restrains the skill released by another pet character, the skill effect of the skill released by the pet character is added.
[0060] The virtual world scene is a scene corresponding to a virtual world map, that is, a scene corresponding to a virtual world, also referred to as a virtual scene. Alternatively, the virtual world map has more map resources for the master virtual character controlled by a player to explore, and the virtual world scene is also referred to as a "big world scene". The master virtual character displayed in the virtual world scene is a virtual character controlled by the terminal.
[0061] 202. The terminal switches the virtual world scene to a combat scene in response to the trigger event of turn-based combat, the combat scene displays the first pet character and the second pet character, and the master virtual character has the first pet character.
[0062] In the embodiment of the present application, the trigger event of turn-based combat is used to start the turn-based combat of the pet character, and in response to the trigger event of turn-based combat, the virtual world scene is switched to a combat scene, so that the pet characters participating in the fight are displayed in the combat scene. Subsequently, the user can control the pet character to fight with other pet characters in the combat scene through the terminal.
[0063] The first pet character is a pet character owned by the master virtual character, which is equivalent to a pet character controlled by the terminal. The second pet character is an artificial intelligence controlled pet character in the virtual world scene, or a pet character owned by a master virtual character of another player. In the embodiment of the present application, when the second pet character is an artificial intelligence controlled pet character in the virtual world scene, the second pet character can also be referred to as a wild pet character in the virtual world scene; when the second pet character is a pet character owned by a master virtual character of another player, the second pet character is equivalent to a pet character controlled by another player.
[0064] In the implementation of the present application, when the trigger event of the round-based battle is triggered, the first pet role and the second pet role can have been displayed in the virtual world scene; or, only the first pet role can have been displayed; or, only the second pet role can have been displayed; or, neither the first pet role nor the second pet role can have been displayed. For example, the second pet role is a wild pet role in the virtual world scene, and when the player controls the master virtual role to move in the virtual world scene and encounters the second pet role, the master virtual role controlled by the terminal and the second pet role are displayed in the virtual world scene. For another example, the second pet role is a wild pet role in the virtual world scene, and the player controls the first pet role owned by the master virtual role to follow, and when the player controls the master virtual role to move in the virtual world scene, the master virtual role is displayed in the virtual world scene, and the first pet role is displayed to follow the master virtual role to move, and when the master virtual role encounters the second pet role in the virtual world scene, the master virtual role controlled by the terminal, the first pet role and the second pet role are displayed in the virtual world scene. For another example, the second pet role is a pet role owned by the master virtual role of another player, and the master virtual role owning the first pet role is taken as a first virtual role, and the master virtual role owning the second pet role is taken as a second virtual role, the first player controls the first virtual role to move in the virtual world scene through the terminal; the second player controls the second pet role owned by the second virtual role to follow through the terminal, and when the second player controls the second virtual role to move in the virtual world scene, the second virtual role is displayed in the virtual world scene, and the second pet role is displayed to follow the second virtual role to move; when the first virtual role encounters the second virtual role in the virtual world scene, the first virtual role controlled by the terminal, the second virtual role and the second pet role are displayed in the virtual world scene. For another example, the master virtual role owning the first pet role is taken as a first virtual role, and the master virtual role owning the second pet role is taken as a second virtual role, the first player controls the first virtual role to move in the virtual world scene through the terminal; the second player controls the second virtual role to move in the virtual world scene through the terminal; when the first virtual role encounters the second virtual role in the virtual world scene, the first virtual role and the second virtual role controlled by the terminal are displayed in the virtual world scene.
[0065] 203、the terminal controls the first pet role to release the first skill with the added effect, and controls the second pet role to release the second skill, in the case that the first skill restrains the second skill to be released by the second pet role, in response to the first skill of the first pet role being triggered.
[0066] In the application, in the battle scene, the first pet character and the second pet character can release skills to fight, and there can be a restraining relationship between different skills. When a skill that restrains other skills is released, an additional effect is obtained. When the battle scene is displayed, the user can select which skill to release for the first pet character through the terminal. Triggering the first skill of the first pet character is equivalent to the user selecting the first skill as the skill to be released by the first pet character, i.e., selecting the first skill for the first pet character. The second skill is the skill to be released by the second pet character. The first skill is any type of skill, e.g., an attack skill, a defense skill, or a state update skill. The second skill is a skill restrained by the first skill. For example, when the first skill is an attack skill, the second skill is a state update skill; when the first skill is a defense skill, the second skill is an attack skill; and when the first skill is a state update skill, the second skill is a defense skill.
[0067] In the application, each skill corresponds to a default effect, which indicates the effect of releasing the skill in a normal state. When the skill restrains other skills, the skill is released to cause an additional effect, which can indicate the additional skill effect of the skill based on the original default skill effect. For example, the skill is an attack skill, the default effect of the attack skill is to cause attack damage to the attacked party, reducing the life value of the attacked party by 50; and when the attack skill is released with the additional effect, it will cause attack damage to the attacked party, reduce the life value of the attacked party by 50, and reduce the defense attribute of the attacked party; or when the attack skill is released with the additional effect, it will cause attack damage to the attacked party, reduce the life value of the attacked party by 150.
[0068] In the scheme provided in the embodiments of the present application, in the case of displaying a virtual world scene, in response to a trigger event of turn-based combat, the virtual world scene is switched to a combat scene, pet characters participating in the combat are displayed in the combat scene, in the combat scene, the pet characters participating in the combat can release skills for combat, and there can be a restraining relationship between different skills, in the case that a first skill to be released by a first pet character restrains a second skill to be released by a second pet character, the first pet character is controlled to release the first skill with an addition effect, the second pet character is controlled to release the second skill, and a new combat mode is realized. When two pet characters each release a skill for combat, the skill that restrains the skill released by the opponent is added with an effect in combination with the restraining relationship between the released skills, which can ensure the diversity of the combat result, improve the interaction effect between pet characters, and when a user selects a skill to be released for a pet character, the user needs to consider not only the skill effect of the skill itself, but also the restraining condition with the skill to be released by the opponent pet character, which enhances the strategy of the game and improves the interest of the game, and further improves the game experience. Moreover, in the combat process, the skill that restrains the skill released by the opponent is added with an effect, which can accelerate the combat progress, so that one of the combat parties can defeat the other as soon as possible, and then the turn-based combat can be ended without a large number of rounds, so that the turn-based combat can be ended without a large number of operations triggered by the user, and the human-computer interaction efficiency is improved.
[0069] On the basis of the embodiment shown in FIG. 2, in the embodiments of the present application, the second pet character is first controlled to release the second skill, and the first pet character is controlled to release the first skill with an addition effect only in the case that a preset event is triggered, and the specific process is described in the following embodiments. FIG. 3 is a flowchart of a combat method provided in the embodiments of the present application, and the method is taken as an example of being executed by a terminal, as shown in FIG. 3, the method comprises the following steps.
[0070] 301. The terminal displays a master virtual character in a virtual world scene.
[0071] 302. The terminal switches the virtual world scene to a combat scene in response to a trigger event of turn-based combat, and the combat scene displays a first pet character and a second pet character, and the master virtual character owns the first pet character.
[0072] In a possible implementation, the trigger event of the turn-based battle indicates that a pet role owned by the host virtual role or the active virtual role enters a battle range of the wild pet role in the virtual world scene. The battle range can be an arbitrary range, for example, the battle range is a circular range with a position of the wild pet role as a center and a distance as a radius, or a rectangular range with the position of the wild pet role as a center. In the embodiment of the application, the wild pet role in the virtual world scene corresponds to a battle range, and any host virtual role or any other pet role entering the battle range of the wild pet role indicates that the trigger event of the turn-based battle with the wild pet role is triggered. In the embodiment of the application, the wild pet role is the second pet role, that is, the terminal switches the virtual world scene to the battle scene in response to the host virtual role or any other pet role owned by the host virtual role entering the battle range of the second pet role.
[0073] In a possible implementation, the trigger event of the turn-based battle indicates that the host virtual role throws a virtual prop to the wild pet role in the virtual world scene. The virtual prop can be any type of prop, for example, the virtual prop is a prop that initiates the battle, or a virtual prop that stores a pet role. In the embodiment of the application, when the user controls the host virtual role to move in the virtual world scene through the terminal, the user can control the host virtual role to throw the virtual prop to the wild pet role to initiate the turn-based battle with the wild pet role.
[0074] Optionally, throwing the virtual prop that stores the pet role to the wild pet role is equivalent to initiating the turn-based battle between the pet role stored in the virtual prop and the wild pet role. For example, the wild pet role is the second pet role, and the terminal releases the first pet role in the virtual prop in response to the host virtual role throwing the virtual prop that stores the first pet role to the wild pet role. When the first pet role finds that there is the wild virtual role around, the first pet role initiates the turn-based battle with the second pet role.
[0075] In a possible implementation, the first master virtual character encounters the second master virtual character in the virtual world scene, in a process in which the first master virtual character and the second master virtual character have a dialogue, in response to the first master virtual character initiating a battle with the second master virtual character, the virtual world scene is switched to a battle scene in a case where the second master virtual character confirms participation in the battle; or, the first master virtual character encounters the second master virtual character in the virtual world scene, initiates a raid on the second master virtual character, and the second master virtual character is forced to enter a turn-based battle. In the embodiment of the application, in the process in which the first master virtual character and the second master virtual character have a dialogue, in response to the first master virtual character initiating a battle with the second master virtual character, a trigger event of the turn-based battle is triggered. The first master virtual character initiating a raid on the second master virtual character is equivalent to a trigger event of the turn-based battle being triggered. The first master virtual character or the second master virtual character is a master virtual character controlled by the local end; taking the first master virtual character as an example of the master virtual character controlled by the local end, the second master virtual character is an NPC (Non-Player Character) set by the game, or is a master virtual character controlled by another player.
[0076] In a possible implementation, the step 302 includes: in response to the trigger event of the turn-based battle, playing a scene switching animation, and displaying the battle scene in a case where the scene switching animation ends. In the embodiment of the application, the scene switching animation is used to display a process in which the virtual world scene is switched to the battle scene, and the smooth transition of the scene switching can be ensured and the display effect of the scene switching can be ensured by playing the animation.
[0077] Optionally, the scene switching animation includes: a master virtual character using a virtual prop to release a first pet character from the virtual prop; or a picture in which an enemy virtual character provokes the master virtual character. In the embodiment of the application, the master virtual character using the virtual prop to release the first pet character from the virtual prop indicates that the master virtual character releases the first pet character to participate in the battle. The picture in which the enemy virtual character provokes the master virtual character can reflect a process in which the master virtual character controlled by the local end and the enemy virtual character interact and fight. The enemy virtual character is an enemy master virtual character or a pet character owned by the enemy master virtual character, and the enemy master virtual character is a master virtual character controlled by another terminal.
[0078] 303. The terminal controls the second pet character to release a second skill in a case where the first skill of the first pet character is triggered and the second skill of the second pet character to be released is dominated by the first skill.
[0079] In the embodiment of the present application, in the case that the first pet character is about to release the first skill and the second pet character is about to release the second skill, since the first skill counteracts the second skill, the second pet character is controlled to release the second skill first, and then the first pet character is controlled to release the second skill with an additive effect in response to the preset event being triggered, which can highlight the case that the first pet character releases the second skill with an additive effect, so that the user can know which skill is counteracted by checking the displayed screen, the counteraction between the two skills is reflected, and the control accuracy and the interaction effect between the pet characters are ensured.
[0080] In a possible implementation, in the process of the round-based battle, in the current round, in response to the first skill of the first pet character being triggered and the received first release instruction, the second pet character is controlled to release the second skill in the case that the first skill counteracts the second skill to be released by the second pet character. The first release instruction indicates that the second skill is to be released by the second pet character in the current round. The first release instruction is sent by the server. Optionally, if the second pet character is an artificial intelligence pet character, the server determines the second skill to be released by the second pet character for the second pet character, generates the first release instruction, and sends the first release instruction to the terminal; if the second pet character is a pet character possessed by a master virtual character controlled by another user, taking the terminal corresponding to the first pet character as the first terminal and the terminal corresponding to the second pet character as the second terminal as an example, the second terminal sends the first release instruction to the server in response to the second skill of the second pet character being triggered in the current round, and the server sends the first release instruction to the first terminal in the case that the first release instruction sent by the second terminal is received.
[0081] In the embodiment of the present application, the round-based battle includes multiple rounds, in each round, the user triggers any skill of the first pet character through the terminal, that is, the user selects a skill for the first pet character through the terminal, so that the first pet character releases the selected skill in the current round to fight against the second pet character. For the second pet character, if the second pet character is an artificial intelligence pet character, the server determines the second skill to be released by the second pet character in the current round for the second pet character; if the second pet character is a pet character controlled by the second terminal, other users trigger any skill of the second pet character through the second terminal in the current round, that is, other users select a skill for the second pet character through the second terminal, so that the second pet character releases the selected skill in the current round to fight against the first pet character.
[0082] Optionally, the second pet role is an artificial intelligence pet role; each round includes a preparation phase or a battle phase, in the preparation phase of the current round, in response to the first skill of the first pet role being triggered, the second release instruction is acquired, and the first release instruction sent by the server is received; after the countdown of the preparation phase ends, the battle phase of the current round is entered, in the battle phase of the current round, in response to the first release instruction and the second release instruction, in the case that the first skill countermeasures the second skill to be released by the second pet role, the second pet role is controlled to release the second skill. Wherein, the second release instruction indicates that the first skill to be released by the first pet role in the current round. In the embodiment of the application, the determination of the countermeasure relationship between the first skill and the second skill is determined by the terminal or the server. When the terminal determines the countermeasure relationship between the first skill and the second skill, the terminal queries the skill mapping relationship in response to the first release instruction and the second release instruction, and determines that the first skill countermeasures the second skill; or when the server determines the countermeasure relationship between the first skill and the second skill, in the preparation phase of the current round, the terminal acquires the second release instruction in response to the first skill of the first pet role being triggered, and sends the second release instruction to the server, the server queries the skill mapping relationship in response to the first release instruction and the second release instruction, determines that the first skill countermeasures the second skill, sends skill countermeasure information to the terminal, the skill countermeasure information indicates the countermeasure relationship between the first skill and the second skill, and then the terminal receives the skill countermeasure information, after the countdown of the preparation phase ends, the battle phase of the current round is entered, in the battle phase of the current round, in response to the first release instruction and the second release instruction, in the case that the skill countermeasure information indicates that the first skill countermeasures the second skill, the second pet role is controlled to release the second skill.
[0083] Wherein, the skill mapping relationship indicates the countermeasure between each skill, for example, the skill mapping relationship includes a plurality of skills and the skills countermeasured by each skill, or the skill mapping relationship includes a plurality of skill types and the countermeasure relationship between each two skill types; wherein, the skill type is the type to which the skill of each pet role belongs. For example, the skill type includes an attack type, a defense type or a state update type, etc., in the skill mapping relationship, the skill of the attack type countermeasures the skill of the defense type, the skill of the defense type countermeasures the skill of the state update type, and the skill of the state update type countermeasures the skill of the attack type.
