Virtual character control method and apparatus, and device, medium and product

By displaying virtual interactive elements under specific conditions and responding to user interactions, the attack effects of virtual characters can be changed, solving the problem of monotonous human-computer interaction in existing technologies and achieving a more flexible and richer human-computer interaction experience.

WO2026138257A1PCT designated stage Publication Date: 2026-07-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-11-17
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

In existing technologies, the interaction methods between the main virtual character and the non-player character are relatively simple and lack diversity, resulting in a single form of human-computer interaction.

Method used

By displaying virtual interactive elements under specific conditions and responding to user interactions with these elements, the attack effects of the main virtual character on non-player characters can be altered, thus enriching the forms of human-computer interaction.

Benefits of technology

It enhances the flexibility and display of attack effects, improves the player's gaming experience, and enriches the forms of human-computer interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application relates to the technical field of computers. Disclosed are a virtual character control method and apparatus, and a device and a storage medium. The method comprises: displaying a player-controlled virtual character and a non-player character that are located in a virtual environment; in response to a first attack operation on the non-player character, controlling the player-controlled virtual character to attack the non-player character; when an element display condition is met, displaying at least one virtual interaction element, wherein the element display condition is related to at least one of the following: the first attack operation, the player-controlled virtual character and the non-player character; and in response to an interaction operation on the at least one virtual interaction element, on the basis of an interaction result of the at least one virtual interaction element, changing an attack effect of the player-controlled virtual character on the non-player character. The method enriches the forms of human-computer interaction.
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Description

Methods, devices, equipment, media, and products for controlling virtual characters

[0001] This application claims priority to Chinese Patent Application No. 2024119656196, filed on December 26, 2024, entitled "Control Method, Apparatus, Device and Storage Medium for Virtual Characters", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to the control of virtual characters. Background Technology

[0003] In a game application, there are player characters and NPCs (Non-Player Characters). When a virtual monster is an NPC in the game application, if the player character defeats the virtual monster, they can obtain certain resource rewards.

[0004] In this technology, a player controls a virtual character to continuously attack a virtual monster, causing the monster's health to decrease until it dies. At this point, the player is considered to have defeated the virtual monster.

[0005] However, among the aforementioned technologies, the interaction methods between the main virtual character and the virtual monster are relatively simple. Summary of the Invention

[0006] This application provides a method, apparatus, device, and storage medium for controlling virtual characters, which can enrich the forms of human-computer interaction. The technical solution provided by this application is as follows:

[0007] According to one aspect of the embodiments of this application, a method for controlling a virtual character is provided, the method comprising:

[0008] Displays the controlling virtual character and non-player characters located in the virtual environment;

[0009] In response to a first attack operation against the non-player character, the main virtual character is controlled to attack the non-player character.

[0010] When the element display conditions are met, at least one virtual interactive element is displayed, and the element display conditions are related to at least one of the following: the first attack operation, the main virtual character, and the non-player character;

[0011] In response to an interaction operation on the at least one virtual interactive element, the attack effect of the main virtual character on the non-player character is changed based on the interaction result of the at least one virtual interactive element.

[0012] According to one aspect of the embodiments of this application, a control device for a virtual character is provided, the device comprising:

[0013] The display module is used to display the main virtual character and non-player characters located in the virtual environment;

[0014] The control module is configured to respond to a first attack operation against the non-player character and control the main virtual character to attack the non-player character.

[0015] The display module is further configured to display at least one virtual interactive element when the element display conditions are met, wherein the element display conditions are related to at least one of the following: the first attack operation, the main virtual character, and the non-player character;

[0016] The control module is also configured to, in response to an interactive operation on the at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the interactive result of the at least one virtual interactive element.

[0017] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described virtual character control method.

[0018] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, the computer program being loaded and executed by a processor to implement the above-described virtual character control method.

[0019] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program, the computer program being loaded and executed by a processor to implement the above-described virtual character control method.

[0020] The technical solution provided in this application can bring the following beneficial effects:

[0021] In response to the first attack operation, the controlled virtual character attacks a non-player character (i.e., an NPC). If the element display condition is met, at least one virtual interactive element is displayed. By interacting with the virtual interactive element, i.e., performing interactive operations on the virtual interactive element, the attack effect of the controlled virtual character on the non-player character is changed. Compared with related technologies that directly attack the non-player character to change the damage value to the non-player character, this application enriches the human-computer interaction by changing the attack effect through interaction with virtual interactive elements.

[0022] Furthermore, adjusting attack effects based on interactions with virtual elements demonstrates both flexibility and accuracy in determining attack outcomes. This approach not only enriches the visual effects but also enhances the player's overall gaming experience. Attached Figure Description

[0023] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application;

[0024] Figure 2 is a schematic diagram of a virtual character control method provided in an embodiment of this application;

[0025] Figure 3 is a flowchart of a virtual character control method provided in an embodiment of this application;

[0026] Figure 4 is a flowchart of a virtual character control method provided in an embodiment of this application;

[0027] Figure 5 is a flowchart of a virtual character control method provided in another embodiment of this application;

[0028] Figure 6 is a schematic diagram of an attack control provided in one embodiment of this application;

[0029] Figure 7 is a schematic diagram of a non-player character entering a vulnerable state according to an embodiment of this application;

[0030] Figure 8 is a schematic diagram of the interface of QTE (Quick Time Event) status provided in an embodiment of this application;

[0031] Figure 9 is a schematic diagram of the QTE status interface provided in another embodiment of this application;

[0032] Figure 10 is a schematic diagram of virtual interactive elements provided in one embodiment of this application;

[0033] Figure 11 is a schematic diagram of the penetration and countdown of a first preset duration provided in an embodiment of this application;

[0034] Figure 12 is a schematic diagram showing that a non-player character cannot move according to an embodiment of this application;

[0035] Figure 13 is a schematic diagram of the hit animation of a virtual monster provided in one embodiment of this application;

[0036] Figure 14 is a schematic diagram of the various body parts of a virtual monster provided in one embodiment of this application;

[0037] Figure 15 is a block diagram of a virtual character control method provided in an embodiment of this application;

[0038] Figure 16 is a block diagram of a virtual character control device provided in an embodiment of this application;

[0039] Figure 17 is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation

[0040] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0041] Before introducing the embodiments of this application, the following explanations are provided for the terms appearing in this solution to facilitate understanding:

[0042] 1. Virtual Environment: This is the environment displayed (or provided) by an application when it runs on a terminal device. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual characters, and it contains virtual resources available to both characters. Optionally, this virtual environment includes freely moving virtual monsters, and the controlling virtual object can choose which monster to attack.

[0043] 2. Virtual Objects: These refer to both movable and immovable objects in a virtual scene. Movable objects can be at least one of virtual characters, virtual animals, or anime characters. Immovable objects can be at least one of virtual buildings, virtual plants, or virtual terrain. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual objects can be three-dimensional virtual models. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a portion of the space within the scene. Optionally, virtual objects are three-dimensional characters constructed based on three-dimensional human skeleton technology. These virtual objects achieve different appearances by wearing different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this. Exemplarily, depending on the method of controlling virtual objects, they can be divided into user-controlled virtual objects and server-controlled virtual objects. User-controlled virtual objects are movable objects controlled by the client in the virtual scene. Server-controlled virtual objects are virtual objects controlled by automatic control algorithms or artificial intelligence programs on the client or server. Server-controlled virtual objects include both movable and immovable objects in the virtual scene. For example, an inactive object can respond to or influence the activity of an active object. For instance, an active object can destroy an inactive object, or an active object can enter an inactive state when it enters an inactive object.

[0044] 3. Virtual Character: Refers to an active virtual object controlled by a user within the application's client. This virtual character can be at least one of a virtual human, a virtual animal, or an anime character. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual character can be a three-dimensional virtual model, each virtual character having its own shape and volume within the three-dimensional virtual scene and occupying a portion of the space within the scene. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, achieving different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this aspect.

[0045] 4. Non-player character: refers to a virtual object controlled by an automatic control algorithm or artificial intelligence program on the client or server. The non-player character can be at least one of virtual characters, virtual animals, virtual pets, or anime characters. Optionally, when the virtual scene is a three-dimensional virtual scene, the non-player character can be a three-dimensional virtual model, each non-player character having its own shape and volume in the three-dimensional virtual scene and occupying a portion of the space in the three-dimensional virtual scene. Optionally, the non-player character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the non-player character achieves different external appearances by wearing different skins. In some implementations, the non-player character can also be implemented using a 2.5D or 2D model; this application embodiment does not limit this. For example, the non-player character is a virtual monster or a body part of a virtual monster.

[0046] 5. User Interface (UI) Controls: Any visible control or element on the application's user interface, such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user actions; for example, attack controls are used to attack non-player characters. The user presses the attack control to attack a non-player character. The UI controls involved in this application's embodiments include, but are not limited to, attack controls.

[0047] 6. Quick Time Event (QTE): In the field of video games, especially action-adventure games, this is a common game mechanic. It requires players to react to on-screen prompts within a specific time, usually a few seconds, typically by pressing specific keys or key combinations.

[0048] Please refer to Figure 1, which shows a schematic diagram of a computer system provided in one embodiment of this application. This computer system can implement a control system for virtual characters. The computer system may include: a terminal device 10 and a server 20.