[0084] Optionally, the second pet role is a pet role owned by a master virtual role controlled by a terminal of another user, and the terminal corresponding to the first pet role is the first terminal, and the terminal corresponding to the second pet role is the second terminal; each round includes a preparation phase or a battle phase; in the preparation phase of the current round, the first terminal acquires the second release instruction in response to the first skill of the first pet role being triggered, and sends the second release instruction to the server; the server sends the second release instruction to the second terminal in response to the second release instruction being received, and the second terminal receives the second release instruction; the second terminal acquires the first release instruction in response to the second skill of the second pet role being triggered, and sends the first release instruction to the server; the server sends the first release instruction to the first terminal in response to the first release instruction being received, and the first terminal receives the first release instruction; in the battle phase of the current round, the first terminal controls the second pet role to release the second skill in response to the first release instruction and the second release instruction, and in the case that the first skill dominates the second skill to be released by the second pet role; the second terminal controls the second pet role to release the second skill in response to the first release instruction and the second release instruction, and in the case that the first skill dominates the second skill to be released by the second pet role.
[0085] In the embodiments of the present application, the determination of the domination relationship between the first skill and the second skill is determined by the terminal or the server. When the terminal determines the domination relationship between the first skill and the second skill, the first terminal or the second terminal respectively acquires the skill mapping relationship in response to the first release instruction and the second release instruction, and determines that the first skill dominates the second skill; or when the server determines the domination relationship between the first skill and the second skill, the server acquires the skill mapping relationship in response to the first release instruction and the second release instruction in response to the first release instruction and the second release instruction being received, and determines that the first skill dominates the second skill, and sends the skill domination information to the first terminal and the second terminal, respectively, the skill domination information indicating the domination relationship between the first skill and the second skill, and then the first terminal and the second terminal receive the skill domination information, and enter the battle phase of the current round after the countdown of the preparation phase ends, and in the battle phase of the current round, the first terminal and the second terminal both control the second pet role to release the second skill in response to the first release instruction and the second release instruction, and in the case that the skill domination information indicates that the first skill dominates the second skill.
[0086] In a possible implementation, the second pet character is controlled to release the second skill with a default effect. In the present application, each skill corresponds to a default effect, which indicates the effect caused by releasing the skill in a normal state. In the case that the second skill is resisted, the second skill of the second pet character is embodied as not resisting the first skill to be released by the first pet character by controlling the second pet character to release the second skill with the default effect, so as to ensure the accuracy of the game data. For example, the second skill is an attack skill, and the default effect of the attack skill is "causing 50 physical attack damage to the opponent pet character", and the second pet character is controlled to release the second skill with the default effect.
[0087] In a possible implementation, the process of releasing the second skill by the second pet character includes: controlling the second pet character to release the second skill with a weakening effect. In the present application, in the case that the skill is resisted and the skill effect caused by releasing the skill is weakened, the weakening effect can indicate that the skill effect of the skill is weakened on the basis of the original default skill effect. In the case that the second skill is resisted by the first skill to be released by the first pet character, the second skill of the second pet character is embodied by controlling the second pet character to release the second skill with the weakening effect, so as to ensure the accuracy of the game data, and the user can also know which skill is resisted by viewing the displayed screen, the resistance between the two skills is embodied, and the control accuracy and the interaction effect between the pet characters are ensured. Moreover, in the battle process, not only the skill effect of the skill resisting the skill released by the opponent is added, but also the skill effect of the resisted skill is weakened, so as to further speed up the battle progress, so that one of the two parties in the battle can defeat the other party as soon as possible, and then the round-based battle can be ended without a large number of rounds, so that the user does not need to trigger a large number of operations to end the round-based battle, and the human-computer interaction efficiency is improved. For example, the second skill is an attack skill, and the default effect of the attack skill is "causing 50 physical attack damage to the opponent pet character", and the weakening effect of the attack skill is "causing 30 physical attack damage to the opponent pet character".
[0088] 304、In the process of releasing the second skill by the second pet character, the terminal controls the first pet character to release the first skill with an addition effect in response to a preset event being triggered, the preset event indicating an interaction state of the second pet character and the first pet character or a duration of releasing the second skill by the second pet character.
[0089] In the embodiment of the present application, in the process of releasing the second skill by the second pet role, it is indicated that the second pet role is releasing the second skill and has not released the second skill completely. The preset event is used to indicate the timing of releasing the first skill by the first pet role with the additive effect. The interaction state refers to the state of interaction between the first pet role and the second pet role. For example, taking the first skill as a defense skill and the second skill as an attack skill, the interaction state indicated by the preset event is the state when the second pet role is about to attack the first pet role in the process of releasing the attack skill by the second pet role on the first pet role. The duration of releasing the second skill by the second pet role is an arbitrary duration, which may be the same or different for different skills. In the case that the preset event indicates the duration of releasing the second skill by the second pet role, it is indicated that the first pet role releases the first skill with the additive effect in the case that the duration of releasing the second skill by the second pet role reaches the duration specified by the preset event. For example, the preset event indicates that the duration of releasing the second skill by the second pet role is 1 second, and in the process of releasing the second skill by the second pet role, if the duration of releasing the second skill by the second pet role reaches 1 second, it is equivalent to that the preset event is triggered, and then the first pet role releases the first skill with the additive effect.
[0090] In the embodiment of the present application, in the case that the first pet role has been controlled to release the first skill with the additive effect, the second pet role may continue to release the second skill or may have released the second skill completely.
[0091] In a possible implementation manner, the method further includes: in response to the preset event being triggered, controlling the second pet role to suspend the release of the second skill. In the embodiment of the present application, in response to the preset event being triggered, the second pet role is controlled to suspend the release of the second skill. The suspension of the release of the second skill is equivalent to the additive effect of the first skill, that is, in the case that the first skill dominates the second skill, the first skill can interrupt the release of the second skill while ensuring the default effect. In the current round, only the first pet role successfully releases the first skill and interrupts the release of the second skill by the second pet role, which reflects that the additive effect of the first skill is to interrupt the skill of the other party, improves the interaction effect between pet roles, and does not require the user to perform too many operations to achieve different skill effects, thereby improving the human-computer interaction efficiency.
[0092] It should be noted that, in another embodiment, the steps 303-304 are not performed, but other manners are adopted to control the first pet role to release the first skill with the addition effect and control the second pet role to release the second skill in response to the first skill of the first pet role being triggered and the first skill being superior to the second skill to be released by the second pet role.
[0093] In the scheme provided by the embodiment of the application, in the case of displaying the virtual world scene, the virtual world scene is switched to the battle scene in response to the trigger event of the round-based battle, the pet roles participating in the battle are displayed in the battle scene, the pet roles participating in the battle can release skills in the battle scene, and there can be a superior relationship between different skills, the first pet role is controlled to release the first skill with the addition effect and the second pet role is controlled to release the second skill in the case of the first skill to be released by the first pet role being superior to the second skill to be released by the second pet role, a new battle mode is realized, when the two pet roles participating in the battle release skills respectively, the skills superior to the skills released by the opponent are added in effect in combination with the superior relationship between the released skills, the diversity of the battle result is ensured, the interaction effect between the pet roles is improved, when the user selects the skill to be released by the pet role, the skill effect of the skill itself needs to be considered, and the superior relationship with the skill to be released by the opponent pet role is also considered, the strategy of the game is enhanced, the interestingness of the game is improved, and the game experience is improved. In the battle process, the skills superior to the skills released by the opponent are added in effect, the battle progress is accelerated, one of the two parties in the battle can defeat the other party as soon as possible, and then the round-based battle can be ended without a large number of rounds, the round-based battle can be ended without the user triggering a large number of operations, and the human-computer interaction efficiency is improved.
[0094] Based on the embodiment shown in FIG. 2, the embodiment of the application determines the superior relationship between the skills based on the skill type to which the skills belong, and the specific process is described in the following embodiment. FIG. 4 is a flowchart of a battle method provided by an embodiment of the application, taking the method executed by a terminal as an example, as shown in FIG. 4, the method comprises:
[0095] 401. The terminal displays a master virtual role in a virtual world scene.
[0096] 402. The terminal switches the virtual world scene to a battle scene in response to a trigger event of a round-based battle, the battle scene displays a first pet role and a second pet role, and the master virtual role owns the first pet role.
[0097] The step 401-402 is the same as the step 301-302 described above, and thus is not described here again.
[0098] 403. In response to the first skill of the first pet character being triggered, the first pet character is controlled to release the first skill with an addition effect and the second pet character is controlled to release the second skill in the case that the first skill type is a preset suppression type of the second skill type, the first skill type being a skill type to which the first skill belongs, and the second skill type being a skill type to which the second skill belongs.
[0099] In the embodiments of the present application, each skill belongs to a skill type, and the skill types to which different skills belong can be the same or different. A suppression relationship is set between multiple skill types, and in the case that there is a suppression relationship between the skill types to which two skills belong, it is indicated that there is a suppression relationship between the two skills. The suppression relationship between the first skill and the second skill is determined based on the suppression relationship between the skill types to which the first skill and the second skill belong, so as to ensure the accuracy of the determined suppression relationship, and further ensure the accuracy of the skills released based on the suppression relationship. The first skill type is a preset suppression type of the second skill type, which is equivalent to the first skill suppressing the second skill. For example, the multiple skill types include an attack type, a defense type and a state updating type, the skill of the attack type suppresses the skill of the defense type, the skill of the defense type suppresses the skill of the state updating type, and the skill of the state updating type suppresses the skill of the attack type. The default effect of the skill of the attack type is to reduce the life value of the opponent pet character; the default effect of the skill of the defense type is to block damage mitigation, that is, to reduce the damage caused by the opponent pet character to the pet character; and the default effect of the skill of the state updating type is to improve the state of the self or reduce the state of the opponent pet character.
[0100] In a possible implementation, the process of releasing the first skill includes: in a case where the energy value possessed by the first pet role is not less than a value corresponding to the first skill, controlling the first pet role to release the first skill with an additive effect, and reducing the energy value possessed by the first pet role by a value corresponding to the first skill, the value corresponding to the first skill being an energy value consumed when the first skill is released. In the embodiment of the present application, a pet role possesses an energy value, and the pet role consumes the energy value possessed by itself when releasing a skill. When the first pet role releases the first skill, the first pet role can successfully release the first skill only in a case where the energy value currently possessed by the first pet role can meet the consumption of releasing the first skill; and the first pet role cannot release the first skill in a case where the energy value currently possessed by the first pet role cannot meet the consumption of releasing the first skill. The energy value possessed by the pet role is used to control the pet role to release a skill, and only in a case where the energy value possessed by the first pet role is not less than a value corresponding to the first skill, the first pet role can be controlled to release the first skill with an additive effect, and the energy value possessed by the first pet role is reduced by a value corresponding to the first skill, so as to update the energy value possessed by the first pet role, ensure the accuracy of game data, and enhance the strategy and interest of the game, thereby improving the game experience.
[0101] The value corresponding to the first skill is any value, and the energy values consumed when different skills are released can be the same or different. The energy value possessed by the first pet role is any value, and optionally, the first pet role corresponds to an upper limit of the energy value, the energy value possessed by the first pet role is not greater than the upper limit of the energy value corresponding to the first pet role, and the upper limit of the energy value is the maximum energy value that can be possessed by the first pet role. In the embodiment of the present application, the upper limits of the energy values corresponding to different pet roles can be the same or different. For example, the upper limit of the energy value corresponding to each pet role in the virtual world scene is 10. In the embodiment of the present application, the terminal responds to the first skill of the first pet role being triggered, controls the first pet role to release the first skill with an additive effect in a case where the energy value possessed by the first pet role is not less than a value corresponding to the first skill and the first skill dominates the second skill, and controls the second pet role to release the second skill.
[0102] Optionally, the terminal checks the energy value owned by the first pet role and the value corresponding to the first skill in response to the first skill of the first pet role being triggered, and determines that the first skill is triggered successfully in a case where the checking is passed, and then executes the subsequent steps; and displays prompt information in a case where the checking is not passed, the prompt information being used to prompt that the energy value currently owned by the first pet role cannot meet the consumption of releasing the first skill. In the embodiment of the application, the checking being passed indicates that the energy value owned by the first pet role is not less than the value corresponding to the first skill, and the checking not being passed indicates that the energy value owned by the first pet role is less than the value corresponding to the first skill. When the terminal detects the triggering operation on the first skill, the energy value owned by the first pet role and the value corresponding to the first skill are checked first to check whether the energy value currently owned by the first pet role meets the consumption of releasing the first skill; only in a case where the checking is passed, it is determined that the first skill is triggered successfully; in this way, the case where the first skill is triggered successfully but the energy value currently owned by the first pet role is insufficient is avoided, and the accuracy of game data is ensured. Moreover, in a case where the checking is not passed, the prompt information is displayed to prompt that the first skill cannot be selected for the first pet role currently, and the user experience is improved.
[0103] Optionally, the energy value owned by the pet role can also be restored, and the process of restoring the energy value owned by the pet role includes at least one of the following.
[0104] The first item: in a case where the first pet role is located in an energy recovery area in the virtual world scene, the energy value owned by the first pet role is increased. In the embodiment of the application, the energy recovery area exists in the virtual world scene, and in a case where the first pet role does not participate in the turn-based battle, the user can control the first pet role to move in the virtual world scene through the terminal, so as to control the first pet role to enter the energy recovery area to increase the energy value owned by the first pet role. In this way, a way of restoring the energy value owned by the pet role is realized, the energy value owned by the pet role can be ensured to be supplemented in time after the turn-based battle, the case where the energy value owned by the pet role cannot meet the skill release when the next turn-based battle starts is avoided, the interaction effect between the pet role and other pet roles is ensured, and the user experience is improved. The energy recovery area is an area at any position in the virtual world scene. For example, a plurality of virtual energy pools are arranged in the virtual world scene, the virtual energy pool is used to provide the energy value, and a circular area with the virtual energy pool as the center and a preset radius is the energy recovery area.
[0105] In a possible implementation, the first item comprises: displaying that the energy value owned by the first pet character gradually increases when the first pet character is located in the energy recovery area; or displaying that the energy value owned by the first pet character increases by a preset value when the first pet character is located in the energy recovery area.
[0106] In the embodiment of the present application, the energy value owned by the first pet character gradually increases when the first pet character is located in the energy recovery area, which can reflect the dynamic effect of the first pet character gradually recovering the energy value, so as to ensure the display effect and facilitate the user to view, thereby improving the user experience. In the embodiment of the present application, each energy recovery area can only recover a preset value of energy, and the energy value owned by the first pet character increases by the preset value when the first pet character is located in the energy recovery area. Therefore, the energy value of the first pet character can only be recovered by a specific value each time the first pet character enters the energy recovery area, so that the player is prompted to control the first pet character to enter other energy recovery areas to recover the energy value when the energy value owned by the first pet character is not enough, thereby prompting the player to interact with the first pet character and improving the interaction effect.
[0107] Optionally, during the process that the energy value owned by the first pet character gradually increases, if the energy value owned by the first pet character reaches the upper limit of the energy value corresponding to the first pet character, the energy value owned by the first pet character no longer increases.
[0108] It should be noted that the embodiment of the present application is described by taking the first pet character entering the energy recovery area as an example, and in another embodiment, the energy value owned by each pet character owned by the master virtual character is increased when the master virtual character is located in the energy recovery area in the virtual world scene.
[0109] The second item: the energy value owned by the first pet character is increased when the battle between the first pet character and the second pet character ends. In the embodiment of the present application, the battle between the first pet character and the second pet character ends means that the round battle ends, and then the energy value of the first pet character is increased when the round battle ends, so that the energy value of the first pet character can meet the next round battle, thereby avoiding the situation that the energy value of the first pet character cannot meet the skill release when the next round battle starts, and ensuring the subsequent battle effect.
[0110] Optionally, the energy value owned by the first pet character is increased when the battle between the first pet character and the second pet character ends, so that the energy value owned by the first pet character reaches the upper limit of the energy value corresponding to the first pet character.
[0111] The third item is to increase the energy value owned by the first pet role in response to the first pet role releasing an energy recovery skill. In the embodiment of the present application, the first pet role has an energy recovery skill, and the energy value owned by the first pet role can be increased in the case that the first pet role releases the energy recovery skill, so that the first pet role can also recover the energy value in the process of the battle, which enriches the diversity of the battle, improves the interaction effect, and further improves the user experience. The energy recovery skill is a skill that can be released at any time, for example, in the case that the first pet role is displayed in the virtual world scene, the user can trigger the energy recovery skill through the terminal to increase the energy value owned by the first pet role. The energy recovery skill is a skill that can be released by the first pet role in the process of the battle, if the energy recovery skill is a skill that can be released by the first pet role in the process of the battle, the pet role participating in the battle can only release one skill in each round in the process of the round-based battle, for example, in any round, the pet role can release one of the energy recovery skill, the attack skill, the defense skill or the state update skill, if the first pet role releases the energy recovery skill in the current round, the first pet role cannot release the attack skill, the defense skill or the state update skill in the current round.
[0112] The fourth item is to increase the energy value owned by the first pet role in the case that the host virtual role is located in the record storage area in the virtual world scene. In the embodiment of the present application, the host virtual role owns the first pet role, and the record storage area exists in the virtual world scene, the record storage area is used to store the game progress, and the host virtual role can store the game progress corresponding to the active virtual role after entering the record storage area, and can also increase the energy value owned by the pet role owned by the active virtual role, which enriches the way of increasing the energy value of the pet role in the game scene and ensures the user experience.
[0113] It should be noted that the embodiment of the present application is to increase the energy value owned by the first pet role in the case that the host virtual role is located in the record storage area in the virtual world scene, and in another embodiment, the energy value owned by each pet role owned by the host virtual role is increased in the case that the host virtual role is located in the record storage area in the virtual world scene.
[0114] It should be noted that the embodiment of the present application is to determine the restraining relationship between the skills based on the skill type to which the skill belongs, and in another embodiment, the above step 403 is not performed, but other ways are adopted, the first pet role is controlled to release the first skill with the addition effect in the case that the first skill restrains the second skill to be released by the second pet role in response to the first skill of the first pet role being triggered, and the second pet role is controlled to release the second skill.
[0115] In the scheme provided in the embodiments of the present application, in the case of displaying a virtual world scene, a virtual world scene is switched to a battle scene in response to a trigger event of turn-based combat, pet characters participating in the battle are displayed in the battle scene, the pet characters participating in the battle can all release skills to fight in the battle scene, and there can be a restraining relationship between different skills, in the case where a first skill to be released by a first pet character restrains a second skill to be released by a second pet character, the first pet character is controlled to release the first skill with an effect addition, and the second pet character is controlled to release the second skill, thus realizing a new battle mode. When two pet characters each release a skill to fight, the skill that restrains the skill released by the opponent is added with an effect in combination with the restraining relationship between the released skills, thus ensuring the diversity of the battle result, improving the interaction effect between pet characters, and when a user selects a skill to be released for a pet character, the user needs to consider not only the skill effect of the skill itself but also the restraining condition with the skill to be released by the opponent pet character, thus enhancing the strategy of the game and improving the interest of the game, and further improving the game experience. Moreover, the skill that restrains the skill released by the opponent is added with an effect in the battle process, thus accelerating the battle progress, enabling one of the two parties to defeat the other as soon as possible, and thus ending the turn-based combat without a large number of rounds, thus enabling the user to end the turn-based combat without triggering a large number of operations, and improving the human-computer interaction efficiency.
[0116] On the basis of the embodiment shown in FIG. 2, the first skill is an attack skill in the embodiments of the present application, and the specific process is shown in the following embodiments. FIG. 5 is a flowchart of a battle method provided in the embodiments of the present application, taken by the terminal as an example, as shown in FIG. 5, the method comprises the following steps.
[0117] 501. The terminal displays a master virtual character in a virtual world scene.
[0118] 502. The terminal switches the virtual world scene to a battle scene in response to a trigger event of turn-based combat, and the battle scene displays a first pet character and a second pet character, and the master virtual character owns the first pet character.
[0119] The steps 501-502 are the same as the steps 301-302 described above, and will not be described here again.
[0120] 503. The terminal controls the first pet character to release an attack skill to the second pet character in response to the attack skill of the first pet character being triggered, in the case where the attack skill restrains a second skill to be released by the second pet character, and controls the second pet character to release the second skill, wherein the attribute weakening value of the attack skill to the second pet character is higher than the default attribute weakening value of the attack skill, or the attack frequency of the first pet character to the second pet character is higher than the default attack frequency of the attack skill.
[0121] In the embodiment of the present application, the first skill is an attack skill, in the case where the attack skill suppresses the second skill, the first pet character is controlled to release the attack skill on the second pet character to reflect the process of the first pet character attacking the second pet character, and the second pet character is controlled to release the second skill, and the attribute weakening value caused by the attack skill on the second pet character is higher than the default attribute weakening value of the attack skill; or the attack frequency of the first pet character on the second pet character is higher than the default attack frequency of the attack skill, reflecting the bonus effect of the attack skill, that is, the bonus effect enhances the skill effect caused by the attack, so as to ensure that the battle between the first pet character and the second pet character can reflect the suppression relationship between the skills, so that the user can intuitively feel the influence of the suppression relationship between the skills on the battle, thereby improving the interaction effect and the user experience.
[0122] The second skill is suppressed by the attack skill, for example, the second skill is any state update skill. The attack skill is used to weaken the attribute of the attacked party according to the corresponding attribute weakening value, and the attribute corresponding to the attribute weakening value is any type of attribute, for example, the attribute weakening value is the health value of the attacked party, and the attribute weakening value is equivalent to the damage value, that is, the attack skill is used to reduce the health value of the attacked party according to the corresponding damage value. The default attribute weakening value of the attack skill is the skill effect of the attack skill without bonus; that is, the value of weakening the attribute of the attacked party without bonus. The attribute weakening value caused by the attack skill on the second pet character is higher than the default attribute weakening value of the attack skill, indicating that the corresponding attribute weakening value of the attack skill is enhanced when the attack skill is released with the bonus effect. The default attack frequency of the attack skill refers to the skill effect of the attack skill without bonus; that is, the number of attacks of the first pet character on the second pet character when the attack skill is released without bonus. The attack frequency of the first pet character on the second pet character is higher than the default attack frequency of the attack skill, indicating that the corresponding attack frequency of the attack skill is enhanced when the attack skill is released with the bonus effect.
[0123] For example, the default attribute weakening value of the attack skill indicates "causing 50 damage to the attacked party", in the case where the attack skill suppresses the second skill to be released by the second pet character, after the first pet character is controlled to release the attack skill on the second pet character, the attribute weakening value caused by the attack skill on the second pet character indicates "causing 300 damage to the attacked party". For another example, the default attack frequency of the attack skill is 1, in the case where the attack skill suppresses the second skill to be released by the second pet character, after the first pet character is controlled to release the attack skill on the second pet character, the attack frequency of the first pet character on the second pet character is 3.
[0124] It should be noted that the first skill is taken as an example of attack skill in the embodiments of the present application, and in another embodiment, the step 503 is not performed, and other manners are adopted to respond to the first skill of the first pet character being triggered, and in the case that the first skill dominates the second skill to be released by the second pet character, the first pet character is controlled to release the first skill with an addition effect, and the second pet character is controlled to release the second skill.
[0125] In the scheme provided by the embodiments of the present application, in the case that the virtual world scene is displayed, the virtual world scene is switched to a battle scene in response to a trigger event of turn-based battle, the pet characters participating in the battle are displayed in the battle scene, in the battle scene, the pet characters participating in the battle can release skills for the battle, and there can be a domination relationship between different skills, in the case that the first skill to be released by the first pet character dominates the second skill to be released by the second pet character, the first pet character is controlled to release the first skill with an addition effect, and the second pet character is controlled to release the second skill, a new battle mode is realized, when the two pet characters each release a skill for the battle, the skill dominating the skill released by the opponent is added in effect in combination with the domination relationship between the released skills, which can ensure the diversity of the battle result, improve the interaction effect between the pet characters, and when the user selects the skill to be released for the pet character, the user needs to consider not only the skill effect of the skill itself, but also the domination with the skill to be released by the opponent pet character, the strategy of the game is enhanced, the interestingness of the game is improved, and the game experience is improved. Moreover, the skill dominating the skill released by the opponent is added in effect in the battle process, which can accelerate the battle progress, so that one of the two parties in the battle can defeat the other party as soon as possible, and the turn-based battle can be ended without a large number of rounds, so that the turn-based battle can be ended without the user triggering a large number of operations, and the human-computer interaction efficiency is improved.
[0126] On the basis of the embodiment shown in FIG. 2, in the embodiments of the present application, the first skill is a defense skill, and the second skill is an attack skill, and the specific process is described in the following embodiments. FIG. 6 is a flowchart of a battle method provided by the embodiments of the present application, taken as an example that the method is executed by a terminal, as shown in FIG. 6, the method comprises:
[0127] 601. The terminal displays a master virtual character in a virtual world scene.
[0128] 602. The terminal switches the virtual world scene to a battle scene in response to a trigger event of turn-based battle, the first pet character and the second pet character are displayed in the battle scene, and the master virtual character owns the first pet character.
[0129] The steps 601-602 are the same as the steps 301-302 described above, and thus are not described again here.
[0130] 603、In response to the defense skill of the first pet character being triggered, in a case where the defense skill counteracts an attack skill to be released by the second pet character, the first pet character is controlled to release the defense skill with an addition effect, and the second pet character is controlled to release the attack skill to the first pet character, wherein an attribute weakening value caused by the attack skill to the first pet character is lower than a default attribute weakening value of the attack skill, or the attack times of the second pet character to the first pet character is lower than a default attack times of the attack skill.
[0131] In the embodiments of the present application, the first skill is a defense skill, and the second skill is an attack skill, in a case where the defense skill counteracts the attack skill, the first pet character is controlled to release the defense skill with an addition effect, and the second pet character is controlled to release the attack skill to the first pet character, to reflect the process that the second pet character attacks the first pet character, and the attribute weakening value caused by the attack skill to the first pet character is lower than the default attribute weakening value of the attack skill, or the attack times of the first pet character to the second pet character is lower than the default attack times of the attack skill, to reflect the addition effect of the defense skill, that is, the addition effect of the defense skill weakens the attack skill of the opponent, to ensure that the battle between the first pet character and the second pet character can reflect the counteracting relationship between the skills, so that the user can intuitively feel the influence of the counteracting relationship between the skills on the battle, to improve the interaction effect and the user experience.
[0132] The step 603 is the same as the step 503 described above, and thus is not described again here. It should be noted that the embodiments of the present application are described by taking the first skill as a defense skill and the second skill as an attack skill as an example, and in another embodiment, the step 603 described above is not performed, but other ways are adopted to respond to the first skill of the first pet character being triggered, in a case where the first skill counteracts a second skill to be released by the second pet character, the first pet character is controlled to release the first skill with an addition effect, and the second pet character is controlled to release the second skill.
[0133] In the scheme provided in the embodiments of the present application, in the case of displaying a virtual world scene, a virtual world scene is switched to a battle scene in response to a trigger event of turn-based combat, pet roles participating in the battle are displayed in the battle scene, in the battle scene, the pet roles participating in the battle can all release skills for the battle, and there can be a restraining relationship between different skills, in the case where a first skill to be released by a first pet role restrains a second skill to be released by a second pet role, the first pet role is controlled to release the first skill with an addition effect, and the second pet role is controlled to release the second skill, thus realizing a new battle mode, when two pet roles that perform the battle each release a skill, the skill that restrains the skill released by the opponent is added with an effect in combination with the restraining relationship between the released skills, thus ensuring the diversity of the battle result, improving the interaction effect between the pet roles, and when a user selects a skill to be released for a pet role, the user needs to consider not only the skill effect of the skill itself but also the restraining condition with the skill to be released by the opponent pet role, thus enhancing the strategy of the game and improving the interest of the game, and further improving the game experience. Moreover, the skill that restrains the skill released by the opponent is added with an effect in the battle process, thus accelerating the battle progress, enabling one of the two parties in the battle to defeat the other party as soon as possible, and thus ending the turn-based combat without a large number of rounds, thus ending the turn-based combat without a large number of operations triggered by the user, and improving the human-computer interaction efficiency.
[0134] On the basis of the embodiment shown in FIG. 2, in the embodiments of the present application, the first skill is a defense skill, and the second skill is an attack skill, and the specific process is shown in the following embodiments. FIG. 7 is a flowchart of a battle method provided in the embodiments of the present application, taken by the terminal as an example, as shown in FIG. 7, the method comprises:
[0135] 701. The terminal displays a master virtual role in a virtual world scene.
[0136] 702. The terminal switches the virtual world scene to a battle scene in response to a trigger event of turn-based combat, the battle scene displays a first pet role and a second pet role, and the master virtual role owns the first pet role.
[0137] 703. The terminal controls the second pet role to release an attack skill on the first pet role and controls the first pet role to release a defense skill in response to the defense skill of the first pet role being triggered and in the case where the defense skill restrains an attack skill to be released by the second pet role.
[0138] The steps 701-703 are the same as the steps 301-303 described above, and will not be described here again.
[0139] 704、in the case that the attack of the second pet character is completed, control the first pet character to counterattack the second pet character.
[0140] In the case that the attack of the second pet character is completed, control the first pet character to counterattack the second pet character, which is equivalent to control the first pet character to release the defense skill with an added effect, that is, the added effect of the defense skill is to counterattack the attack side. For example, the default attribute of the defense skill is to reduce the damage value by 80%, during the battle process, control the first pet character to release the defense skill, control the second pet character to release the attack skill on the first pet character, the damage value caused by the attack skill on the first pet character is reduced by 80%, and in the case that the attack of the second pet character is completed, control the first pet character to counterattack the second pet character, to reflect the added effect of the defense skill to counteract the attack skill.
[0141] In the case that the attack of the second pet character is completed, control the first pet character to counterattack the second pet character, which is equivalent to control the first pet character to release the defense skill with an added effect, that is, the added effect of the defense skill is to counterattack the attack side. For example, the default attribute of the defense skill is to reduce the damage value by 80%, during the battle process, control the first pet character to release the defense skill, control the second pet character to release the attack skill on the first pet character, the damage value caused by the attack skill on the first pet character is reduced by 80%, and in the case that the attack of the second pet character is completed, control the first pet character to counterattack the second pet character, to reflect the added effect of the defense skill to counteract the attack skill.