[0049] There may be one or more terminal devices 10. Terminal devices 10 may be electronic devices such as mobile phones, tablets, game consoles, e-book readers, multimedia playback devices, wearable devices, PCs (Personal Computers), and in-vehicle terminals. A client for a target application (such as a game application) may be installed on the terminal device 10. Optionally, the target application may be an application that requires downloading and installation, or it may be an application that can be used instantly; this embodiment of the application does not limit this.

[0050] In this embodiment, the target application is an application that provides a virtual pet. This target application can be any of the following: a simulation program, a shooting game, a virtual reality (VR) application, an augmented reality (AR) application, a 3D mapping application, a virtual reality game, an augmented reality game, a first-person shooter (FPS) game, a multiplayer shooting survival game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, a strategy game (SLG), a social application, or an interactive entertainment application. Furthermore, the form or shape of the virtual character and virtual pet provided by different applications will vary, and their corresponding skills will also differ; this embodiment does not limit this. Optionally, the terminal device 10 runs a client of the aforementioned application. In some embodiments, the above-mentioned application is an application developed based on a three-dimensional virtual scene engine, such as the Unity engine. This virtual scene engine can construct three-dimensional virtual scenes, virtual objects, and virtual props, bringing users a more immersive gaming experience.

[0051] The aforementioned virtual scenes refer to scenes created for the main virtual object and non-player characters to engage in activities (such as game competitions), such as virtual houses, virtual islands, and virtual maps.

[0052] The aforementioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc., controlled by a user account within the target application; this application does not limit this. Taking a game application as an example, a virtual object refers to a game object controlled by a user account within the game application. Virtual objects can be in the form of a character, an animal, a cartoon character, or other forms; this application does not limit this. Exemplarily, the main virtual object in this application is a virtual object controlled by the client. Exemplarily, while the main virtual object in this application is a virtual object controlled by the client, virtual monsters can also be virtual objects controlled by the server.

[0053] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.

[0054] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.

[0055] In some embodiments, as shown in FIG2, a master virtual character 201 is controlled to attack a non-player character 202. During the process of the master virtual character 201 attacking the non-player character 202, at least one virtual interactive element 203 is triggered and displayed. Exemplarily, by interacting with at least one virtual interactive element 203, the attack effect on the non-player character 202 can be changed without directly controlling the master virtual character 201 to attack the non-player character 202.

[0056] In some embodiments, the following modifications are made further. First, at least one virtual interactive element can only be displayed when the non-player character is in a vulnerable state (attribute value less than or equal to a third value). For example, when the display of at least one virtual interactive element is triggered, the non-player character is considered to have entered a QTE state. Second, when the penetration level of the QTE state reaches a fifth value within a first preset duration, the non-player character is considered to have entered a penetration state, meaning the non-player character is pinned to the ground and cannot move.

[0057] In some embodiments, the non-player character is a body part of the virtual monster. When at least two parts of the virtual monster are in a pierced state, the virtual monster's hit animation (i.e., execution animation) is played.

[0058] The technical solution provided in this application combines interaction with virtual interactive elements and attack effects on non-player characters. Compared to related technologies that directly control the main virtual character to attack virtual monsters, this application provides a different interaction mode, enriching the forms of human-computer interaction while improving the player's gaming experience.

[0059] Please refer to Figure 3, which shows a flowchart of a virtual character control method provided in an embodiment of this application. The executing entity for each step of this method can be the terminal device 10 in the computer system shown in Figure 1, such as the client of the aforementioned target application. In the following method embodiments, for ease of description, only the executing entity for each step will be referred to as the "client". The method may include at least one of the following steps (310-340).

[0060] Step 310: Display the master virtual character and non-player characters located in the virtual environment.

[0061] In this application embodiment, when displaying a virtual environment on a terminal device, there are at least three display methods. The first is a first-person perspective, where a virtual camera is installed above the head of the main virtual character, and the view of the virtual environment observed by this virtual camera is used as the displayed virtual environment image. In this case, the displayed virtual environment image does not include the main virtual character. The second is a third-person perspective, where a virtual camera is installed behind the main virtual character, and the view of the virtual environment observed by this virtual camera is used as the displayed virtual environment image. In this case, the displayed virtual environment image may include part or all of the main virtual character. The orientation of both the first-person and third-person perspectives changes with the orientation of the main virtual character. The third is another perspective with a specific direction, where the orientation of the perspective does not change. That is, the view of the entire virtual environment observed by the virtual camera according to a specific orientation is used as the displayed virtual environment image. In this case, the main virtual character may be displayed in the center of the displayed virtual environment image, in another position within the displayed virtual environment image, or not displayed at all; this application does not limit this. The virtual environment in this application embodiment is considered to be at least one of a three-dimensional virtual environment, a two-dimensional virtual environment, or a 2.5-dimensional virtual environment, and this application does not limit it.

[0062] The master virtual character mentioned in this application refers to a virtual character controlled by a user account in the client of a target application (such as a game application). For example, the terminal device described above has the client of the target application installed. In some embodiments, the terminal device 10 in FIG1 includes a first terminal device and a second terminal device, wherein the first terminal device has the first client of the target application installed, the second terminal device has the second client of the target application installed, the first user account of the first user controls the first virtual character (also referred to as the master virtual character) in the first client of the target application, and the second user account of the second user controls the second virtual character in the second client of the target application. Of course, in this application embodiment, the second virtual character, in addition to being a user-controlled virtual character, can also be a server-controlled virtual character (an artificial intelligence virtual character, i.e., a non-player character). Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions; in this case, the second virtual character is considered a friendly virtual character of the first virtual character. Optionally, the first virtual character and the second virtual character may belong to different factions, teams, organizations, or be hostile to each other. In this case, the second virtual character is considered an enemy virtual character of the first virtual character. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device can refer to one of multiple terminal devices, and the second terminal device can refer to another of multiple terminal devices. This embodiment only uses the first terminal device and the second terminal device as examples.

[0063] In some embodiments, the virtual environment includes non-player characters. Exemplarily, the non-player character mentioned in this application refers to a virtual character in the virtual environment that is different from the controlling virtual character. In some embodiments, the non-player character may be the aforementioned second virtual character. Exemplarily, the non-player character is a virtual character controlled by the server. Of course, the non-player character in this application can also be replaced by an enemy virtual character. In this case, the enemy virtual character may be a virtual character controlled by the client or a virtual character controlled by the server. The effect of changing the attack on the enemy virtual character through virtual interactive elements is explained in the description of changing the attack on the non-player character through virtual interactive elements, and will not be repeated here.

[0064] In some embodiments, the non-player character here can be a complete virtual character or a body part of a complete virtual character.

[0065] This application does not limit the number, shape, or position of non-player characters. For example, the non-player character may be an active or inactive object in the virtual environment.

[0066] Step 320: In response to the first attack operation against the non-player character, control the main virtual character to attack the non-player character.

[0067] In some embodiments, the first attack operation is an operation targeting an attack control. In some embodiments, the attack control is a UI control. In some embodiments, the attack control is always displayed on the user interface. In some embodiments, the attack control is displayed on the user interface when the distance between the controlling virtual character and the non-player character is less than or equal to a first threshold.

[0068] In some embodiments, the attack control is not displayed on the user interface from beginning to end. Exemplarily, the attack control is displayed in response to a press operation. Exemplarily, the attack control is displayed at the press position of the press operation. Exemplarily, the center point of the attack control is also the press position of the press operation.

[0069] In some embodiments, in addition to responding to a press operation directly on the terminal device screen, the attack control can also be displayed in response to an operation on an external device connected to the terminal device. Exemplarily, the external device of the terminal device refers to a device directly or indirectly connected to the terminal device. Exemplarily, the external device of the terminal device includes, but is not limited to, at least one of the following: a mouse, a gamepad, a touchscreen, etc. Exemplarily, the attack control is displayed in response to an operation on a mouse (such as a click operation, a press operation, a long press operation, etc.). Exemplarily, the attack control is displayed in response to an operation on a gamepad (such as a click operation, a press operation, a long press operation, etc.). Exemplarily, the attack control is displayed in response to an operation on a touchscreen (such as a click operation, a press operation, a long press operation, etc.).

[0070] In some embodiments, in addition to operations directly targeting attack controls displayed on the terminal device screen, operations targeting external devices of the terminal device can also be considered as the first attack operation. For example, operations targeting external devices of the terminal device are considered as the first attack operation targeting the attack controls. For example, operations in response to the joystick on a gamepad are considered as the first attack operation targeting the attack controls. For example, operations in response to the mouse are considered as the first attack operation targeting the attack controls. For example, operations in response to the touchscreen are considered as the first attack operation targeting the attack controls.

[0071] The first attack operation mentioned in this application embodiment is considered to be an operation in which the finger (or other part in contact with the device) does not leave the device. For example, a user's finger pressing and holding an attack control is considered the first attack operation. For example, a user's finger pressing and holding a joystick on a gamepad is considered the first attack operation. For example, a user's finger pressing and holding at least one of the left mouse button, right mouse button, or scroll wheel is considered the first attack operation. For example, a user's finger pressing and holding a touchscreen is considered the first attack operation.

[0072] In some embodiments, the first attack operation is considered to have ended when the user's finger (or other part that came into contact with the device) leaves the device.

[0073] In some embodiments, in addition to the main virtual character attacking the non-player character, at least one virtual character, such as a friendly virtual character or an enemy virtual character, may also attack the non-player character. For example, a friendly virtual character is a virtual character in the virtual environment that is on the same side as the main virtual character. For example, an enemy virtual character is a virtual character in the virtual environment that is on a different side from the main virtual character.