[0142] It should be noted that the present application embodiment is described by taking the first skill as the defense skill and the second skill as the attack skill, and in another embodiment, without performing the above steps 703-704, but taking other ways, in response to the first skill of the first pet character being triggered, in the case that the first skill counteracts the second skill to be released by the second pet character, control the first pet character to release the first skill with an added effect, and control the second pet character to release the second skill.
[0143] In the scheme provided in the embodiments of the present application, in the case of displaying a virtual world scene, a virtual world scene is switched to a battle scene in response to a trigger event of turn-based combat, pet characters participating in the battle are displayed in the battle scene, in the battle scene, the pet characters participating in the battle can all release skills for the battle, and there can be a restraining relationship between different skills, in the case where a first skill to be released by a first pet character restrains a second skill to be released by a second pet character, the first pet character is controlled to release the first skill with an addition effect, and the second pet character is controlled to release the second skill, thus realizing a new battle mode, when two pet characters each release a skill for the battle, the skill that restrains the skill released by the opponent is added with an effect in combination with the restraining relationship between the released skills, thus ensuring the diversity of the battle result, improving the interaction effect between the pet characters, and when a user selects a skill to be released for a pet character, the user needs to consider not only the skill effect of the skill itself but also the restraining condition with the skill to be released by the opponent pet character, thus enhancing the strategy of the game and improving the interest of the game, and further improving the game experience. Moreover, the skill that restrains the skill released by the opponent is added with an effect in the battle process, thus accelerating the battle progress, enabling one of the two parties in the battle to defeat the other party as soon as possible, and thus ending the turn-based combat without a large number of rounds, thus enabling the user to end the turn-based combat without triggering a large number of operations, and improving the human-computer interaction efficiency.
[0144] On the basis of the embodiment shown in FIG. 2, in the embodiments of the present application, the first skill is a state updating skill, and the specific process is described in the following embodiments. FIG. 8 is a flowchart of a battle method provided in the embodiments of the present application, taken by way of example that the method is executed by a terminal, as shown in FIG. 8, the method comprises the following steps:
[0145] 801. The terminal displays a master virtual character in a virtual world scene.
[0146] 802. The terminal switches the virtual world scene to a battle scene in response to a trigger event of turn-based combat, the battle scene displays a first pet character and a second pet character, and the master virtual character owns the first pet character.
[0147] The steps 801-802 are the same as the steps 301-302 described above, and will not be described here again.
[0148] 803. The terminal controls the first pet character to release a state updating skill with an addition effect on itself in the case where the state updating skill restrains a second skill to be released by the second pet character, and controls the second pet character to release the second skill, the state updating skill is used to enhance the state of the first pet character, in response to the state updating skill of the first pet character being triggered.
[0149] In the embodiments of the present application, the state updating skill of the first pet role can be used to enhance the state of the first pet role or weaken the state of the other pet role; when the first pet role releases the state updating skill on itself, the state of the first pet role is enhanced by an additive effect; when the first pet role releases the state updating skill on the second pet role, the state of the second pet role is weakened by an additive effect, which enriches the interaction mode between pet roles, enriches the skill effect of the skill, improves the interaction effect between pet roles, enhances the strategy of the game, and thus improves the user experience. The second skill is a skill dominated by the state updating skill, for example, the second skill is a defense skill. The state to be updated by the state updating skill is the physical defense, the spell defense, the life value, the cooling time of the skill, etc. of the pet role. That is, when the first pet role is controlled to release the state updating skill on itself by an additive effect, the physical defense of the first pet role is enhanced, the spell defense of the first pet role is enhanced, the life value of the first pet role is improved, or the cooling time of the skill of the first pet role is reduced. For example, the default effect of the state updating skill is "restoring 30% life value", and when the first pet role is controlled to release the state updating skill on itself by an additive effect, the first pet role is restored by 90% life value.
[0150] 804、The terminal responds to the state updating skill of the first pet role being triggered, and in the case that the state updating skill dominates the second skill to be released by the second pet role, controls the first pet role to release the state updating skill on the second pet role by an additive effect, controls the second pet role to release the second skill, and the state updating skill is used to weaken the state of the second pet role.
[0151] In the embodiments of the present application, when the first pet role is controlled to release the state updating skill on the second pet role by an additive effect, the physical defense of the second pet role is weakened, the spell defense of the second pet role is weakened, the life value of the second pet role is weakened, or the cooling time of the skill of the second pet role is increased. For example, the default effect of the state updating skill is "reducing the attack speed of the other party by 50%", and when the first pet role is controlled to release the state updating skill on the second pet role by an additive effect, the attack speed of the second pet role is reduced by 150%.
[0152] In a possible implementation, the same state updating skill corresponds to two types of skill effects, one type of skill effect is a skill effect when the state updating skill is released by itself, and the other type of skill effect is a skill effect when the state updating skill is released by the other party. Moreover, each type of skill effect includes two skill effects, for the two skill effects included in the same type of skill effect, one skill effect is a default effect of the state updating skill, and the other skill effect is an added effect of the state updating skill. For example, the skill effect of the state updating skill is described as "restoring 30% life value of itself when released by itself; in the case that the state updating skill is released by itself and the skill of the other party is suppressed, restoring 80% life value of itself; reducing 30% life value of the other party when released by the other party; in the case that the state updating skill is released by the other party and the skill of the other party is suppressed, reducing 80% life value of the other party", wherein "restoring 30% life value of itself when released by itself" corresponds to the default effect when the state updating skill is released by itself, "restoring 80% life value of itself in the case that the state updating skill is released by itself and the skill of the other party is suppressed" corresponds to the added effect when the state updating skill is released by itself, "reducing 30% life value of the other party when released by the other party" corresponds to the default effect when the state updating skill is released by the other party, and "reducing 80% life value of the other party in the case that the state updating skill is released by the other party and the skill of the other party is suppressed" corresponds to the added effect when the state updating skill is released by the other party.
[0153] It should be noted that the first skill is taken as the state updating skill for description in the embodiments of the present application, and in another embodiment, the steps 803-804 are not required to be performed, but other manners are adopted to respond to the first skill of the first pet character being triggered, and in the case that the first skill of the first pet character suppresses the second skill to be released by the second pet character, the first pet character is controlled to release the first skill with the added effect, and the second pet character is controlled to release the second skill.
[0154] In the scheme provided in the embodiments of the present application, in the case of displaying a virtual world scene, in response to a triggering event of turn-based combat, the virtual world scene is switched to a combat scene, pet characters participating in the combat are displayed in the combat scene, in the combat scene, the pet characters participating in the combat can release skills for combat, and there can be a restraining relationship between different skills, in the case where a first skill to be released by a first pet character restrains a second skill to be released by a second pet character, the first pet character is controlled to release the first skill with an addition effect, and the second pet character is controlled to release the second skill, thus realizing a new combat mode, when two pet characters each release a skill for combat, the skill restraining the skill released by the opponent is added with an effect in combination with the restraining relationship between the released skills, thus ensuring the diversity of the combat result, improving the interaction effect between pet characters, and when a user selects a skill to be released for a pet character, the user needs to consider not only the skill effect of the skill itself, but also the restraining condition with the skill to be released by the opponent pet character, thus enhancing the strategy of the game and improving the interest of the game, and further improving the game experience. Moreover, in the combat process, the skill restraining the skill released by the opponent is added with an effect, thus accelerating the combat progress, enabling one of the combat parties to defeat the opponent as soon as possible, and thus ending the turn-based combat without a large number of rounds, thus enabling the user to end the turn-based combat without triggering a large number of operations, and improving the human-computer interaction efficiency.
[0155] On the basis of the above-described embodiment shown in FIG. 2, in the embodiments of the present application, the process of controlling the pet character to release the skill is embodied in the form of playing an animation, and the specific process is described in the following embodiments. FIG. 9 is a flowchart of a combat method provided in the embodiments of the present application, and the method is taken as an example of being executed by a terminal, as shown in FIG. 9, the method comprises the following steps.
[0156] 901. The terminal displays a master virtual character in a virtual world scene.
[0157] 902. The terminal switches the virtual world scene to a combat scene in response to a triggering event of turn-based combat, and the combat scene displays a first pet character and a second pet character, and the master virtual character owns the first pet character.
[0158] The steps 901-902 are the same as the steps 301-302 described above, and will not be described herein again.
[0159] 903. The terminal plays a first type of animation corresponding to a first skill of the first pet character and a second type of animation corresponding to a second skill in response to the first skill of the first pet character being triggered, and in the case where the first skill restrains the second skill to be released by the second pet character.
[0160] In the embodiments of the present application, the first skill corresponds to the first type of animation and the second type of animation, and the second skill corresponds to the first type of animation and the second type of animation; the first type of animation corresponding to the first skill is used to show a picture of the first pet character releasing the first skill with an additive effect, and the second type of animation corresponding to the first skill is used to show a picture of the first pet character releasing the first skill; the first type of animation corresponding to the second skill is used to show a picture of the second pet character releasing the second skill with an additive effect, and the second type of animation corresponding to the second skill is used to show a picture of the second pet character releasing the second skill. That is, the two types of animations corresponding to one skill respectively represent pictures of releasing the skill in different situations, when the first pet character releases the first skill and the second pet character releases the second skill, the corresponding type of animation is played according to the restraining relationship between the first skill and the second skill, so as to reflect different skill effects of the same skill when restraining the other skill or not restraining the other skill, which improves the interaction effect. When the user selects the skill to be released by the pet character through the terminal, the user cannot know the skill effect that can be generated by the skill, and can only know the skill effect generated by the skill when starting the battle, and the skill effect is displayed in the form of animation, which can ensure the display effect of the picture in the battle process, and can improve the interestingness of the game, and thus improve the user experience.
[0161] For example, the first skill is a state updating skill, the second type of animation corresponding to the state updating skill is used to show a picture of the first pet character releasing the state updating skill to weaken the state of the opponent pet character, and the first type of animation corresponding to the state updating skill is used to show a picture of the first pet character releasing the state updating skill to weaken the state of the opponent pet character and a picture of enhancing the state of the self. For example, the first skill is an attack skill, the second type of animation corresponding to the attack skill is used to show a picture of the first pet character releasing the attack skill to the opponent pet character to reduce the life value of the opponent pet character, and the first type of animation corresponding to the attack skill is used to show a picture of the first pet character releasing the attack skill to the opponent pet character to reduce the life value of the opponent pet character, and also shows a picture of performing a continuous attack on the opponent pet character.
[0162] Optionally, the first type of animation or the second type of animation of each skill can show the influence generated after the skill is released. For example, taking the attack skill as an example, the first type of animation or the second type of animation of the attack skill can reflect the damage caused by the attack skill.
[0163] In a possible implementation, the step 903 includes: in response to the first skill of the first pet character being triggered, playing a second type of animation corresponding to the second skill in a case where the first skill dominates the second skill; and in a process of playing the second type of animation corresponding to the second skill, playing a first type of animation corresponding to the first skill in response to a preset event being triggered, the preset event indicating an interaction state of the second pet character with the first pet character or a playing duration of the second type of animation corresponding to the second skill.
[0164] In the embodiments of the present application, in a case where the first pet character is about to release the first skill and the second pet character is about to release the second skill, since the first skill dominates the second skill, the second type of animation corresponding to the second skill is played first, to reflect a picture of the second pet character releasing the second skill, and then the first type of animation corresponding to the first skill is played in response to the preset event being triggered, to reflect a picture of the first pet character releasing the second skill with an additive effect, which can highlight the case where the first pet character releases the second skill with an additive effect, so that the user can know which skill is dominated by viewing the displayed picture, and the domination between the two skills can be reflected, to ensure control accuracy and interaction effect between pet characters.
[0165] The process of first playing the second type of animation corresponding to the second skill and then playing the first type of animation corresponding to the first skill is the same as the steps 303-304, and will not be described here.
[0166] Optionally, the first skill is a defense skill and the second skill is an attack skill, and the process of playing the first type of animation corresponding to the first skill includes: playing the first type of animation corresponding to the first skill in a case where the second pet character is about to attack the first pet character; and playing an animation of the first pet character blocking the attack in a process of the second pet character attacking the first pet character.
[0167] In the embodiments of the present application, the second pet character being about to attack the first pet character is equivalent to the preset event being triggered, the first type of animation corresponding to the first skill is played in a case where the second pet character is about to attack the first pet character, and the animation of the first pet character blocking the attack is played in a process of the second pet character attacking the first pet character, to reflect a picture of the first pet character releasing the defense skill to attack the attack of the second pet character, which can enrich the display effect of the battle process and improve the user experience.
[0168] The second type of animation corresponding to the attack skill can reflect a picture of the second pet character attacking the first pet character, the first type of animation corresponding to the defense skill can reflect a picture of the first pet character releasing the defense skill and an additive effect, and the animation of the first pet character blocking the attack can reflect a picture of the first pet character releasing the defense skill to block the attack of the second pet character.
[0169] Optionally, the process of playing the first type of animation corresponding to the first skill comprises: in the process of playing the second type of animation corresponding to the attack skill, in a case where the second pet character is about to attack the first pet character, pausing playing the second type of animation corresponding to the attack skill, playing the first type of animation corresponding to the defense skill, in a case where the first type of animation corresponding to the defense skill indicates that the first pet character has released the defense skill completely, continuing playing the second type of animation corresponding to the attack skill; or, in the process of playing the second type of animation corresponding to the attack skill, in a case where the second pet character is about to attack the first pet character, reducing the playing speed of the second type of animation corresponding to the attack skill, playing the first type of animation corresponding to the defense skill, in a case where the first type of animation indicates that the first pet character has released the defense skill completely, restoring the playing speed of the second type of animation corresponding to the attack skill.
[0170] In the embodiments of the present application, the first type of animation corresponding to the defense skill is used to display that the first pet character releases the defense skill to make the first pet character in a defense state, and after the defense skill is released completely, the first pet character keeps the picture of being in the defense state. In a case where the second type of animation corresponding to the attack skill indicates that the second pet character is about to attack the first pet character, the second type of animation corresponding to the attack skill is played in the way of pausing playing or reducing playing speed, and in a case where the first type of animation corresponding to the defense skill indicates that the first pet character has released the defense skill completely, the second type of animation corresponding to the attack skill is played, which can reflect the case that the first pet character and the second pet character release skills respectively to fight, enhance the interaction effect between the first pet character and the second pet character, and improve the display effect of the animation.