[0074] In some embodiments, a controlled virtual character attacks a non-player character using a virtual attack item. Exemplarily, this virtual attack item is an item obtained from a virtual environment. Exemplarily, the virtual attack item is at least one of a virtual spear, a virtual bow and arrow, a virtual lance, etc. Exemplarily, in response to a first attack operation, the controlled virtual character throws a virtual spear; when the virtual spear hits a non-player character, the first attack operation is considered to have hit the non-player character. The virtual spear (also simply called a spear) in this application is a control item used to control monsters, causing them to enter an abnormal state.

[0075] Step 330: If the element display conditions are met, display at least one virtual interactive element. The element display conditions are related to at least one of the following: first attack operation, main virtual character, non-player character.

[0076] In some embodiments, the element display conditions are preset conditions for triggering the display of virtual interactive elements. When the terminal device determines that at least one of the first attack operation, the master virtual character, and the non-player character meets the element display conditions, at least one virtual interactive element is displayed.

[0077] In some embodiments, a virtual interactive element can be understood as a virtual element that can interact with the user. In some embodiments, a virtual interactive element is an interactive element on the HUD (Head-Up Display) layer of a terminal device. In other embodiments, a virtual interactive element is an interactive element based on the rules of a two-dimensional graphical game.

[0078] For example, when a virtual interactive element is an interactive element on the HUD layer of a terminal device, the virtual interactive element can be on the same layer as controls on the application's display interface. In this case, the virtual interactive element can also be considered a type of UI control.

[0079] For example, when the virtual interactive element is an interactive element based on the rules of a two-dimensional graphical game, the virtual interactive element can be on a different layer than the controls on the application's display interface. In this case, the virtual interactive element can be displayed on a layer above the HUD layer, or it can be displayed on a layer below the HUD layer.

[0080] This application does not limit the shape, color, type, etc. of the virtual interactive elements. For example, the virtual interactive elements can be at least one of virtual balls, virtual props, virtual resources, virtual items, and virtual controls.

[0081] In some embodiments, the element display conditions include at least one of the following: the attack value of the first attack operation is greater than or equal to a first value; the main virtual character acquires the first virtual equipment; the main virtual character moves to a first position in the virtual environment; the attack value received by the non-player character is greater than or equal to a second value; the attribute value of the non-player character is less than or equal to a third value. The following explanations will illustrate these specific situations.

[0082] The first type of element display condition is that the attack value of the first attack operation is greater than or equal to the first value.

[0083] In some embodiments, a master virtual character is controlled to attack a non-player character. In some embodiments, the attack value of the master virtual character against the non-player character in response to a first attack operation is obtained. If the attack value of the first attack operation is greater than or equal to a first value, the element display condition is considered met. If the attack value of the first attack operation is less than the first value, the element display condition is considered not met.

[0084] In some embodiments, the attack value of the first attack operation can be considered as the cumulative attack value of the first attack operation. When multiple first attack operations are performed, the attack values ​​against non-player characters corresponding to the multiple first attack operations are summed to obtain the cumulative attack value of the first attack operation. For example, if the cumulative attack value of the first attack operation is greater than or equal to a first value, the element display condition is considered met. For example, if the cumulative attack value of the first attack operation is less than the first value, the element display condition is considered not met.

[0085] In some embodiments, the first value is a preset value. For example, the second value, third value, fourth value, fifth value, first preset duration, second preset duration, etc., described below are all preset values ​​by the game developers, and this application does not limit the specific values ​​of these values.

[0086] The second scenario involves the element display condition being that the main virtual character acquires the first virtual equipment.

[0087] In some embodiments, this application does not limit the type of the first virtual device, such as at least one of a virtual remote control, a virtual crystal, a virtual box, etc.

[0088] In some embodiments, virtual equipment drops randomly during battles between the main virtual character and non-player characters. In some embodiments, the virtual equipment is picked up by controlling the main virtual character to move to its location.

[0089] In some embodiments, when the virtual equipment picked up by the main virtual character is the first virtual equipment, the element display condition is considered to be met. In some embodiments, when the virtual equipment picked up by the main virtual character is not the first virtual equipment, the element display condition is considered not met.

[0090] In some embodiments, the element display condition is that the main virtual character has acquired the first virtual equipment and used the first virtual equipment.

[0091] For example, in response to a usage operation on the first virtual equipment, it is considered that the element display condition is met. In some embodiments, the usage operation on the first virtual equipment includes, but is not limited to, at least one of the following: a click operation, a double-click operation, a long-press operation, etc., on the first virtual equipment in the main virtual character's inventory.

[0092] The third type is where the element display condition is the first position the main virtual character moves to in the virtual environment.

[0093] In some embodiments, the first location is a location in a virtual environment preset by the (game developer). Exemplarily, the second location described below is also a location in a virtual environment preset by the (game developer). This application does not limit the specific coordinates of the first and second locations within the virtual environment.

[0094] In some embodiments, during the battle between the main virtual character and the non-player virtual character, the position of the main virtual character can be changed, that is, the movement of the main virtual character can be controlled.

[0095] In some embodiments, a location prompt, such as a text prompt, is present at the location of the first location. For example, when a user sees this location prompt, they can determine the location of the first location. This allows them to control the main virtual character to move to that first location, thereby triggering the display of at least one virtual interactive element.

[0096] The fourth condition for element display is that the attack value received by a non-player character is greater than or equal to the second value.

[0097] In some embodiments, the attack value received by a non-player character includes the attack value from the controlling virtual character to the non-player character. In some embodiments, when only the controlling virtual character attacks the non-player character, the attack value from the controlling virtual character to the non-player character is determined as the attack value received by the non-player character.

[0098] In some embodiments, the attack value received by a non-player character includes not only the attack value from the controlling virtual character, but also the attack value from other virtual characters that have attacked the non-player character. In some embodiments, when both the controlling virtual character and friendly virtual characters are attacking a non-player character, the sum of the attack values ​​from the controlling virtual character and friendly virtual characters respectively is determined as the attack value received by the non-player character.

[0099] In some embodiments, if the attack value received by a non-player character is greater than or equal to the second value, the element display condition is considered met, and at least one virtual interactive element is displayed. In some embodiments, if the attack value received by a non-player character is less than the second value, the element display condition is not met, and at least one virtual interactive element is not displayed.

[0100] The fifth condition is that the element display condition is that the attribute value of the non-player character is less than or equal to the third value.

[0101] In some embodiments, the attribute values ​​of a non-player character are numerical values ​​related to the attributes of that non-player character. For example, the attribute values ​​include at least one of the following: health points, defense points, and attack points.

[0102] In some embodiments, the non-player character's attribute values ​​may change because the controlling virtual character is attacking the non-player character.

[0103] In some embodiments, if the attribute value of a non-player character is less than or equal to the third value, the element display condition is considered met, and at least one virtual interactive element is displayed. In some embodiments, if the attribute value of a non-player character is greater than the third value, the element display condition is considered not met, and at least one virtual interactive element is not displayed.

[0104] For example, if a non-player character's health is less than or equal to a third value, the element display condition is considered met, and at least one virtual interactive element is displayed. In some embodiments, if a non-player character's health is greater than the third value, the element display condition is considered not met, and at least one virtual interactive element is not displayed.

[0105] For example, if a non-player character's defense value is less than or equal to a third value, the element display condition is considered met, and at least one virtual interactive element is displayed. In some embodiments, if a non-player character's defense value is greater than the third value, the element display condition is considered not met, and at least one virtual interactive element is not displayed.

[0106] For example, if the attack value of a non-player character is less than or equal to the third value, the element display condition is considered met, and at least one virtual interactive element is displayed. In some embodiments, if the attack value of a non-player character is greater than the third value, the element display condition is considered not met, and at least one virtual interactive element is not displayed.

[0107] In some embodiments, a non-player character is considered to be in a vulnerable state when its attribute value is less than or equal to a third value. For example, a non-player character is considered to be in a vulnerable state when its health is less than or equal to a third value.

[0108] The technical solution provided in this application offers multiple element display conditions, which are related to at least one of the first attack operation, the main virtual character, and the non-player character. This approach closely integrates element display conditions with the real-time game situation, ensuring that the subsequent triggering and display of at least one virtual interactive element is not abrupt, and can even be said to meet user expectations. Therefore, the technical solution in this application not only reflects the diversity of element display conditions but also the coordination of virtual interactive element display, which is beneficial to ensuring a good user experience.

[0109] Step 340: In response to an interaction operation on at least one virtual interactive element, based on the interaction result of at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character.

[0110] In some embodiments, the interactive operation is a direct operation targeting at least one virtual interactive element, and does not directly target the controlling virtual character or a non-player character. That is, in this embodiment, by interacting with a virtual interactive element, the attack effect on a non-player character can be altered.

[0111] The alteration of attack effects mentioned in the embodiments of this application includes at least one of increasing attack effects and decreasing attack effects. For example, it is determined whether to increase or decrease attack effects based on the interaction result of at least one virtual interactive element.

[0112] In some embodiments, an interaction target is preset. This interaction target can be understood as the minimum objective that the interaction result of at least one virtual interactive element needs to achieve. When the interaction target is not reached, the attack effect on non-player characters needs to be reduced. When the interaction target is exceeded, the attack effect on non-player characters needs to be increased. When the interaction target is just reached, the attack effect on non-player characters remains unchanged.