[0171] For example, in the case that the first pet character releases a defense skill and the second pet character releases an attack skill, the terminal plays the animation in the process as shown in FIG. 10, and first plays the second type of animation corresponding to the attack skill of the second pet character. During the playing of the second type of animation corresponding to the attack skill, if the second type of animation corresponding to the attack skill shows that the second pet character is about to attack the first pet character, the second type of animation corresponding to the attack skill is played in the manner of pausing or slowing down, and the first type of animation corresponding to the defense skill of the first pet character is inserted. For example, at this time, the first pet character displays a blue flash special effect, the background of the battle scene becomes dark, the time slows down, and then the defense special effect animation is played. In the case that the first type of animation corresponding to the defense skill of the first pet character indicates that the first pet character has released the defense skill, the second type of animation corresponding to the attack skill of the second pet character is continued to be played or the playing speed of the second type of animation corresponding to the attack skill is restored, and then the attack stage (i.e., the bullet time) is entered, the second type of animation corresponding to the attack skill of the second pet character and the first type of animation corresponding to the defense skill of the first pet character are continued to be played, which is equivalent to triggering the attack event of the second pet character on the first pet character, so as to reflect that the second pet character releases the attack skill on the first pet character, and the first pet character releases the defense skill, and the animation of the first pet character blocking the attack is played, so as to reflect the picture of the first pet character releasing the defense skill to block the attack of the second pet character. During the continuous attack of the second pet character, the first pet character always maintains the defense state and the picture of blocking the attack of the second pet character is presented. This process is the special effect continuous stage. In the case that the second type of animation corresponding to the attack skill of the first pet character ends, the second type of animation corresponding to the attack skill of the first pet character, the first type of animation corresponding to the defense skill of the first pet character and the picture of blocking the attack of the second pet character are cancelled, i.e., the battle special effect is cleared. That is, for the terminal, the terminal obtains the animations of each stage in the battle process, such as the second type of animation corresponding to the attack skill of the second pet character, the first type of animation corresponding to the defense skill of the first pet character and the animation of the first pet character blocking the attack. According to the preset trigger points of multiple events as shown in FIG. 11, in the case that the corresponding event is triggered, the corresponding animation can be played, so as to ensure the display effect of the presented battle picture.
[0172] Optionally, the first type of animation corresponding to the first skill has a time length less than a time length of the second type of animation corresponding to the second skill. The process of playing the first type of animation corresponding to the first skill and the second type of animation corresponding to the second skill comprises: in the process of playing the second type of animation corresponding to the second skill, if the first type of animation corresponding to the first skill ends, repeatedly playing the first type of animation corresponding to the first skill. In the embodiment of the application, because the first type of animation corresponding to the first skill has a time length less than a time length of the second type of animation corresponding to the second skill, in the process of playing the animation, there is a case that the first type of animation corresponding to the first skill ends while the second type of animation corresponding to the second skill has not ended. Therefore, the first type of animation corresponding to the first skill is repeatedly played, so that the first type of animation corresponding to the first skill can be played all the time in the process of playing the second type of animation corresponding to the second skill, which reflects the effect of the two pet roles releasing different skills to fight, makes the fighting process more vivid, guarantees the display effect, and further improves the user experience.
[0173] Optionally, in the process of playing the first type of animation corresponding to the first skill and the second type of animation corresponding to the second skill, if the second type of animation corresponding to the second skill ends, stop playing the first type of animation corresponding to the first skill. In the embodiment of the application, because the first type of animation corresponding to the first skill has a time length less than a time length of the second type of animation corresponding to the second skill, in the process of playing the second type of animation corresponding to the second skill, if the first type of animation corresponding to the first skill ends, the first type of animation corresponding to the first skill is repeatedly played, and if the second type of animation corresponding to the second skill ends, the first type of animation corresponding to the first skill is stopped, to indicate that the fight between the two pet roles ends. In the embodiment of the application, the first skill is a defense skill, and the second skill is an attack skill. The first type of animation corresponding to the defense skill is a defense skill special effect, and the defense skill special effect is a Loop (loop) special effect. Only when the second type of animation corresponding to the attack skill ends, the first type of animation corresponding to the defense skill ends, to adapt to the second type of animation corresponding to the attack skill with different time lengths.
[0174] It should be noted that the embodiment of the application is described by taking the way of playing the animation to reflect the process of controlling the pet role to release the skill as an example, and in another embodiment, the step 903 is not executed, but other ways are taken to respond to the first skill of the first pet role being triggered, and in the case that the first skill dominates the second skill to be released by the second pet role, the first pet role is controlled to release the first skill with an additive effect, and the second pet role is controlled to release the second skill.
[0175] In the scheme provided in the embodiments of the present application, in the case of displaying a virtual world scene, in response to a trigger event of turn-based combat, the virtual world scene is switched to a combat scene, pet roles participating in the combat are displayed in the combat scene, in the combat scene, the pet roles participating in the combat can release skills for combat, and there can be a restraining relationship between different skills, in the case that a first skill to be released by a first pet role restrains a second skill to be released by a second pet role, the first pet role is controlled to release the first skill with an addition effect, the second pet role is controlled to release the second skill, and a new combat mode is realized. When two pet roles that perform combat each release a skill, the skill that restrains the skill released by the opponent is added in effect in combination with the restraining relationship between the released skills, which can ensure the diversity of the combat result, improve the interaction effect between pet roles, and when a user selects a skill to be released for a pet role, the user needs to consider not only the skill effect of the skill itself but also the restraining condition with the skill to be released by the opponent pet role, which enhances the strategy of the game and improves the interest of the game, and further improves the game experience. In addition, in the combat process, the skill that restrains the skill released by the opponent is added in effect, which can accelerate the combat progress, so that one of the combat parties can defeat the other as soon as possible, and then the turn-based combat can be ended without a large number of rounds, so that the turn-based combat can be ended without the user triggering a large number of operations, and the human-computer interaction efficiency is improved.
[0176] It should be noted that, on the basis of the embodiments shown in FIGS. 2 to 11, the embodiments of the present application can also adopt at least one of the following multiple ways to control the first pet role to release the first skill with an addition effect.
[0177] The first way is to control the first pet role to release the first skill with a default effect, and to reduce the energy value possessed by the second pet role, the energy value being used for releasing the skill. In the embodiments of the present application, reducing the energy value possessed by the second pet role is equivalent to the addition effect brought by the case that the first skill restrains the second skill.
[0178] For example, the first skill is an attack skill, the second skill is a state update skill, and the additional effect of the attack skill is "causing physical damage to the opponent and causing the opponent to lose 2 energy values", wherein "causing physical damage to the opponent" is the default effect of the attack skill. For example, the first skill is a state update skill, the second skill is a defense skill, and the additional effect of the state update skill is "increasing the energy value of the self by 4 and decreasing the energy value of the opponent by 4", wherein "increasing the energy value of the self by 4" is the default effect of the state update skill. For example, the first skill is a state update skill, the second skill is a defense skill, and the additional effect of the state update skill is "decreasing the energy value of the opponent by 8", and the default effect of the state update skill is "decreasing the energy value of the opponent by 4". For example, the first skill is a defense skill, the second skill is an attack skill, and the additional effect of the defense skill is "reducing the current injury by 80% and decreasing the energy value of the opponent by 4", wherein "reducing the current injury by 80%" is the default effect of the defense skill.
[0179] The third mode: controlling the first pet character to release the first skill with the default effect and controlling the second pet character to suspend the release of the second skill. In the embodiments of the present application, suspending the release of the second skill is equivalent to the additional effect brought by the case where the first skill dominates the second skill.
[0180] For example, the first skill is an attack skill, the second skill is a state update skill, and the additional effect of the attack skill is "causing physical damage to the opponent and causing the opponent to lose 2 energy values", wherein "causing physical damage to the opponent" is the default effect of the attack skill. For example, the first skill is a state update skill, the second skill is a defense skill, and the additional effect of the state update skill is "increasing the energy value of the self by 4 and decreasing the energy value of the opponent by 4", wherein "increasing the energy value of the self by 4" is the default effect of the state update skill. For example, the first skill is a state update skill, the second skill is a defense skill, and the additional effect of the state update skill is "decreasing the energy value of the opponent by 8", and the default effect of the state update skill is "decreasing the energy value of the opponent by 4". For example, the first skill is a defense skill, the second skill is an attack skill, and the additional effect of the defense skill is "reducing the current injury by 80% and decreasing the energy value of the opponent by 4", wherein "reducing the current injury by 80%" is the default effect of the defense skill.
[0181] The third mode: controlling the first pet character to release the first skill with the default effect and controlling the second pet character to suspend the release of the second skill. In the embodiments of the present application, suspending the release of the second skill is equivalent to the additional effect brought by the case where the first skill dominates the second skill.
[0182] For example, the first skill is an attack skill, the second skill is a state updating skill, and the added effect of the attack skill is "causing magic damage to the opponent and interrupting the opponent's skill", wherein the "causing magic damage to the opponent" is the default effect of the attack skill. For example, the first skill is an attack skill, the second skill is a state updating skill, and the added effect of the attack skill is "causing physical damage to the opponent and interrupting the opponent's skill", wherein the "causing physical damage to the opponent" is the default effect of the attack skill. For example, the first skill is a defense skill, the second skill is an attack skill, and the added effect of the defense skill is "waiting and interrupting the opponent's skill and causing 80 physical damage", wherein the "waiting" is the default effect of the defense skill.
[0183] The fourth mode is to control the first pet character to release the first skill with the default effect and reduce the attribute value of the second pet character. The attribute value includes physical defense, attack speed, magic defense, blood absorption ratio, and life value of the pet character. In the embodiments of the present application, the reduction of the attribute value of the second pet character is equivalent to the added effect brought by the case that the first skill restrains the second skill.
[0184] For example, the first skill is a state updating skill, the second skill is a defense skill, and the added effect of the state updating skill is "reducing the speed of the opponent by 150%", and the default effect of the state updating skill is "reducing the speed of the enemy by 50%". For example, the first skill is an attack skill, the second skill is a state updating skill, and the added effect of the attack skill is "causing physical damage to the opponent and reducing the physical defense of the enemy by 80%", and the default effect of the attack skill is "causing physical damage to the opponent". For example, the first skill is a defense skill, the second skill is an attack skill, and the added effect of the defense skill is "reducing the attack by 80% and reducing the physical attack of the enemy by 50%", and the default effect of the defense skill is "reducing the attack by 80%".
[0185] In a possible implementation, the fourth mode includes controlling the first pet character to release the first skill with the default effect and displaying that the second pet character is in a weakened state and the attribute value of the second pet character is gradually reduced. In the embodiments of the present application, the second pet character being in the weakened state and the attribute value of the second pet character being gradually reduced are equivalent to the added effect brought by the case that the first skill restrains the second skill, that is, when the first skill released by the first pet character restrains the second skill released by the second pet character, in addition to the default effect of the first skill, an additional weakened state is added to the second pet character, so that the attribute value of the second pet character is continuously reduced, the skill effect of the skill is enriched, and the interaction effect between the pet characters is improved.
[0186] The weakening state is an abnormal state, and the attribute value of the pet character gradually decreases when the pet character is in the weakening state. For example, the weakening state is a poisoning state, a freezing state, or a burning state. For example, the first skill is an attack skill, the second skill is a state updating skill, the bonus effect of the attack skill is "causing physical damage to the opponent and giving the opponent 1 layer of poisoning effect, and giving the opponent 3 layers of poisoning effect in the case of suppressing the second skill", and the default effect of the attack skill is "causing physical damage to the opponent and giving 1 layer of poisoning". In the case where the second pet character has at least one layer of poisoning effect, the life value of the second pet character gradually decreases. For example, the first skill is a state updating skill, the second skill is a defense skill, the bonus effect of the state updating skill is "giving the enemy 6 layers of burning effect, and giving the enemy 18 layers of burning effect in the case of suppressing the second skill", and the default effect of the state updating skill is "giving the enemy 6 layers of burning effect". In the case where the second pet character has a burning effect, the life value of the second pet character gradually decreases. For example, the first skill is a state updating skill, the second skill is a defense skill, the bonus effect of the state updating skill is "giving the enemy 2 layers of poisoning effect, and giving the enemy 6 layers of poisoning effect in the case of suppressing the second skill", and the default effect of the state updating skill is "giving the enemy 2 layers of poisoning effect". In the case where the second pet character has a poisoning effect, the life value of the second pet character gradually decreases. For example, the first skill is a defense skill, the second skill is an attack skill, the bonus effect of the defense skill is "reducing the current injury by 70% and giving the enemy 6 layers of burning effect", and the default effect of the defense skill is "reducing the current injury by 70%". For example, the first skill is a defense skill, the second skill is an attack skill, the bonus effect of the defense skill is "reducing the current injury by 80% and giving the enemy 3 layers of freezing effect", and the default effect of the defense skill is "reducing the current injury by 80%". In the case where the second pet character has a freezing effect, the life value of the second pet character gradually decreases.
[0187] The fifth mode is to control the first pet character to release the first skill with the default effect, and to improve the attribute value of the first pet character. In the embodiments of the present application, improving the attribute value of the first pet character is equivalent to the bonus effect brought by the case where the first skill suppresses the second skill.
[0188] For example, the first skill is an attack skill, the second skill is a state update skill, the added effect of the attack skill is "causes physical damage to the opponent and increases the physical attack of the self by 20%", and the default effect of the attack skill is "causes physical damage to the opponent". For example, the first skill is an attack skill, the second skill is a state update skill, the added effect of the attack skill is "charges, causes physical damage to the opponent and increases the physical attack of the self by 100%", and the default effect of the attack skill is "charges, causes physical damage to the opponent". For example, the first skill is an attack skill, the second skill is a state update skill, the added effect of the attack skill is "causes physical damage to the opponent and absorbs 100% of the blood", and the default effect of the attack skill is "causes physical damage to the opponent". For example, the first skill is a state update skill, the second skill is a defense skill, the added effect of the state update skill is "increases the speed by 50% and the physical attack by 80%", and the default effect of the state update skill is "increases the speed by 50%". For example, the first skill is a state update skill, the second skill is a defense skill, the added effect of the state update skill is "restores 90% of the life value", and the default effect of the state update skill is "restores 30% of the life value". For example, the first skill is a state update skill, the second skill is a defense skill, the added effect of the state update skill is "reduces the physical defense and the magic defense of the enemy by 40% and increases the physical attack of the self by 50%", and the default effect of the state update skill is "reduces the physical defense and the magic defense of the enemy by 40%". For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the injury of this time by 70% and increases the attack of the self by 40%", and the default effect of the defense skill is "reduces the injury of this time by 70%". For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the injury of this time by 80% and increases the speed of the self by 50%", and the default effect of the defense skill is "reduces the injury of this time by 80%". For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "changes the injury of this time into the life value restored", and the default effect of the defense skill is empty. For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the injury of this time by 70% and restores 25% of the life of the self", and the default effect of the defense skill is "reduces the injury of this time by 70%". For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the injury of this time by 70% and increases the magic attack of the self by 40%", and the default effect of the defense skill is "reduces the injury of this time by 70%". For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the injury of this time by 80% and the self obtains 50% of the blood absorption", and the default effect of the defense skill is "reduces the injury of this time by 80%".
[0189] In a possible implementation, the fifth mode includes: controlling the first pet role to release the first skill with a default effect, and displaying that the first pet role is in a gain state and that the attribute value of the first pet role gradually increases. In the embodiment of the present application, the first pet role is in the gain state and the attribute value of the first pet role gradually increases, which is equivalent to the additional effect brought by the case where the first skill dominates the second skill, that is, when the first skill released by the first pet role dominates the second skill released by the second pet role, in addition to the default effect of the first skill, the first pet role is additionally given the gain state to gradually increase the attribute value of the first pet role, which enriches the skill effect of the skill and improves the interaction effect between the pet roles.
[0190] For example, the gain state is a blood recovery state, a blood absorption state, etc. For example, the first skill is a state update skill, and the second skill is a defense skill. The additional effect of the state update skill is "1 layer is given, and 3 layers are given in the case of dominating the second skill". The default effect of the state update skill is "1 layer is given".
[0191] The sixth mode: controlling the first pet role to release the first skill with a default effect, and reducing the energy value consumed when the skill of the first pet role is released. In the embodiment of the present application, reducing the energy value consumed when the skill of the first pet role is released is equivalent to the additional effect brought by the case where the first skill dominates the second skill.
[0192] For example, the energy value consumed when the first skill of the first pet role is released is reduced. For the mode of reducing the energy value consumed when the skill of the first pet role is released, the energy value consumed when the skill of the first pet role is released in a preset number of subsequent rounds is reduced, or the energy value consumed by the skill released by the first pet role in the current round in the current round is reduced. The preset number is any number, for example, the preset number is 2 or 3, etc.
[0193] For example, the first skill is an attack skill, the second skill is a status update skill, the attack skill has an added effect of "causing physical damage, reducing the energy value consumed by this skill by 4", and the attack skill has a default effect of "causing physical damage". For example, the first skill is an attack skill, the second skill is a status update skill, the attack skill has an added effect of "causing magical damage, reducing the energy value consumed by this skill by 6", and the attack skill has a default effect of "causing physical damage". For example, the first skill is a defense skill, the second skill is an attack skill, the defense skill has an added effect of "reducing the damage by 70% this time, reducing the energy value consumed by this skill by 1", and the defense skill has a default effect of "reducing the damage by 70% this time". For example, the first skill is a defense skill, the second skill is an attack skill, the defense skill has an added effect of "reducing the damage by 70% this time, reducing the energy value consumed by this skill by 1", and the defense skill has a default effect of "reducing the damage by 70% this time". For example, the first skill is a defense skill, the second skill is an attack skill, the defense skill has an added effect of "reducing the damage by 90% this time, returning, reducing the energy value consumed by this skill by 1 in each round", and the defense skill has a default effect of "reducing the damage by 90% this time, returning".
[0194] The seventh mode: control the first pet character to release the first skill with the default effect, and increase the energy value consumed when the skill of the second pet character is released. In the embodiments of the present application, the energy value consumed when the skill of the second pet character is released is equivalent to the added effect brought by the first skill suppressing the second skill. Among them, the skill of increasing the consumed energy value is the skill released by the second pet character in this round, or other skills of the second pet character. For example, the second skill of the second pet character is released. For the mode of increasing the energy value consumed when the skill of the second pet character is released, the energy value consumed when the skill of the second pet character is released in the following preset number of rounds, or the energy value consumed by the skill released by the second pet character in this round in this round.
[0195] For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduce 70% of the injury this time, increase 2 of the energy value consumed by the skill released by the enemy", and the default effect of the defense skill is "reduce 70% of the injury this time". For example, the first skill is an attack skill, the second skill is a state update skill, the added effect of the attack skill is "cause physical damage, increase 2 of the energy value consumed by all skills of the enemy", and the default effect of the attack skill is "cause physical damage". For example, the first skill is a state update skill, the second skill is a defense skill, the added effect of the state update skill is "return to the backpack, increase 8 of the energy value consumed by the skill released by the enemy", and the default effect of the state update skill is "return to the backpack". The return to the backpack means that the first pet role returns to the backpack and is replaced by another pet role owned by the virtual role of the host to fight with the second pet role. For example, the first skill is a state update skill, the second skill is a defense skill, the added effect of the state update skill is "increase 4 of the energy value consumed by the skill released by the enemy in this round", and the default effect of the state update skill is "increase 2 of the energy value consumed by the skill released by the enemy in this round".
[0196] The eighth mode is to control the first pet role to release the first skill with the default effect and reduce the cooling time length of the skill of the first pet role. In the embodiment of the application, the reduction of the cooling time length of the skill of the first pet role is equivalent to the added effect brought by the case where the first skill dominates the second skill.
[0197] The cooling time length refers to the time length required for waiting after the skill is released to the next time when the skill can be released. For example, the cooling time length is expressed by the number of rounds, such as the cooling time length of the skill is 3 rounds, that is, the skill can be released once every 3 rounds. For example, the first skill is a defense skill, the second skill is an attack skill, and the added effect of the defense skill is "reduce 90% of the injury this time, reduce 1 of the cooling round number of the skill".
[0198] The ninth mode is to control the first pet role to release the first skill with the default effect and increase the cooling time length of the skill of the second pet role. In the embodiment of the application, the increase of the cooling time length of the skill of the second pet role is equivalent to the added effect brought by the case where the first skill dominates the second skill.
[0199] For example, the first skill is a state update skill, the second skill is a defense skill, the added effect of the state update skill is "reduce 80% of the double defense of the enemy, increase 2 of the cooling round number of the dominated skill", and the default effect of the state update skill is "increase 2 of the energy value consumed by the skill released by the enemy in this round".
[0200] The tenth mode: in the case that the first skill is not an object replacement skill, the first pet character is controlled to release the first skill with the default effect, in the case that the first pet character and the second pet character complete the interaction, the first pet character is switched to the third pet character, and the third pet character is the same pet character as the first pet character and is owned by the same master virtual character. In the embodiment of the application, the object replacement skill is used to replace the pet character that has been on the field, and in the case that the object replacement skill is triggered, the pet character that has been on the field can be switched to another pet character owned by the same master virtual character. In the case that the first skill is not the object replacement skill, switching the pet character is equivalent to the addition effect brought by the case that the first skill dominates the second skill.
[0201] For example, the first skill is a defense skill, the second skill is an attack skill, the addition effect of the defense skill is "reduce the current injury by 80% and return to the backpack", and the default effect of the defense skill is "reduce the current injury by 80%". The return to the backpack means that the first pet character returns to the backpack and is replaced by another pet character owned by the master virtual character to be on the field to fight with the second pet character. For example, the first skill is a defense skill, the second skill is an attack skill, and the addition effect of the defense skill is "reduce the current injury by 70% and return to the field quickly when responding". The default effect of the defense skill is "reduce the current injury by 70%".
[0202] The eleventh mode: in the case that the first pet character is in a weakened state, the first pet character is controlled to release the first skill with the default effect, the unit amplitude corresponding to the weakened state is reduced, and the attribute value of the first pet character is gradually reduced according to the reduced unit amplitude. In the embodiment of the application, the weakened state is used to gradually reduce the attribute value of the first pet character according to the corresponding unit amplitude, and reducing the unit amplitude corresponding to the weakened state is equivalent to the addition effect brought by the case that the first skill dominates the second skill. After the first pet character is controlled to release the first skill with the default effect, the unit amplitude corresponding to the weakened state is reduced, and the attribute value of the first pet character is gradually reduced according to the reduced unit amplitude.
[0203] In the embodiment of the application, in the case that the first pet character does not release the first skill, the first pet character is already in a weakened state, for example, the weakened state is a freezing effect, a poisoning effect, etc. The unit amplitude corresponding to the weakened state refers to the reduction amplitude of the attribute value of the first pet character in a unit time of the weakened state, for example, the weakened state is a poisoning effect, and the unit amplitude corresponding to the weakened state indicates the reduction of the life value of the first pet character in a unit time in the case that the first pet character is poisoned. After the first pet character is controlled to release the first skill with the addition effect, the weakened state of the first pet character is weakened.
[0204] For example, the first skill is an attack skill, the second skill is a state update skill, the added effect of the attack skill is "causes magic damage, and weakens the ice effect if the pet has the ice effect", and the default effect of the attack skill is "causes magic damage". For example, the first skill is an attack skill, the second skill is a state update skill, the added effect of the attack skill is "causes magic damage, and dispels two debuffs of the pet", and the default effect of the attack skill is "causes magic damage, and dispels one debuff of the pet". For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the damage by 70%, and removes the skill type of the corresponding skill", and the default effect of the defense skill is "reduces the damage by 70%".
[0205] The twelfth mode is to control the first pet character to release the first skill with the default effect, and determine the difference between the first energy value and the second energy value as the energy value consumed by the first skill in this release. The first energy value is the energy value consumed when the first skill is released, and the second energy value is the energy value consumed when the second skill is released. In the embodiments of the present application, the difference between the first energy value and the second energy value is determined as the energy value consumed by the first skill in this release, which is equivalent to the added effect brought by the first skill suppressing the second skill. For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the damage by 90% this time, and the energy value consumed by the skill is the difference between the energy values consumed by the two skills", and the default effect of the defense skill is "reduces the damage by 90% this time".
[0206] The thirteenth mode is to control the first pet character to release the first skill with the default effect in the current round, and reduce the energy value consumed by the first skill in the current round. In the embodiments of the present application, the energy value consumed by the first skill in the current round is reduced, which is equivalent to the added effect brought by the first skill suppressing the second skill.
[0207] For example, the first skill is a defense skill, the second skill is an attack skill, the added effect of the defense skill is "reduces the damage by 90%, and reduces the energy value consumed by the skill by 4 if the attack skill is released last time", and the default effect of the defense skill is "reduces the damage by 90%".
[0208] The 14th mode: the first skill is an attack skill, the first pet character is controlled to release the attack skill to itself with a default effect, and the life value of the second pet character is reduced. The reduced life value of the second pet character is the damage value corresponding to the attack skill. In the embodiment of the present application, the first pet character can release an attack skill to itself to cause damage to itself. If the attack skill is superior to the skill released by the second pet character, the damage to itself is transferred to the second pet character, and the first pet character is no longer damaged. If the attack skill is not superior to the skill released by the second pet character, only the damage to itself is caused.
[0209] In another possible implementation mode, the first skill is an attack skill, and in the case that the first skill is superior to the second skill, the first pet character is controlled to release the attack skill to itself with a default effect and can offset the resistance between the skills. For example, the first skill belongs to the water system, and the second pet character is a pet character of the earth system. In the case that the first skill is not superior to the second skill, when the first pet character releases the first skill to the second pet character, the damage caused by the first skill is reduced due to the fact that the water system is superior to the earth system. In the case that the first skill is superior to the second skill, the fact that the water system is superior to the earth system can be ignored, that is, the resistance between the skills is offset, and the damage caused by the first skill to the second pet character is not reduced.
[0210] It should be noted that the above-mentioned multiple modes of controlling the first pet character to release the first skill with an additive effect can be combined arbitrarily, and the present application will not be repeated here. In the embodiment of the present application, in the process of controlling the first pet character to release the first skill with an additive effect, the additive effect of the first skill can be embodied in one or more of the multiple optional modes, which enriches the diversity of skill effects of the released skills in the battle process, provides multiple possibilities for the battle in the round, makes the battle result unstable, improves the interestingness of the game, enriches the interaction effect between pet characters, enhances the strategy of the game, and enables the player to have a better game experience.
[0211] It should be noted that the above-mentioned embodiment is described by taking the case that the first skill is superior to the second skill as an example, and in another embodiment, in the case that the second skill is superior to the first skill, the method further comprises: in response to the first skill of the first pet character being triggered, controlling the first pet character to release the first skill in the case that the second skill is superior to the first skill, and controlling the second pet character to release the second skill with an additive effect. In the embodiment of the present application, in the case that the second skill is superior to the first skill, the first pet character is controlled to release the first skill, and the second pet character is controlled to release the second skill with an additive effect. This process is the same as the process of controlling the first pet character to release the first skill with an additive effect and controlling the second pet character to release the second skill in the above-mentioned embodiment, and will not be repeated here.
[0212] In the embodiments of the present application, there can be a restraining relationship between different skills, in the case where the second skill to be released by the second pet character restrains the first skill to be released by the first pet character, the first skill is released by the first pet character, and the second skill is released by the second pet character with an additive effect, thereby realizing a new battle mode. When the two pet characters each release a skill during the battle, the skill that restrains the skill released by the opponent is subjected to effect addition in combination with the restraining relationship between the released skills, thereby ensuring the diversity of the battle result, improving the interaction effect between the pet characters, and further improving the game experience. Moreover, when the user selects the skill to be released by the pet character, the user needs to consider not only the skill effect of the skill itself, but also the restraining relationship with the skill to be released by the opponent pet character, thereby enhancing the strategy of the game and improving the interest of the game. Furthermore, the skill that restrains the skill released by the opponent is subjected to effect addition during the battle, thereby accelerating the battle progress, enabling one of the two opponents to defeat the other as soon as possible, and further ending the turn-based battle without a large number of rounds, thereby ending the turn-based battle without a large number of operations triggered by the user, and improving the human-computer interaction efficiency.
[0213] It should be noted that the above embodiments are described by taking the restraining relationship between the first skill and the second skill as an example, and in the embodiments of the present application, there is no restraining relationship between the first skill and the second skill, and the specific process is described in the following embodiments. FIG. 12 is a flowchart of a battle method provided in the embodiments of the present application, and the method is taken as an example executed by a terminal, as shown in FIG. 12, the method includes the following steps.
[0214] 1201, the terminal displays a master virtual character in a virtual world scene.
[0215] 1202, the terminal switches the virtual world scene to a battle scene in response to a trigger event of a turn-based battle, the battle scene displays a first pet character and a second pet character, and the master virtual character owns the first pet character.
[0216] The steps 1201-1202 are the same as the steps 301-302 described above, and will not be described herein.
[0217] 1203, the terminal controls the first pet character to release the first skill in response to the first skill of the first pet character being triggered, and in the case where the first skill and the second skill do not restrain each other, if the attack speed of the first pet character is higher than the attack speed of the second pet character.
[0218] In the embodiments of the present application, in the process of turn-based combat, if the first skill to be released by the first pet character and the second skill to be released by the second pet character do not counteract each other, the first pet character and the second pet character release the skills according to their own attack speeds, and the pet character with higher attack speed releases the skill first. The first skill and the second skill do not counteract each other means that there is no counteraction relationship between the first skill and the second skill. For example, there is a counteraction relationship between different skill types, and the first skill and the second skill belong to the same skill type, and there is no counteraction relationship between the skills belonging to the same skill type.
[0219] In a possible implementation, the pet characters in the virtual world scene have two types of skills, one is a normal type of skill, and the other is a coping type of skill. The coping type includes multiple skill types, and there is a counteraction relationship between different skill types in the coping type. The normal type can also include multiple skill types, but there is no counteraction relationship between different skill types in the normal type. The first skill and the second skill do not counteract each other, which means that the first skill and the second skill are both normal type skills, or at least one of the first skill and the second skill is a normal type skill. In the embodiments of the present application, for the skills of the pet characters in the virtual world scene, the skills of the pet characters are classified into two categories, one is a normal type of skill, and the other is a coping type of skill. There is a counteraction relationship between different skills of the coping type. In the process of controlling the pet characters to fight, if there is no counteraction relationship between the skills released by both sides, the attack speeds (i.e., the speeds of releasing the skills) of the pet characters are used to control the pet characters to release the skills; if there is a counteraction relationship between the skills released by both sides, the counteraction relationship is used to control the pet characters to release the skills, and the skills that counteract other skills can obtain additional skill effects when released.
[0220] 1204、The terminal controls the second pet character to release the second skill in the case that the first pet character releases the first skill.