[0113] For example, when the interaction result of at least one virtual interactive element reaches the interaction goal, the attack effect is increased. For example, the greater the difference between the interaction result of at least one virtual interactive element and the interaction goal, the greater the increase in attack effect on non-player characters. For example, the smaller the difference between the interaction result of at least one virtual interactive element and the interaction goal, the smaller the increase in attack effect on non-player characters.

[0114] Conversely, if the interaction result of at least one virtual interactive element fails to achieve the interaction goal, the attack effect on non-player characters is reduced. For example, the greater the difference between the interaction result of at least one virtual interactive element and the interaction goal, the greater the reduction in attack effect on non-player characters. Conversely, the smaller the difference between the interaction result of at least one virtual interactive element and the interaction goal, the smaller the reduction in attack effect on non-player characters.

[0115] In some embodiments, the interaction goal is a preset goal by the developer based on changes in virtual interactive elements. In some embodiments, the interaction goal is related to the interactive operation. For example, different interaction goals are set for different interactive operations. For example, when the interactive operation is an elimination operation, the interaction goal can be the number of virtual interactive elements eliminated as a first preset value. For example, when the interactive operation is a connection operation, the interaction goal can be the logarithm of the number of virtual interactive elements connected as a second preset value. For example, when the interactive operation is a movement operation, the interaction goal can be the number of virtual interactive elements that are moved as a third preset value. For example, the first, second, and third preset values ​​are all non-negative numbers.

[0116] For example, when the number of eliminated virtual interactive elements is determined to be greater than a first preset value based on the interaction results of at least one virtual interactive element, the attack effect on non-player characters is increased. For example, when the number of eliminated virtual interactive elements is determined to be equal to the first preset value based on the interaction results of at least one virtual interactive element, the attack effect on non-player characters remains unchanged. For example, when the number of eliminated virtual interactive elements is determined to be less than the first preset value based on the interaction results of at least one virtual interactive element, the attack effect on non-player characters is reduced.

[0117] For example, when the number of connected virtual interactive elements is greater than a second preset value based on the interaction result of at least one virtual interactive element, the attack effect on non-player characters is increased. For example, when the number of connected virtual interactive elements is equal to the second preset value based on the interaction result of at least one virtual interactive element, the attack effect on non-player characters remains unchanged. For example, when the number of connected virtual interactive elements is less than the second preset value based on the interaction result of at least one virtual interactive element, the attack effect on non-player characters is reduced.

[0118] For example, when the number of moving virtual interactive elements is determined to be greater than a third preset value based on the interaction results of at least one virtual interactive element, the attack effect on non-player characters is increased. For example, when the number of moving virtual interactive elements is determined to be equal to the third preset value based on the interaction results of at least one virtual interactive element, the attack effect on non-player characters remains unchanged. For example, when the number of moving virtual interactive elements is determined to be less than the third preset value based on the interaction results of at least one virtual interactive element, the attack effect on non-player characters is reduced.

[0119] The technical solution provided in this application introduces an interactive target, and combines the interaction results of at least one virtual interactive element to determine whether to increase or decrease the interactive effect. To a certain extent, this can increase the interaction between the player and the virtual interactive element, and improve the frequency and effect of human-computer interaction.

[0120] In some embodiments, the type of interactive operation is not limited in this application, such as at least one of the following: click operation, double-click operation, drag operation, long-press operation, etc., targeting virtual interactive elements.

[0121] In some embodiments, in response to the interactive operation, at least one of the virtual interactive elements may change, including at least one of the following: the total number of virtual interactive elements changes, the position of the virtual interactive elements changes, the area of ​​the virtual interactive elements changes, or the color of the virtual interactive elements changes.

[0122] In some embodiments, changes to these virtual interactive elements are considered the result of interaction with at least one virtual interactive element. In some embodiments, the attack effect of the main virtual character on a non-player character is changed based on the interaction result of at least one virtual interactive element.

[0123] For example, a mapping relationship between attack effects and interaction results is preset. After determining the interaction result based on the interaction operation, the corresponding attack effect is determined based on the changes of at least one virtual interactive element. In some embodiments, the mapping relationship between attack effects and interaction results includes at least one of the following: the numerical value of different attack effects mapped by different changes in the number of virtual interactive elements, the numerical value of different attack effects mapped by different changes in the position of virtual interactive elements, the numerical value of different attack effects mapped by different changes in the color of virtual interactive elements, and the numerical value of different attack effects mapped by different changes in the area of ​​virtual interactive elements.

[0124] The technical solution provided in this application, in response to a first attack operation, controls a main virtual character to attack a non-player character (i.e., an NPC). If the element display condition is met, at least one virtual interactive element is displayed. By interacting with the virtual interactive element, i.e., performing an interactive operation on the virtual interactive element, the attack effect of the main virtual character on the non-player character is changed. Compared to related technologies that directly attack non-player characters to increase the damage value to them, this application enriches the human-computer interaction by changing the attack effect through interaction with virtual interactive elements.

[0125] Furthermore, adjusting attack effects based on interactions with virtual elements demonstrates both flexibility and accuracy in determining attack outcomes. This approach not only enriches the visual effects but also enhances the player's overall gaming experience.

[0126] Please refer to Figure 4, which shows a flowchart of a virtual character control method provided in another embodiment of this application. The executing entity of each step of this method can be the terminal device 10 in the computer system shown in Figure 1, such as the client of the aforementioned target application. In the following method embodiments, for ease of description, only the executing entity of each step will be referred to as the "client". The method may include at least one of the following steps (410-460).

[0127] Step 410: Display the master virtual character and non-player characters located in the virtual environment.

[0128] Step 420: In response to the first attack operation against the non-player character, control the main virtual character to attack the non-player character.

[0129] Step 430: If the element display conditions are met, display at least one virtual interactive element. The element display conditions are related to at least one of the following: first attack operation, main virtual character, non-player character.

[0130] In some embodiments, interaction with virtual interactive elements can be achieved through any of the following steps 440 to 460, thereby changing the attack effect of the main virtual character on non-player characters.

[0131] Step 440: In response to the elimination operation targeting at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the elimination result of at least one virtual interactive element.

[0132] In some embodiments, the elimination operation is an operation for eliminating virtual interactive elements. Exemplarily, in response to an elimination operation targeting at least one virtual interactive element, at least one virtual interactive element is eliminated.

[0133] In some embodiments, when virtual interactive elements are eliminated, the attack effect of the master virtual character on non-player characters changes.

[0134] In some embodiments, the more virtual interactive elements are eliminated, the more the attack effect of the master virtual character on non-player characters is altered.

[0135] In some embodiments, the virtual interactive element targeted by the elimination operation is eliminated.

[0136] In some embodiments, when the aforementioned at least one virtual interactive element is multiple virtual interactive elements, the elimination operation includes at least one of the following: a sequential click operation on at least N adjacent virtual interactive elements of the same color, wherein the sequential click operation includes a click operation on each of the N adjacent virtual interactive elements, where N is an integer greater than 1, and the at least N adjacent virtual interactive elements are virtual interactive elements among at least one virtual interactive element; a continuous sliding operation on at least N adjacent virtual interactive elements of the same color, wherein the continuous sliding operation is a sliding operation with the first virtual interactive element among the at least N adjacent virtual interactive elements as the starting point and the last virtual interactive element among the at least N adjacent virtual interactive elements as the ending point; a click operation on the display area where M adjacent virtual interactive elements of a preset color order are located, where M is an integer greater than 1, and the M adjacent virtual interactive elements are virtual interactive elements among at least one virtual interactive element.

[0137] For example, the elimination operation is a sequential click operation on at least N adjacent virtual interactive elements of the same color, where the sequential click operation includes clicking on each of the N adjacent virtual interactive elements. For example, if there are three adjacent virtual balls of the same color, then clicking on these three adjacent virtual balls of the same color in sequence is considered to have performed an elimination operation.

[0138] For example, the elimination operation is a continuous sliding operation on at least N adjacent virtual interactive elements of the same color. The continuous sliding operation starts from the first virtual interactive element among the at least N adjacent virtual interactive elements and ends at the last virtual interactive element among the at least N adjacent virtual interactive elements. For example, if there are three adjacent virtual balls of the same color, then sliding from the first virtual ball to the last virtual ball is considered to have performed an elimination operation.

[0139] For example, in response to the elimination operation, at least N adjacent virtual interactive elements of the same color are de-displayed. For example, as at least N adjacent virtual interactive elements are de-displayed, new virtual interactive elements are displayed to supplement them, resulting in at least one updated virtual interactive element. Subsequent elimination operations target the updated at least one virtual interactive element.

[0140] For example, the elimination operation is a click operation on the display area containing M adjacent virtual interactive elements in a preset color order, where M is an integer greater than 1, and the M adjacent virtual interactive elements are virtual interactive elements among at least one virtual interactive element. For example, the preset color order is red, yellow, and blue, and the M adjacent virtual interactive elements in the preset color order can be three virtual balls that are placed next to each other: a red virtual ball, a yellow virtual ball, and a blue virtual ball.

[0141] For example, if M adjacent virtual interactive elements of a preset color order are detected at the click location of a click operation, a deletion operation is considered to have been performed. For example, in response to this deletion operation, the M adjacent virtual interactive elements of the preset color order are de-displayed. For example, as the M adjacent virtual interactive elements of the preset color order are de-displayed, new virtual interactive elements are displayed, resulting in at least one updated virtual interactive element. Subsequent deletion operations target this updated at least one virtual interactive element.

[0142] The technical solutions provided in this application offer multiple ways to implement elimination operations, giving players greater operational flexibility and demonstrating a high degree of operational freedom. This helps improve the efficiency of elimination operations and enriches the forms of human-computer interaction.