[0221] In the embodiment of the present application, since the attack speed of the first pet role is higher than the attack speed of the second pet role, the first pet role releases the first skill preferentially, and after the first pet role releases the first skill, the second pet role releases the second skill, so that the order of releasing the skills of each pet role is related to the size of the attack speed of the pet role. In the scheme provided by the present application, in the process of turn-based combat, if the first skill to be released by the first pet role and the second skill to be released by the second pet role do not restrain each other, the first pet role and the second pet role release the skills according to their own attack speed, the pet role with higher attack speed releases the skill preferentially, which enriches the multiple battle possibilities of the game, so that the user needs to not only consider the restraint relationship between the released skills in the process of turn-based combat, but also needs to improve the attack speed of the pet role as much as possible, so as to still have a greater possibility of winning in the case that the skills released by the pet roles of both sides do not restrain each other, so that the battle situation has diversity, which can guarantee the interaction effect between the pet roles and guarantee the game experience of the user.
[0222] It should be noted that the embodiment shown in FIG. 12 is described by taking the attack speed of the first pet role being higher than the attack speed of the second pet role as an example, and in another embodiment, in response to the first skill of the first pet role being triggered, in the case that the first skill and the second skill do not restrain each other, if the attack speed of the second pet role is higher than the attack speed of the first pet role, the second pet role is controlled to release the second skill; in the case that the second pet role releases the second skill, the first pet role is controlled to release the first skill.
[0223] On the basis of the above-mentioned embodiment, the present application further provides a schematic diagram of a battle scene, as shown in FIGS. 13 to 16. In the case that the virtual world scene is switched to the battle scene, the battle scene is shown in FIG. 13, the battle scene displays the first pet role 1301, the second pet role 1302, and a plurality of skill options of the first pet role 1301, such as skill 1, skill 2, escape, backpack, change, energy recovery skill, etc. The energy value consumed when each skill is released and the damage value caused by the skill are displayed in the skill options of skill 1, skill 2, skill 3, and skill 4. For example, the energy value consumed when the skill 1 is released is 4, and the damage value caused by the skill is 80. Moreover, the battle scene also displays the introduction information of the first pet role 1301 and the introduction information of the second pet role 1302, the introduction information of the first pet role 1301 can reflect that the life value of the first pet role 1301 is 237, the current energy value is 10, and the level is 60, and the introduction information of the second pet role 1302 can reflect that the life value of the second pet role 1302 is 150, the current energy value is 2, and the level is 10.
[0224] Taking the second pet role 1302 as an example of an artificial intelligence pet role, the user clicks any skill option through the terminal, such as skill 2, which is an attack skill. At this time, the server determines that the skill to be released by the second pet role 1302 is a defense skill, sends an instruction to the terminal that the second pet role 1302 releases a defense skill, and the terminal plays a second type of animation for indicating that the first pet role 1301 releases an attack skill to present a picture of the first pet role 1301 jumping from a current position to a position where the second pet role 1302 is located. When the first pet role 1301 reaches above the second pet role 1302 and is about to attack the second pet role 1302, the playing speed of the second type of animation for indicating that the first pet role 1301 releases an attack skill is reduced, prompt information that the second pet role 1302 releases a defense skill is displayed, and a first type of animation for indicating that the second pet role 1302 releases a defense skill is played to present a picture of the defense skill released by the second pet role 1302. At this time, the battle scene is as shown in FIG. 14, the prompt information 1303 is displayed in the battle scene, the first pet role 1301 has left the original position and approached the second pet role 1302, the original position of the first pet role 1301 displays a special effect 1304 that the first pet role 1301 leaves, and a virtual shield 1305 is displayed around the second pet role 1302, which is used to indicate the defense skill released by the second pet role.
[0225] In the process of playing the first type of animation for indicating that the second pet role 1302 releases a defense skill, if the defense skill released by the second pet role 1302 is presented and a defense special effect is displayed around the second pet role 1302, the playing speed of the second type of animation for indicating that the first pet role 1301 releases an attack skill is restored. At this time, the first pet role 1301 attacks the second pet role 1302 (i.e., a bullet time), and the battle scene at this time is as shown in FIG. 15. In the process of the first pet role 1301 attacking the second pet role 1302, an animation of the second pet role 1302 blocking the attack is played. In this process, the second pet role 1302 is in a state of a tyrant body 1306, and the hit animation of the second pet role 1302 is not played.
[0226] In the case that the first pet role 1301 finishes the attack, the battle scene is shown in Fig. 16, the first pet role 1301 returns to the position before the battle, and the picture of the second pet role 1302 blocking the attack and defense is no longer displayed, that is, the first type of animation for indicating the second pet role 1302 releasing the defense skill, the second type of animation for indicating the first pet role 1301 releasing the attack skill are no longer played, and the damage value 1307 of the second pet role 1302 received in this attack is displayed, which is lower than the damage value indicated by the default effect of the attack skill of the first pet role 1301, embodying the effect of the successful blocking of the second pet role.
[0227] In the embodiments of the present application, the skills of the coping types of the pet roles are summarized into three types: attack type skill, defense type skill and state updating type skill, that is, attack skill, defense skill and state updating skill. The restraining relationship among the three types of skills is shown in Fig. 17, the attack skill restrains the state updating skill, the state updating skill restrains the defense skill, and the defense skill restrains the attack skill. The three types of skills reach a cyclic restraint, so that the player needs to consider which skill the opponent may release when selecting the skill to be released by the pet role, so as to avoid being restrained as much as possible, or to achieve the restraining of the corresponding skill as much as possible, so that the game of the two parties has a Nash equilibrium, and the strategy of the game is enhanced.
[0228] For any skill, the additional effect generated when the skill restrains other skills is as much as possible to match the skill type to which the skill belongs, and can exceed the default effect of the skill itself. For example, if the damage value of the skill is 100, in the case that the skill restrains the skill of the opponent, the damage value of the skill becomes 200 or even higher, so that the additional effect generated when the skill restrains the skill of the opponent can affect the battle situation, so that the player can use the restraining relationship among the skills to reverse the situation in the process of controlling the pet role to battle, and the more powerful effect is the most direct encouragement means, and makes up for the previous situation.
[0229] In the scheme provided by the embodiments of the present application, in the turn-based battle process, the battle result is not only related to the ability of the pet character itself, for example, the higher the defense value and the attack power of the pet character, the greater the possibility of winning of the pet character in the battle process, but also influenced by the restraining relationship of the skills released by the pet characters of the two parties in the battle, and in each battle round, the common decision of the two parties (i.e. the skills to be released selected for the pet characters of the two parties) will affect the battle result of the battle round. For the skill that restrains other skills, the additional skill effect generated when the skill is released will greatly affect the battle result, and even change the battle result, so that the player still has a great possibility of turning the disadvantage into a win in the battle process, and the possibility is great, so that the uncertainty of the battle result is great, which can improve the interest of the user and further improve the user experience. In the multiple rounds of the turn-based battle, the uncertainty of the battle result is retained, and the game between the two parties is considered when selecting the skill to be released in each round.
[0230] Moreover, the embodiments of the present application propose a synchronous decision game in the turn-based game, and in the case that the skills released by the pet characters of the two parties in the battle have a restraining relationship, the additional effect of the skill can be obtained to affect the battle result. Due to the mechanism of the restraining relationship between the skills, the attack speed of the pet character is no longer a necessary condition for the first hand, which greatly suppresses the priority of the attack speed in the effort value distribution to reduce the waste of the overflow attribute. Among them, the effort value can improve the various attribute values of the pet character. Moreover, the animation is played according to the restraining relationship between the skills to reflect the situation of releasing the skill by each pet character, so that the player cannot know the battle result of the current round before the animation is played.
[0231] FIG. 18 is a structural schematic diagram of a battle device provided by the embodiments of the present application, as shown in FIG. 18, the device comprises:
[0232] The display module 1801 is configured to display the master virtual character in the virtual world scene, and the display module 1801 is further configured to switch the virtual world scene to a battle scene in response to a trigger event of the turn-based battle, the battle scene displays a first pet character and a second pet character, and the master virtual character owns the first pet character. The control module 1802 is configured to, in response to a first skill of the first pet character being triggered, control the first pet character to release the first skill with an additive effect in the case that the first skill restrains a second skill to be released by the second pet character, and control the second pet character to release the second skill.
[0233] In a possible implementation, the control module 1802 is configured to, in response to the first skill of the first pet role being triggered, control the second pet role to release the second skill in a case where the first skill counters the second skill; and in a process in which the second pet role releases the second skill, control the first pet role to release the first skill with an addition effect in response to a preset event being triggered, the preset event indicating an interaction state of the second pet role with the first pet role or a duration of the second pet role releasing the second skill.
[0234] In another possible implementation, the control module 1802 is further configured to, in response to the preset event being triggered, control the second pet role to abort the release of the second skill.
[0235] In another possible implementation, the control module 1802 is configured to control the second pet role to release the second skill with a weakening effect.
[0236] In another possible implementation, the control module 1802 is configured to, in response to the first skill of the first pet role being triggered, control the first pet role to release the first skill with an addition effect in a case where a first skill type of the first skill is a preset counter type of a second skill type of the second skill, and control the second pet role to release the second skill, the first skill type being a skill type to which the first skill belongs, and the second skill type being a skill type to which the second skill belongs.
[0237] In another possible implementation, the first skill is an attack skill, and the control module 1802 is configured to control the first pet role to release the attack skill on the second pet role, where an attribute weakening value caused by the attack skill on the second pet role is higher than a default attribute weakening value of the attack skill, or a number of attacks of the first pet role on the second pet role is higher than a default number of attacks of the attack skill.
[0238] In another possible implementation, the first skill is a defense skill, and the second skill is an attack skill, and the control module 1802 is configured to control the first pet role to release the defense skill with an addition effect, and control the second pet role to release the attack skill on the first pet role, where an attribute weakening value caused by the attack skill on the first pet role is lower than a default attribute weakening value of the attack skill, or a number of attacks of the second pet role on the first pet role is lower than a default number of attacks of the attack skill.
[0239] In another possible implementation, the first skill is a defense skill, and the second skill is an attack skill, and the control module 1802 is configured to control the second pet role to release the attack skill on the first pet role, and control the first pet role to release the defense skill, and control the first pet role to counterattack the second pet role in a case where the attack of the second pet role is completed.
[0240] In another possible implementation, the first skill is a state update skill; the control module 1802 is configured to perform at least one of the following:
[0241] controlling the first pet role to release the state update skill on itself with an additive effect, the state update skill being configured to enhance a state of the first pet role;
[0242] controlling the first pet role to release the state update skill on the second pet role with an additive effect, the state update skill being configured to weaken a state of the second pet role.
[0243] In another possible implementation, the control module 1802 is configured to perform at least one of the following:
[0244] controlling the first pet role to release the first skill with a default effect, and reducing an energy value possessed by the second pet role, the energy value being used to release a skill;
[0245] controlling the first pet role to release the first skill with a default effect, and increasing an energy value possessed by the first pet role;
[0246] controlling the first pet role to release the first skill with a default effect, and controlling the second pet role to suspend release of a second skill;
[0247] controlling the first pet role to release the first skill with a default effect, and reducing an attribute value of the second pet role;
[0248] controlling the first pet role to release the first skill with a default effect, and increasing an attribute value of the first pet role;
[0249] controlling the first pet role to release the first skill with a default effect, and reducing an energy value consumed by a skill of the first pet role when the skill is released;
[0250] controlling the first pet role to release the first skill with a default effect, and increasing an energy value consumed by a skill of the second pet role when the skill is released;
[0251] controlling the first pet role to release the first skill with a default effect, and reducing a cool-down time length of a skill of the first pet role;
[0252] controlling the first pet role to release the first skill with a default effect, and increasing a cool-down time length of a skill of the second pet role;
[0253] in a case where the first skill is not an object replacement skill, controlling the first pet role to release the first skill with a default effect, and in a case where interaction between the first pet role and the second pet role is completed, switching the first pet role to a third pet role, the virtual role being controlled by the third pet role;
[0254] In a case where the first pet role is in a weakened state, the first pet role is controlled to release the first skill with a default effect, and a unit amplitude corresponding to the weakened state is reduced, and the weakened state is used to gradually reduce an attribute value of the first pet role according to the corresponding unit amplitude.
[0255] The first pet role is controlled to release the first skill with a default effect, and a difference between a first energy value and a second energy value is determined as an energy value consumed by the first skill in this release, the first energy value being an energy value consumed when the first skill is released, and the second energy value being an energy value consumed when the second skill is released.
[0256] In a case where the first pet role releases a skill of a preset skill type in a previous round, in a current round, the first pet role is controlled to release the first skill with a default effect, and an energy value consumed when the first skill is released in the current round is reduced.
[0257] In another possible implementation, the control module 1802 is configured to display that the second pet role is in a weakened state and that an attribute value of the second pet role is gradually reduced.
[0258] In another possible implementation, the control module 1802 is configured to display that the first pet role is in a gain state and that an attribute value of the first pet role is gradually increased.
[0259] In another possible implementation, the control module 1802 is further configured to, in response to the first skill of the first pet role being triggered, control the first pet role to release the first skill in a case where the second skill counteracts the first skill, and control the second pet role to release the second skill with an additive effect.
[0260] In another possible implementation, the first skill corresponds to a first type of animation and a second type of animation, and the second skill corresponds to the first type of animation and the second type of animation; the first type of animation corresponding to the first skill is used to show a picture of the first pet role releasing the first skill with an additive effect, and the second type of animation corresponding to the first skill is used to show a picture of the first pet role releasing the first skill; the first type of animation corresponding to the second skill is used to show a picture of the second pet role releasing the second skill with an additive effect, and the second type of animation corresponding to the second skill is used to show a picture of the second pet role releasing the second skill; and the control module 1802 is configured to, in response to the first skill of the first pet role being triggered, play the first type of animation corresponding to the first skill and the second type of animation corresponding to the second skill in a case where the first skill counteracts the second skill.
[0261] In a possible implementation, the control module 1802 is configured to, in response to the first skill of the first pet character being triggered, play a second type of animation corresponding to the second skill in a case where the first skill counteracts the second skill; and in a process of playing the second type of animation corresponding to the second skill, play a first type of animation corresponding to the first skill in response to a preset event being triggered, the preset event indicating an interaction state of the second pet character with the first pet character or a playing time length of the second type of animation corresponding to the second skill.
[0262] In a possible implementation, the first skill is a defense skill, and the second skill is an attack skill. The control module 1802 is configured to play the first type of animation corresponding to the first skill in a case where the second pet character is about to attack the first pet character. The control module 1802 is further configured to play an animation of the first pet character blocking the attack in a process in which the second pet character attacks the first pet character.
[0263] In a possible implementation, a time length of the first type of animation corresponding to the first skill is less than a time length of the second type of animation corresponding to the second skill. The control module 1802 is further configured to, in a process of playing the second type of animation corresponding to the second skill, repeatedly play the first type of animation corresponding to the first skill if the playing of the first type of animation corresponding to the first skill ends.
[0264] In a possible implementation, the control module 1802 is further configured to, in response to the first skill of the first pet character being triggered, control the first pet character to release the first skill in a case where the first skill and the second skill do not counteract each other, if an attack speed of the first pet character is higher than an attack speed of the second pet character. The control module 1802 is further configured to control the second pet character to release the second skill in a case where the first pet character releases the first skill completely.