[0143] Step 450: In response to a connection operation for at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the connection result of at least one virtual interactive element.

[0144] In some embodiments, when the aforementioned at least one virtual interactive element is multiple virtual interactive elements, the connection operation is an operation for connecting two virtual interactive elements. For example, in response to a connection operation for at least one virtual interactive element, two virtual interactive elements are connected together.

[0145] In some embodiments, when two virtual interactive elements are connected together, the attack effect of the master virtual character on the non-player character changes.

[0146] In some embodiments, the more virtual interactive elements are connected, the more the attack effect of the master virtual character on non-player characters is changed.

[0147] In some embodiments, a connection exists between the two virtual interactive elements to which the connection operation is directed.

[0148] In some embodiments, the connection operation includes at least one of the following: a drag operation with a first virtual interactive element as the starting point and a second virtual interactive element as the ending point; a first click operation on the first virtual interactive element and a second click operation on the second virtual interactive element; wherein the first virtual interactive element and the second virtual interactive element are two different virtual interactive elements with the same attributes among at least one virtual interactive element.

[0149] For example, a connection operation is a drag operation that starts with a first virtual interactive element and ends with a second virtual interactive element. For example, dragging from the first virtual interactive element to the second virtual interactive element is considered as performing a connection operation.

[0150] For example, the connection operation is a first click on a first virtual interactive element and a second click on a second virtual interactive element. For example, clicking the first virtual interactive element and then clicking the second virtual interactive element is considered as performing a connection operation.

[0151] Two different virtual interactive elements with the same attributes refer to at least one of the following: two different virtual interactive elements with the same color, two different virtual interactive elements with the same shape, two different virtual interactive elements with a subordinate relationship, etc.

[0152] The technical solutions provided in this application offer multiple implementation methods for connection operations, giving players greater operational flexibility and demonstrating a high degree of operational freedom. This is beneficial for improving the connection efficiency of connection operations and enriching the forms of human-computer interaction.

[0153] Step 460: In response to a movement operation targeting at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the movement result of the at least one virtual interactive element.

[0154] In some embodiments, a move operation is an operation for moving a virtual interactive element. For example, in response to a move operation on at least one virtual interactive element, at least one virtual interactive element is moved.

[0155] In some embodiments, the attack effect of the master virtual character on non-player characters changes when the virtual interactive element is moved.

[0156] In some embodiments, the more virtual interactive elements are moved, the more the attack effect of the master virtual character on non-player characters is changed.

[0157] In some embodiments, the virtual interactive element targeted by the move operation moves.

[0158] In some embodiments, the movement operation includes at least one of the following: a drag operation on a third virtual interactive element, wherein the starting point of the drag operation is the third virtual interactive element and the ending point of the drag operation is the moved position of the third virtual interactive element; a third click operation on the third virtual interactive element and a fourth click operation on a second position, wherein the movement operation includes the third click operation and the fourth click operation, and the second position is the moved position of the third virtual interactive element; wherein the third virtual interactive element is a virtual interactive element with preset attributes among at least one virtual interactive element.

[0159] For example, a movement operation is a drag operation on a third virtual interactive element. The starting point of the drag operation is the third virtual interactive element, and the ending point of the drag operation is the position of the third virtual interactive element after it has been moved. For example, dragging the third virtual interactive element is considered a movement operation.

[0160] For example, a movement operation is a third click on a third virtual interactive element and a fourth click on a second location. The movement operation includes both the third and fourth clicks, and the second location is the new location of the third virtual interactive element after it has been moved. For example, clicking on the third virtual interactive element and then clicking on the target location again is considered a movement operation. For example, the target location is the new location of the third virtual interactive element after it has been moved.

[0161] For example, the third virtual interactive element is displayed on the screen after the movement.

[0162] For example, a virtual interactive element with preset attributes differs from other virtual interactive elements. For example, the preset attributes here include at least one of preset color, preset shape, preset position, etc.

[0163] The technical solutions provided in this application offer multiple ways to implement mobile operations, giving players greater operational space and demonstrating a high degree of operational freedom. This helps improve the efficiency of mobile operations and enriches the forms of human-computer interaction.

[0164] The following explanation will focus on the first scenario, where the operation on the virtual interactive element is a deletion operation, and will be further elaborated in conjunction with the following steps S1 to S4 (not shown in the figure).

[0165] In some embodiments, penetration is used to indicate the effectiveness of attacks against non-player characters.

[0166] Step S1: Display the penetration level of non-player characters and the countdown for the first preset duration.

[0167] In some embodiments, penetration is used to represent the attack effect on non-player characters. The attack effect on non-player characters includes at least one of the following: the attack effect of the main virtual character on the non-player character, the attack effect of a friendly virtual character on the non-player character, where a friendly virtual character is a virtual character in the virtual environment that is in the same camp as the main virtual character, and the first preset duration is the duration for performing an interactive operation, such as the duration of at least one of the elimination operation, connection operation, and drag operation.

[0168] In some embodiments, penetration is calculated starting when a non-player character triggers a QTE state. In some embodiments, if the main virtual character is the first to trigger a non-player character's QTE, the penetration is calculated from 0. Subsequent attacks by friendly virtual characters against non-player characters are all added to this penetration.

[0169] In some embodiments, if a friendly virtual character is the first to trigger a QTE on a non-player character, the penetration score is also calculated from 0. Subsequent attacks by the main virtual character on non-player characters are all added to this penetration score.

[0170] In other words, the penetration is not entirely the effect of the main virtual character's attack on non-player characters, but also includes the effect of friendly virtual characters' attacks on non-player characters.

[0171] In some embodiments, the first preset duration is the duration of the QTE state, during which interactive operations can be performed. However, once the first preset duration is reached, interactive operations can no longer be performed, i.e., the QTE state is exited.

[0172] In some embodiments, in response to a second attack operation, if the virtual item thrown by the second attack operation hits a non-player character (e.g., if the thrown virtual item is a spear, and the spear hits a non-player character), the penetration is calculated. The initial value of the penetration is 0, and the maximum value of the penetration is 100%.

[0173] In some embodiments, as shown in FIG8, the penetration of a non-player character is displayed as 805 and a countdown of a first preset duration as 804.

[0174] The technical solution provided in this application embodiment displays the penetration level of non-player characters and a countdown of a first preset duration to indicate the progress of penetration and the remaining time, which helps encourage players to continue performing interactive operations, thereby improving the player's operational efficiency and also improving the efficiency of information display.

[0175] In some embodiments, the penetration value is determined by the elimination result of virtual interactive elements.

[0176] Step S2: Based on the elimination result of at least one virtual interactive element, determine the elimination score. The elimination result includes at least one of the number of eliminations and the number of virtual interactive elements eliminated. The number of eliminations is positively correlated with the elimination score, and the number of virtual interactive elements eliminated is positively correlated with the elimination score.

[0177] For example, the number of eliminations is positively correlated with the elimination score, and the number of virtual interactive elements eliminated is also positively correlated with the elimination score. For example, the more eliminations, the higher the elimination score. For example, the more virtual interactive elements eliminated, the higher the elimination score. For example, a functional relationship is preset between the elimination score, the number of eliminations, and the number of virtual interactive elements eliminated. The elimination score is calculated based on the elimination results of virtual interactive elements caused by the elimination operation, using this functional relationship.

[0178] For example, the elimination score is calculated at regular intervals and converted into penetration. For example, the elimination score is calculated every 3 seconds.

[0179] Step S3: Add the first penetration corresponding to the elimination score to the displayed penetration to obtain the increased penetration. The first penetration is determined based on the elimination score.

[0180] In some embodiments, a mapping relationship exists between the elimination score and the first penetration. For example, the elimination score is mapped to the first penetration according to a preset mapping relationship. For example, this mapping relationship is directly proportional; the higher the elimination score, the higher the first penetration. Conversely, the lower the elimination score, the lower the first penetration.

[0181] In some embodiments, if the current penetration is 20% and the first penetration corresponding to the elimination score is 30%, then the 30% is added to the current penetration of 20%, and the penetration is displayed as 50%.

[0182] In some embodiments, when the master virtual character is not the first to trigger the QTE state of the non-player character, the penetration degree displayed for the first time on the terminal device where the master virtual character is located is not 0, that is, there is a friendly virtual character that has penetration degree against the non-player character.

[0183] In some embodiments, when the master virtual character is the first to trigger the QTE state of a non-player character, the penetration displayed on the terminal device where the master virtual character is located for the first time is 0, that is, there is no penetration of the non-player character by a friendly virtual character at the moment.

[0184] In some embodiments, as shown in Figure 11, when in QTE state, the spear penetration level and a countdown of the first preset duration are also displayed. As shown at 1110 in Figure 11, the remaining time is 10 seconds, and the penetration level is 15%, indicating sufficient time. As shown at 1120 in Figure 11, the remaining time is 5 seconds, and the penetration level is 50%, indicating that half the time has passed. As shown at 1130 in Figure 11, the remaining time is 1.65 seconds, and the penetration level is 90%, indicating insufficient time. In some embodiments, UI controls display the remaining time using color, vibration, countdown, etc., and use the change in the energy bar to indicate the penetration level. In some embodiments, if the penetration level reaches 100% before the countdown ends, the penetration is successful. The main virtual character pins the current part of the virtual monster (i.e., the non-player character) into the ground and puts the virtual monster into a pinned state for a period of time. In some embodiments, if the penetration level does not reach 100% by the end of the countdown, the penetration fails, and all characters fall to the ground together.

[0185] In some embodiments, at least one virtual interactive element (i.e., a ball in the ball-eliminating bar) is displayed via a ball-eliminating bar, which is highlighted. For example, the ball-eliminating bar expands to display 16 balls (excluding the current ball, the subsequent balls displayed are the ones to be acquired).

[0186] In some embodiments, the elimination rules corresponding to the elimination operation are as follows.

[0187] In some embodiments, the ball-penetrating rules refer to those of Zuma's ball-penetrating game.

[0188] In some embodiments, a multi-elimination rule is added: when any ball in the ball bar is clicked, all adjacent balls of the same color will be eliminated.

[0189] In some embodiments, a chain elimination rule is added: when any ball in the ball bar is clicked, if the balls that are indented to the left and right after the ball is eliminated are of the same color and the number is greater than or equal to 3, they will be automatically eliminated. This can be triggered continuously, with a maximum of 2 chain eliminations (i.e., 3 eliminations).

[0190] In some embodiments, a colored ball rule is added: When a chain elimination is manually triggered (i.e., when clicking the yellow ball in the Zuma rule with 1 red, 1 yellow, and 2 red balls), the ball bar will enter the colored ball bar mode. Clicking any ball at this time will trigger the following special effects in sequence: ①: This click will eliminate the clicked ball according to the multi-elimination rule; ②: During the first indentation, A) if both sides have balls of different colors, one ball of different colors on each side will be eliminated directly, considered a 3-elimination; B) if both sides have balls of the same color, they will be eliminated according to the multi-elimination rule; C) if one side has no ball, the entire process stops, and the colored ball bar disappears. Successful elimination allows entry into the next chain elimination. ③: During the second indentation, the chain elimination judgment is performed according to the first indentation rule. Regardless of success or failure, the colored ball bar disappears.

[0191] In some embodiments, combos and extra ball clears have additional penetration bonuses, calculated as follows: Ball clearing score formula = Combo penetration multiplier * (Combo 1 base score * Combo 1 extra ball clear multiplier + Combo 2 base score * Combo 2 extra ball clear multiplier + ... Combo N base score * Combo N extra ball clear multiplier). Under this formula, the player's action priority is (combos > multiples of 3 > balls not multiples of 3). N is a positive integer.

[0192] In some embodiments, the design configuration table and rule rewards are shown in Tables 1 and 2 below.

[0193] Table 1. Correspondence between the number of balls eliminated, the basic penetration of the balls eliminated, and the penetration ratio.

[0194] Table 2. Correspondence between Combo Count and Penetration Multiplier

[0195] In some embodiments, when the calculated penetration score reaches a certain value, the body part can be allowed to enter the penetration range.

[0196] The technical solution provided in this application determines an elimination score based on the elimination result of virtual interactive elements, and determines a first penetration increase based on the elimination score. This application clarifies the mapping relationship between the interaction result with virtual interactive elements and the attack effect on non-player characters. By closely combining the interaction with virtual interactive elements with penetration, the accuracy and rationality of the values ​​are ensured.

[0197] In some embodiments, a prompt message is used to indicate changes in the attack effects on non-player characters.

[0198] Step S4: Generate a third prompt message, which is used to indicate the change in attack effects on non-player characters.

[0199] In some embodiments, the third prompt information includes at least one of the following: a text prompt, a vibration prompt from the terminal device where the main virtual character is located, and a sound prompt from the terminal device.

[0200] For example, changes to the attack effect on non-player characters include at least one of changes to the attack effect of the main virtual character on non-player characters and changes to the attack effect of friendly virtual characters on non-player characters.

[0201] For example, the text prompt includes a specific numerical value for the current penetration.

[0202] For example, the terminal device where the master virtual character is located generates a third prompt message, which is used to prompt at least one of the changes in the attack effect of the master virtual character on the non-player character and the changes in the attack effect of the friendly virtual character on the non-player character.

[0203] For example, the terminal device where the friendly virtual character is located will also generate a third prompt message, which is used to prompt at least one of the changes in the attack effect of the main virtual character on the non-player character and the changes in the attack effect of the friendly virtual character on the non-player character.

[0204] The technical solution provided in this application embodiment uses a third prompt to indicate changes in the attack effect on non-player characters. The third prompt includes at least one of text prompts, vibration prompts from the terminal device where the main virtual character is located, and sound prompts from the terminal device. This can provide players with a more realistic gaming experience, increase the rhythm and urgency of the game, and thus enrich the forms of human-computer interaction.

[0205] In some embodiments, if the penetration of a non-player character reaches a fifth value after a first preset time period, the non-player character cannot move for a second preset time period.

[0206] For example, if the penetration level of a non-player character reaches a fifth value (e.g., 100%) within a first preset time period, the non-player character cannot move within a second preset time period. For example, if the penetration level of a non-player character reaches a fifth value (e.g., 100%) within the first preset time period, the non-player character enters a penetration state. For example, when the non-player character is in a penetration state, the non-player character cannot move. For example, when in QTE state, the main virtual character and the non-player character are in an aerial virtual environment; when the non-player character enters a penetration state, both the main virtual character and the non-player character fall back to the ground virtual environment.

[0207] For example, as shown in Figure 12, a screen 1200 is displayed where the non-player character cannot move. For example, if the non-player character is a part of a virtual monster, then that part of the virtual monster is pinned to the ground and cannot move. In some embodiments, if the penetration reaches 100% before the countdown ends, the penetration is successful. The main virtual character pins the current part of the virtual monster (i.e., the non-player character) to the ground and keeps the virtual monster in the pinned state for a period of time. In some embodiments, if the penetration does not reach 100% by the end of the countdown, the penetration fails and all characters fall to the ground together.

[0208] In some embodiments, if the penetration of a non-player character does not reach the fifth value after a first preset time period, the non-player character will not be attacked by the virtual character for a third preset time period.

[0209] In some embodiments, at least one virtual interactive element is de-displayed after a first preset duration has elapsed. In some embodiments, after a first preset duration has elapsed, at least one virtual interactive element is de-displayed on the terminal devices where the main virtual character and the friendly virtual character are located, respectively.

[0210] For example, if the penetration of a non-player character does not reach a fifth value (e.g., 100%) within a first preset time period, the non-player character is not attacked by the virtual character for a third preset time period. For example, if the penetration of a non-player character does not reach a fifth value (e.g., 100%) within the first preset time period, the non-player character enters a state of rage. For example, when the non-player character is in a state of rage, the non-player character is not attacked by the virtual character for a third preset time period.

[0211] The technical solution provided in this application determines the different state switching results of non-player characters based on whether the penetration reaches a fifth value within a first preset time period, demonstrating the flexibility of state switching. Furthermore, different state switching also provides players with a richer gaming experience.

[0212] In some embodiments, a non-player character is a body part of a virtual monster in a virtual environment.

[0213] For example, the virtual environment includes many virtual monsters. The non-player character mentioned in the above embodiments can be a body part of a virtual monster. For example, for different virtual monsters, body parts that can trigger QTE states are preset in advance.

[0214] In some embodiments, the virtual monster has multiple parts that can be impaled by a spear, and each part can be locked individually, but not all lockable parts can be impaled by a spear. For example, as shown in Figure 14, the virtual black dragon 1400 has 5 parts, of which the head and the left and right hand joints can be impaled, while the body and tail cannot be impaled.

[0215] In some embodiments, an attack animation of the virtual monster is played when at least two body parts of the virtual monster are immobile. For example, an attack animation of the virtual monster is played when at least two body parts of the virtual monster are in a penetrating state.

[0216] For example, when three body parts of the virtual monster are immobile, the virtual monster's hit animation is played. For example, when three body parts of the virtual monster are in a penetrating state, the virtual monster's hit animation is played. As shown in Figure 13, the frame-by-frame view 1300 of the virtual monster's hit animation is played.

[0217] The technical solution provided in this application allows for the triggering of QTE states for different body parts of a virtual monster during multiplayer attacks. By interacting with virtual interactive elements, the penetration level of different body parts is altered, thus triggering a penetration state. When at least two body parts are in a penetration state, the virtual monster's hit animation is played, enabling damage to the virtual monster (essentially a powerful attack) without requiring any attack actions. This enhances the fun of multiplayer cooperation, enriches human-computer interaction, and provides players with a better gaming experience.

[0218] In some embodiments, the triggering of the spear-wielding state (hereinafter referred to as vulnerable state or hit-and-run state) of the virtual monster (also referred to as the monster) is described. In some embodiments, different stagger effects are triggered when different parts of the monster's body accumulate a certain amount of damage, and the vulnerable state of the parts is triggered when the damage continues to accumulate. For example, after the virtual black dragon's head, left hand, right hand, and tail accumulate a certain amount of damage, the monster will have different hit-and-run behaviors. In some embodiments, the head and hands will fall down after taking a lot of damage, and the vulnerable state (blue electric current) effect will appear on the parts. At this time, all players can use the spear-wielding skill to attack the parts. After a successful attack, the spear-wielding aerial QTE will be entered, and the monster will enter the struggling attack state of the corresponding part. If the spear-wielding aerial QTE is completed, the monster will be nailed into a state and unable to struggle for a period of time.

[0219] In some embodiments, if the monster falls and does not attack its vulnerable parts with a spear before getting up, or if the aerial QTE times out or the next aerial QTE is not triggered before the monster's pinned state ends, the monster will immediately enter a red-rage state. In the red-rage state, the monster will not trigger any stun and cannot enter a vulnerable state.