[0265] In a possible implementation, the control module 1802 is configured to, in a case where an energy value possessed by the first pet character is not less than a value corresponding to the first skill, control the first pet character to release the first skill with an additive effect, and reduce the energy value possessed by the first pet character by the value corresponding to the first skill, the value corresponding to the first skill being an energy value consumed when the first skill is released.
[0266] In a possible implementation, the control module 1802 is further configured to perform at least one of the following:
[0267] in a case where the first pet character is located in an energy recovery area in a virtual world scene, increase the energy value possessed by the first pet character;
[0268] in a case where the first pet character and the second pet character end a battle, increase the energy value possessed by the first pet character;
[0269] in response to the first pet role releasing an energy recovery skill, increasing the energy value owned by the first pet role;
[0270] in a case where the host virtual role is located in a record storage area in the virtual world scene, increasing the energy value owned by the first pet role.
[0271] In another possible implementation, the control module 1802 is further configured to perform at least one of the following:
[0272] in a case where the first pet role is located in the energy recovery area, displaying that the energy value owned by the first pet role is gradually increased;
[0273] in a case where the first pet role is located in the energy recovery area, displaying that the energy value owned by the first pet role is increased by a preset value.
[0274] It should be noted that the battle device provided in the above embodiments is only exemplified by the division of the above functional modules. In actual applications, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the computer device is divided into different functional modules to complete all or part of the functions described above. In addition, the battle device and the battle method provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.
[0275] The embodiments of the present application further provide a computer device, which comprises a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the battle method of the above embodiments. Optionally, the computer device is provided as a terminal. FIG. 19 shows a structural block diagram of a terminal 1900 provided by an example embodiment of the present application. The terminal 1900 comprises a processor 1901 and a memory 1902. In some embodiments, the terminal 1900 can further optionally comprise a peripheral device interface 1903 and at least one peripheral device. The processor 1901, the memory 1902 and the peripheral device interface 1903 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1903 through a bus, a signal line or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907 and a power supply 1908.
[0276] The peripheral interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1901 and the memory 1902. The radio frequency circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1904 communicates with communication networks and other communication devices through electromagnetic signals. The radio frequency circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. The display screen 1905 is used to display a UI. The UI can include graphics, text, icons, videos, and any combination thereof. When the display screen 1905 is a touch display screen, the display screen 1905 also has the ability to collect touch signals on or above the surface of the display screen 1905. The touch signals can be input to the processor 1901 as control signals for processing. At this time, the display screen 1905 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. The camera assembly 1906 is used to capture images or videos. Optionally, the camera assembly 1906 includes a front-facing camera and a rear-facing camera. The front-facing camera is arranged on the front panel of the terminal, and the rear-facing camera is arranged on the back of the terminal. The audio circuit 1907 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 1901 for processing, or input to the radio frequency circuit 1904 to realize voice communication. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuit 1904 into sound waves. The power supply 1908 is used to supply power to each component in the terminal 1900.
[0277] Those skilled in the art can understand that the structure shown in FIG. 19 does not constitute a limitation on the terminal 1900, and can include more or fewer components than illustrated, or combine certain components, or use different component arrangements.
[0278] Optionally, the computer device is provided as a server. FIG. 20 is a structural schematic diagram of a server according to an embodiment of the present application. The server 2000 can have a large difference due to different configurations or performances, and can include one or more processors (CPU) 2001 and one or more memories 2002, wherein the memory 2002 stores at least one computer program, and the at least one computer program is loaded and executed by the processor 2001 to implement the method provided by each method embodiment. Of course, the server can also have a wired or wireless network interface, a keyboard, and an input / output interface, etc. to perform input / output, and the server can also include other components for realizing the functions of the device, which are not described here.
[0279] The embodiment of the present application further provides a computer readable storage medium, and at least one computer program is stored in the computer readable storage medium, the at least one computer program is loaded and executed by a processor to implement the operation performed by the method for the battle of the above-mentioned embodiment. The embodiment of the present application further provides a computer program product, comprising a computer program, the computer program is executed by the processor to implement the operation performed by the method for the battle of the above-mentioned embodiment.
[0280] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by program to instruct relevant hardware to complete, and the program can be stored in a computer readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk.
[0281] The above is only an optional embodiment of the present application, and does not limit the present application, and any modification, equivalent replacement, improvement, etc. within the spirit and principle of the present application should be included in the protection scope of the present application.
Claims
A method for a battle, executed by a computer device, the method comprising: displaying a host virtual character in a virtual world scene; switching the virtual world scene to a battle scene in response to a trigger event of a round-based battle, the battle scene displaying a first pet character and a second pet character, the host virtual character owning the first pet character; in response to a first skill of the first pet character being triggered, controlling the first pet character to release the first skill with an additive effect and the second pet character to release a second skill in a case that the first skill counteracts the second skill to be released by the second pet character. The method of claim 1, wherein, The response to the first skill of the first pet character being triggered, the first skill counteracting the second skill to be released by the second pet character, the controlling the first pet character to release the first skill with an additive effect and the second pet character to release the second skill, comprises: in response to the first skill of the first pet character being triggered, controlling the second pet character to release the second skill in a case that the first skill counteracts the second skill; in a process that the second pet character releases the second skill, in response to a preset event being triggered, controlling the first pet character to release the first skill with an additive effect, the preset event indicating an interaction state of the second pet character with the first pet character or a duration of the second pet character releasing the second skill. The method of claim 2, wherein, The method further comprises: in response to the preset event being triggered, controlling the second pet character to abort the release of the second skill. The method of claim 1, wherein, The controlling the second pet character to release the second skill, comprises: controlling the second pet character to release the second skill with a weakening effect. The method of claim 1, wherein, The response to the first skill of the first pet character being triggered, the first skill counteracting the second skill to be released by the second pet character, the controlling the first pet character to release the first skill with an additive effect and the second pet character to release the second skill, comprises: in response to the first skill of the first pet character being triggered, controlling the first pet character to release the first skill with an additive effect and the second pet character to release the second skill in a case that a first skill type of the first skill is a preset counteraction type of a second skill type, the first skill type being a skill type to which the first skill belongs, the second skill type being a skill type to which the second skill belongs. The method according to any one of claims 1 to 5, wherein The first skill is an attack skill. The controlling the first pet character to release the first skill with an additive effect, comprises: controlling the first pet character to release the attack skill on the second pet character. The attack skill causes an attribute weakening value on the second pet character to be higher than a default attribute weakening value of the attack skill, or the first pet character attacks the second pet character a number of times higher than a default attack number of the attack skill. The method according to any one of claims 1 to 5, wherein The first skill is a defense skill, the second skill is an attack skill, the control of the first pet role to release the first skill with an added effect, and the control of the second pet role to release the second skill, comprising: Controlling the first pet role to release the defense skill with an added effect, and controlling the second pet role to release the attack skill on the first pet role; Wherein, the attribute weakening value caused by the attack skill on the first pet role is lower than the default attribute weakening value of the attack skill; or, the attack frequency of the second pet role on the first pet role is lower than the default attack frequency of the attack skill. The method according to any one of claims 1 to 5, wherein The first skill is a defense skill, the second skill is an attack skill, the control of the first pet role to release the first skill with an added effect, and the control of the second pet role to release the second skill, comprising: Controlling the second pet role to release the attack skill on the first pet role, and controlling the first pet role to release the defense skill; In the case that the attack of the second pet role is completed, controlling the first pet role to counterattack the second pet role. The method according to any one of claims 1 to 5, wherein The first skill is a state updating skill; the control of the first pet role to release the first skill with an added effect, comprising at least one of the following: Controlling the first pet role to release the state updating skill on itself with an added effect, the state updating skill being used to enhance the state of the first pet role; Controlling the first pet role to release the state updating skill on the second pet role with an added effect, the state updating skill being used to weaken the state of the second pet role. The method according to any one of claims 1 to 5, wherein The control of the first pet role to release the first skill with an added effect, comprising at least one of the following: Controlling the first pet role to release the first skill with a default effect, and reducing the energy value possessed by the second pet role, the energy value being used to release a skill; Controlling the first pet role to release the first skill with a default effect, and increasing the energy value possessed by the first pet role; Controlling the first pet role to release the first skill with a default effect, and controlling the second pet role to suspend the release of the second skill; Controlling the first pet role to release the first skill with a default effect, and reducing the attribute value of the second pet role; Controlling the first pet role to release the first skill with a default effect, and increasing the attribute value of the first pet role; Controlling the first pet role to release the first skill with a default effect, and reducing the energy value consumed by the skill of the first pet role when the skill is released; Controlling the first pet role to release the first skill with a default effect, and increasing the energy value consumed by the skill of the second pet role when the skill is released; Controlling the first pet role to release the first skill with a default effect, and reducing the cooling time length of the skill of the first pet role; Controlling the first pet role to release the first skill with a default effect, and increasing the cooling time length of the skill of the second pet role; In a case where the first skill is not an object replacement skill, controlling the first pet character to release the first skill with a default effect, in a case where the first pet character completes interaction with the second pet character, switching the first pet character to a third pet character, the host virtual character owning the third pet character; In a case where the first pet character is in a weakened state, controlling the first pet character to release the first skill with a default effect, reducing a unit amplitude corresponding to the weakened state, the weakened state being used to gradually reduce an attribute value of the first pet character according to the corresponding unit amplitude; Controlling the first pet character to release the first skill with a default effect, determining a difference between a first energy value and a second energy value as an energy value consumed by the first skill in this release, the first energy value being an energy value consumed when the first skill is released, and the second energy value being an energy value consumed when the second skill is released; In a case where the first pet character releases a skill of a preset skill type in a previous round, in a current round, controlling the first pet character to release the first skill with a default effect, the energy value consumed when the first skill is released in the current round being reduced. The method of claim 10, wherein, The reducing the attribute value of the second pet character includes: Displaying that the second pet character is in a weakened state and that the attribute value of the second pet character is gradually reduced. The method of claim 10, wherein, The increasing the attribute value of the first pet character includes: Displaying that the first pet character is in a gain state and that the attribute value of the first pet character is gradually increased. The method according to any one of claims 1 to 5, wherein After the virtual world scene is switched to the battle scene in response to the trigger event of the round-based battle, the method further includes: In response to the first skill of the first pet character being triggered, in a case where the second skill counteracts the first skill, controlling the first pet character to release the first skill, and controlling the second pet character to release the second skill with an additive effect. The method according to any one of claims 1 to 5, wherein The first skill corresponds to a first type of animation and a second type of animation, and the second skill corresponds to a first type of animation and a second type of animation; the first type of animation corresponding to the first skill is used to show a picture of the first pet character releasing the first skill with an additive effect, and the second type of animation corresponding to the first skill is used to show a picture of the first pet character releasing the first skill; the first type of animation corresponding to the second skill is used to show a picture of the second pet character releasing the second skill with an additive effect, and the second type of animation corresponding to the second skill is used to show a picture of the second pet character releasing the second skill; In a case where the first skill counteracts a second skill to be released by the second pet character, in response to the first skill of the first pet character being triggered, controlling the first pet character to release the first skill with an additive effect, and controlling the second pet character to release the second skill, includes: In response to the first skill of the first pet character being triggered, in a case where the first skill dominates the second skill, playing a first type of animation corresponding to the first skill and a second type of animation corresponding to the second skill. The method of claim 14, wherein, The response to the first skill of the first pet character being triggered, in a case where the first skill dominates the second skill, playing a first type of animation corresponding to the first skill and a second type of animation corresponding to the second skill, includes: In response to the first skill of the first pet character being triggered, in a case where the first skill dominates the second skill, playing a first type of animation corresponding to the first skill and a second type of animation corresponding to the second skill. In a process of playing the second type of animation corresponding to the second skill, in response to a preset event being triggered, playing the first type of animation corresponding to the first skill, the preset event indicating an interaction state of the second pet character with the first pet character or a playing time length of the second type of animation corresponding to the second skill. The method of claim 15, wherein, The first skill is a defense skill, and the second skill is an attack skill, and the response to the preset event being triggered, playing the first type of animation corresponding to the first skill, includes: In a case where the second pet character is about to attack the first pet character, playing the first type of animation corresponding to the first skill. The method further includes: In a process of the second pet character attacking the first pet character, playing an animation of the first pet character blocking the attack. The method of claim 16, wherein A time length of the first type of animation corresponding to the first skill is less than a time length of the second type of animation corresponding to the second skill. After the case where the second pet character is about to attack the first pet character, playing the first type of animation corresponding to the first skill, the method further includes: In a process of playing the second type of animation corresponding to the second skill, if the playing of the first type of animation corresponding to the first skill ends, repeating the playing of the first type of animation corresponding to the first skill. The method according to any one of claims 1 to 5, wherein After the virtual world scene is switched to the battle scene in response to the trigger event of the round-based battle, the method further includes: In response to the first skill of the first pet character being triggered, in a case where the first skill and the second skill do not dominate each other, if an attack speed of the first pet character is higher than an attack speed of the second pet character, controlling the first pet character to release the first skill; In a case where the first pet character releases the first skill, controlling the second pet character to release the second skill. The method according to any one of claims 1 to 5, wherein The control of the first pet character to release the first skill with an additive effect includes: In a case where an energy value possessed by the first pet character is not less than a value corresponding to the first skill, the control of the first pet character to release the first skill with an additive effect reduces the energy value possessed by the first pet character by the value corresponding to the first skill, the value corresponding to the first skill being an energy value consumed when the first skill is released. The method of claim 19, wherein, In the case that the energy value owned by the first pet character is not less than a value corresponding to the first skill, the method further comprises at least one of the following: In the case that the first pet character is located in an energy recovery area in the virtual world scene, increasing the energy value owned by the first pet character; In the case that the first pet character ends the battle with the second pet character, increasing the energy value owned by the first pet character; In response to the first pet character releasing an energy recovery skill, increasing the energy value owned by the first pet character; In the case that the host virtual character is located in a record storage area in the virtual world scene, increasing the energy value owned by the first pet character. The method of claim 20, wherein, The increasing the energy value owned by the first pet character in the case that the first pet character is located in an energy recovery area in the virtual world scene comprises at least one of the following: In the case that the first pet character is located in the energy recovery area, displaying the energy value owned by the first pet character gradually increasing; In the case that the first pet character is located in the energy recovery area, displaying the energy value owned by the first pet character increasing by a preset value. A battle device, the device comprising: a display module configured to display a host virtual character in a virtual world scene; the display module is further configured to switch the virtual world scene to a battle scene in response to a trigger event of turn-based battle, the battle scene displaying a first pet character and a second pet character, the host virtual character owning the first pet character; a control module configured to, in response to a first skill of the first pet character being triggered, control the first pet character to release the first skill with an additive effect in the case that the first skill counteracts a second skill to be released by the second pet character, and control the second pet character to release the second skill. A computer device comprising a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to implement the operations performed by the battle method according to any one of claims 1 to 21. A computer readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to implement the operations performed by the battle method according to any one of claims 1 to 21. A computer program product comprising a computer program, the computer program being executed by a processor to implement the operations performed by the battle method according to any one of claims 1 to 21.
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