[0220] In some embodiments, the red rage state will end after a period of time, and the user will return to the normal state.

[0221] This application, based on the neutral game style of action games, increases the absolute combat time of the spear-wielding gameplay within the total combat time, allows for additional interaction with monsters, balances the spear-wielding's restrictive effect on bosses with the need for increasingly intense combat, adds QTE gameplay, and includes special rules requiring strategy in QTEs. Multiple players can cooperate to put monsters into a pierced state for a finishing move, thus enhancing the game's gameplay richness without losing the fun of neutral game action. Neutral game refers to all actions taken by both players before successfully attacking or defending against an opponent's attack. Its purpose is to put oneself in an advantageous position or to put the opponent in a disadvantageous position.

[0222] In some embodiments, if a virtual interactive element is triggered to be displayed for one body part of a virtual monster, virtual interactive elements cannot be triggered to be displayed for other body parts of the virtual monster at the same time.

[0223] For example, only one body part can be in a QTE state at any given time. For example, even when at least two body parts are in a vulnerable state, only one body part can be triggered to trigger a QTE state, that is, the attack effect on that part can be changed through at least one virtual interactive element.

[0224] For example, once one body part exits a QTE state, it can trigger QTE states for other body parts. That is, body parts can trigger QTE states sequentially, but two body parts cannot trigger QTE states simultaneously.

[0225] The technical solution provided in this application embodiment allows only one body part to trigger the display of virtual interactive elements, i.e., the QTE state, at any given time. This helps ensure that the QTE state is triggered separately for each body part, and the penetration is calculated separately, reducing the possibility of errors in penetration calculation and thus ensuring the smooth operation of the game.

[0226] In some embodiments, as shown in Figure 15:

[0227] 1. Attack the monster and break its parts.

[0228] 2. After detecting that part A has been destroyed, attack part A with the spear for 150 seconds, causing part A to enter a spear-based QTE state for 151 seconds. The spear throw action is executed when the outer ring of the spear button is full of energy and a target is locked on. The spear throw action is as follows: leap upwards into the air and land with a nail. During the upward leap, use a programmatic function to reach directly above the target (reaching the position function). During the descent, continue to confirm the position and complete the alignment of bones within a certain distance (grabbing function). The spear throw itself does not consume energy; energy is consumed upon hitting the target.

[0229] 3. After the player completes the QTE 152 for part A, part A of the monster enters the penetration state 153.

[0230] 4. Continue to break through the BC section – QTE state – Penetration state.

[0231] 5. If part A is destroyed and part B is destroyed at the same time, the QTE state of parts A and B can be performed simultaneously. If the QTE is completed in the same way as above, the penetration state of parts A and B can be performed.

[0232] 6. After completing the penetration state of parts A, B, and C, perform an execution performance of 155 on the monster, dealing massive health damage.

[0233] 6.1 When playing online, players can use various methods to continuously drive spears into the ground, aiming to pin all spear-capable parts of the monster to the ground. Method 1: Attack part A together, putting it into a vulnerable state, then perform an aerial spear QTE on part A to permanently break it. Repeat this process to attack parts B and C, breaking all parts in turn to reduce the stun time and QTE difficulty. Then, aim for a higher success rate by performing an aerial spear QTE on all three parts in one go. Method 2: Attack the three parts separately, putting them into a vulnerable state at approximately the same time, then aim to perform an aerial spear QTE on all three parts in one go as quickly as possible.

[0234] 6.2 When two parts have been nailed in and the third part's spear aerial QTE is triggered, the player's execution of the virtual monster or the virtual monster's ultimate move against the player will be triggered depending on the completion of this spear aerial QTE.

[0235] 6.3 When the player completes the third aerial QTE with the Hunter's Spear, the level will enter true time stop, and all players will watch the execution animation of the monster together. This execution has a high probability of killing the monster. During the true time stop of the battle, all characters will uniformly play close-up animations / portraits of themselves and other characters on the same screen.

[0236] The technical solutions provided in this application embodiment offer various forms of interactive operations on virtual interactive elements, such as elimination operations, connection operations, and movement operations. Through different operations, different types of interaction with virtual interactive elements are achieved, demonstrating the diversity of interaction forms and further highlighting the diversity of human-computer interaction methods.

[0237] The following explanation illustrates the display of virtual interactive elements, using the example of an element display condition where the attribute value of a non-player character is less than or equal to the third value.

[0238] Please refer to Figure 5, which shows a flowchart of a virtual character control method provided in another embodiment of this application. The executing entity of each step of this method can be the terminal device 10 in the computer system shown in Figure 1, such as the client of the aforementioned target application. In the following method embodiments, for ease of description, only the executing entity of each step will be referred to as the "client". The method may include at least one of the following steps (510-540).

[0239] Step 510: Display the master virtual character and non-player characters located in the virtual environment.

[0240] Step 520: In response to the first attack operation against the non-player character, control the main virtual character to attack the non-player character.

[0241] Step 530: If the attribute value of the non-player character is less than or equal to the third value, in response to the second attack operation against the non-player character, display at least one virtual interactive element.

[0242] In some embodiments, if the attribute value of a non-player character is less than or equal to a third value, at least one virtual interactive element is directly triggered and displayed. In some embodiments, if the attribute value of a non-player character is less than or equal to the third value, a second attack operation targeting the non-player character is also required. In response to the second attack operation, at least one virtual interactive element is displayed.

[0243] In some embodiments, if a non-player character's attribute value is less than or equal to a third value, the non-player character is in a vulnerable state. In this case, a status indicator is displayed on the non-player character to notify the player that the non-player character is in a vulnerable state. For example, this status indicator may be at least one of lightning effects, electrical effects, flashing bright light, etc.

[0244] In some embodiments, displaying at least one virtual interactive element in response to a second attack operation targeting a non-player character is considered to have triggered a QTE state. At this time, it can be assumed that either the non-player character or the controlling virtual character is in a QTE state.

[0245] In some embodiments, when a QTE state is triggered, the virtual environment in which the main virtual character and the non-player character are located changes. For example, the virtual environment in which the main virtual character and the non-player character are located becomes a virtual aerial environment, while displaying at least one virtual interactive element.

[0246] The triggering of displaying at least one virtual interactive element when the attribute value of a non-player character is less than or equal to the third value also includes at least one of the following two situations.

[0247] The first method involves displaying at least one virtual interactive element in response to a second attack operation targeting a non-player character, provided the second attack operation hits the non-player character.

[0248] In this scenario, the controlling virtual character is considered the first to hit the non-player character. In some embodiments, when no virtual character is temporarily triggering the non-player character's QTE state, if at least one virtual interactive element is displayed when the second attack hits the non-player character, the controlling virtual character is considered the first to trigger the non-player character's QTE state.

[0249] In some embodiments, the second attack operation is at least one of operations such as releasing a virtual skill, throwing a virtual item, or shooting. In some embodiments, when the second attack operation is releasing a virtual skill, the second attack operation is considered to have hit a non-player character when the virtual skill causes damage to that non-player character. In some embodiments, when the second attack operation is throwing a virtual item, the second attack operation is considered to have hit a non-player character when the virtual item hits that non-player character. In some embodiments, when the second attack operation is shooting, the second attack operation is considered to have hit a non-player character when a bullet-like element released by the shooting operation hits that non-player character.

[0250] The second type, in response to a second attack operation targeting a non-player character, displays at least one virtual interactive element if a friendly virtual character has already triggered the display of virtual interactive elements. The friendly virtual character is a virtual character in the virtual environment that is on the same side as the main virtual character.

[0251] In this scenario, the friendly virtual character considers itself the first to hit the non-player character. In some embodiments, if the friendly virtual character has already triggered the display of virtual interactive elements, it indicates that the current non-player character has triggered a QTE. At this time, in response to the second attack operation against the non-player character, at least one virtual interactive element is displayed. This can be understood as follows: as long as the second attack operation is performed, regardless of whether the non-player character is hit, the main virtual character can be controlled to enter this QTE state, displaying the main virtual character and non-player character in the aerial virtual environment, and displaying at least one virtual interactive element.

[0252] In some embodiments, at least one virtual interactive element displayed on the terminal device where the friendly virtual character is located (such as the first terminal device mentioned above) may be the same as or different from at least one virtual interactive element displayed on the terminal device where the master virtual character is located (such as the second terminal device mentioned above).

[0253] The technical solution provided in this application provides two ways to trigger the display of at least one virtual interactive element, demonstrating the diversity of virtual interactive element triggering methods. In one method, the main virtual character is the first to trigger the display of at least one virtual interactive element; in the other method, a friendly virtual character is the first to trigger the display of at least one virtual interactive element. Regardless of the method, players and their teammates can display at least one virtual interactive element together, which not only changes the attack effect on non-player characters but also reflects team interaction.

[0254] In some embodiments, the first attack operation is an operation targeting a first attack control, and the second attack operation is an operation targeting a second attack control.

[0255] For example, the first attack operation is an operation targeting the first attack control. This application does not limit the type of the first attack operation, but it may be at least one of a click operation, a long press operation, or a double-click operation.

[0256] For example, the second attack operation is an operation targeting the second attack control. This application does not limit the type of this second attack operation, but it may be at least one of a click operation, a long press operation, or a double-click operation.

[0257] In some embodiments, the first attack control and the second attack control are displayed in the same location, and the first attack control is de-displayed when the second attack control is displayed.

[0258] Exemplarily, the first attack control and the second attack control can be considered the same control. However, they can perform different functions at different times. Exemplarily, the first attack control and the second attack control can be regarded as the same attack control. Exemplarily, when the attribute value of the non-player character is greater than the third value, the attack control is considered the first attack control. Exemplarily, when the attribute value of the non-player character is less than or equal to the third value, the attack control is considered the second attack control. In some embodiments, the form of the attack control does not change from beginning to end.

[0259] For example, the first attack control and the second attack control can be considered completely different controls. For example, the first attack control and the second attack control are two completely independent controls, but displayed in the same location, such as the third position in the user interface. For example, if the attribute value of a non-player character is greater than the third value, the first attack control is displayed in the third position. For example, if the attribute value of a non-player character is less than or equal to the third value, the second attack control is displayed in the third position. In some embodiments, the first attack control and the second attack control have different appearances, allowing the player to distinguish them at a glance.

[0260] In some embodiments, the first attack control and the second attack control are displayed in different locations.

[0261] For example, a first attack control is displayed at a fourth position in the user interface, and a second attack control is displayed at a fifth position in the user interface. The fourth and fifth positions are two different positions.

[0262] For example, the first attack control is always displayed in the fourth position, and the second attack control is always displayed in the fifth position.

[0263] For example, if the attribute value of a non-player character is greater than the third value, the first attack control is in a triggerable state (a state that can respond to user operations). For example, at this time, the second attack control is in a non-triggerable state (a state that cannot respond to user operations), such as the second attack control turning gray.

[0264] For example, when the attribute value of a non-player character is less than or equal to the third value, the second attack control is in a triggerable state (a state capable of responding to user actions). For example, at this time, the first attack control is in a non-triggerable state (a state unable to respond to user actions), such as the first attack control turning gray.

[0265] For example, the first attack control is not always displayed in the fourth position. For example, the second attack control is displayed in the fourth position if the attribute value of a non-player character is greater than the third value. Conversely, the second attack control is not displayed in the fourth position if the attribute value of a non-player character is less than or equal to the third value.

[0266] For example, the second attack control is not always displayed in the fifth position. For example, the second attack control is displayed in the fifth position when the attribute value of a non-player character is less than or equal to the third value. Conversely, the first attack control is not displayed in the fifth position when the attribute value of a non-player character is greater than the third value.

[0267] The technical solution provided in this application does not limit the display position of the first attack control and the second attack control. They can be displayed in the same position or in different positions, which reflects the diversity of control display forms on the interface and enriches the screen display effect.

[0268] The following explains the timing of the display of the second attack control.

[0269] In some embodiments, a second attack control is displayed when the attribute value of a non-player character is less than or equal to a third value.

[0270] For example, the second attack control is only triggered to display if the attribute value of a non-player character is less than or equal to the third value. For example, the second attack control is displayed in either the fifth or third position.

[0271] In some embodiments, when a friendly virtual character has triggered the display of virtual interactive elements, a second attack control is displayed. The friendly virtual character is a virtual character in the virtual environment that is on the same side as the main virtual character.

[0272] For example, if a friendly virtual character has triggered the display of virtual interactive elements, a second attack control will be displayed on the terminal device where the main virtual character is located. At this time, the player can know from the displayed second attack control that the non-player character has been triggered into a QTE state by a teammate. For example, when the player clicks the second attack control, they can also enter the QTE state of the non-player character, displaying at least one virtual interactive element to change the attack effect on the non-player character.

[0273] The technical solution provided in this application displays a second attack control to inform the player that they can trigger the display of at least one virtual interactive element by operating the second attack control. In this method, whether to trigger the display of at least one virtual interactive element is still determined by the player. Furthermore, the display timing of the second attack control includes not only when the attribute value of a non-player character is less than or equal to a third value, but also when a friendly virtual character has already triggered the display of a virtual interactive element. This application not only demonstrates the diversity of control display methods but also combines control display with teamwork, enriching the forms of human-computer interaction and improving its efficiency. At the same time, the second attack control is not always displayed on the interface, which also helps reduce display costs.

[0274] In some embodiments, a first prompt message is displayed, which is used to indicate the triggering display progress of the second attack control. The triggering display progress is negatively correlated with the attribute value of the non-player character.

[0275] For example, the progress displayed is negatively correlated with the attribute values ​​of the non-player character. The higher the attribute value of the non-player character, the lower the progress displayed. Conversely, the lower the attribute value of the non-player character, the higher the progress displayed.

[0276] For example, the attribute value is health. For example, the higher the non-player character's health, the lower the progress display is triggered. The lower the non-player character's health, the higher the progress display is triggered.

[0277] In some embodiments, the progress of triggering the display is positively correlated with the attack value received by the non-player character. The higher the attack value received by the non-player character, the higher the progress of triggering the display. The lower the attack value received by the non-player character, the lower the progress of triggering the display.

[0278] In some embodiments, the progress of the triggered display is positively correlated with the attack value of the main virtual character against the non-player character. The higher the attack value of the main virtual character against the non-player character, the higher the progress of the triggered display. The lower the attack value of the main virtual character against the non-player character, the lower the progress of the triggered display.

[0279] In some embodiments, progress is displayed in the form of a progress bar to trigger the display of progress.

[0280] In some embodiments, when the trigger display progress indicated by the first prompt message reaches a fourth value, a second prompt message is displayed, which is used to indicate that the second attack control has been triggered.

[0281] For example, when the trigger display progress indicated by the first prompt message reaches a fourth value, a second prompt message is displayed. For example, the second prompt message is used to indicate that the second attack control has been triggered and displayed. For example, the second prompt message can be at least one of a special effects prompt, a text prompt, or an animated prompt.

[0282] For example, when a second prompt message is displayed, the player can be informed that the second attack control has been triggered. The player can then manipulate the second attack control to trigger the display of at least a virtual interactive element.

[0283] The technical solution provided in this application embodiment indicates the triggering progress through a first prompt message and indicates that the second attack control has been triggered and displayed through a second prompt message. This method allows players to promptly understand the triggering progress of the second attack control and when it has been triggered, enabling players to operate the second attack control in a timely manner. While enriching the visual display effects, it also helps improve the player's operational efficiency.

[0284] In some embodiments, as shown in FIG6, a first attack control (spear control) 601 is displayed. Exemplarily, an energy ring exists around the outer edge of the first attack control. When the energy ring is full, the lock-on distance increases, the lock-on marker effect changes, and it automatically locks onto the nearest attackable target point (attackable virtual monster). Exemplarily, as shown in FIG6, the energy ring 602 is also the first prompt message.

[0285] In some embodiments, as shown in FIG7, in response to an operation on the first attack control (spear control) 700, after a monster part is destroyed, a continuous blue current display 701 is emitted, and then the spear skill is released. For example, at this time, the blue current display 701 is used to indicate that the monster part has entered a vulnerable state, that is, the attribute value is less than or equal to a third value.

[0286] In some embodiments, when a part of a virtual monster enters a vulnerable state (i.e., the attribute value is less than or equal to the third value), all players can use the Spear skill on that part to enter the Spear Aerial QTE state, as shown in Figure 8, which includes at least one virtual interactive element 801, a main virtual character 802, a virtual monster 803, a penetration value 805, and a countdown timer for a first preset duration 804. At this time, the main virtual character and the virtual monster rise into the aerial virtual environment.

[0287] In some embodiments, as shown in FIG9, there is at least one virtual interactive element 901, a virtual monster 902, and a third attack control 903. Exemplarily, the third attack control 903 is displayed simultaneously with at least one virtual interactive element 901. Exemplarily, in response to an operation on the third attack control 903, the attack effect on the virtual monster 902 (a body part) is changed.

[0288] In some embodiments, when the main virtual character is the first to hit, the virtual monster plays the action of being hit by the spear. The virtual monster's own spear rocket appears at the hit part and begins to destroy the part. It enters the spear-air QTE state and replenishes a certain number of balls (the balls are also virtual interactive elements).

[0289] In some embodiments, when the main virtual character is not the first to hit: it enters the spear-wielding aerial QTE state and replenishes a certain number of balls (the balls are also virtual interactive elements), which are then arranged in specific positions according to the order of entry.

[0290] In some embodiments, if a part is already performing a spear-based aerial QTE, other parts cannot trigger a spear-based aerial QTE.

[0291] In some embodiments, after the main virtual character plays an attack action, it switches to the aerial QTE state of the spear and displays at least one virtual interactive element 1001 as shown in Figure 10.

[0292] Step 540: In response to an interaction operation on at least one virtual interactive element, based on the interaction result of at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character.

[0293] In some embodiments, the technical solutions provided by the embodiments of this application are described below in conjunction with steps Q1 to Q8 (not shown in the figures).

[0294] Q1 displays a virtual environment, which includes a main virtual character and virtual monsters.

[0295] For example, the virtual monster includes body part A, body part B, and body part C.

[0296] Q2, in response to the first attack operation targeting body part A, control the main virtual character to attack body part A.

[0297] Q3. When the attack value received by body part A is greater than or equal to the threshold, body part A enters a vulnerable state (or a broken state).

[0298] Q4-1, in response to a second attack operation targeting body part A, if the second attack operation hits body part A, then triggers the QTE state of body part A, displaying at least one virtual interactive element.

[0299] Q4-2, in response to a second attack operation targeting body part A, if a friendly virtual character has triggered the QTE state of body part A, then at least one virtual interactive element is displayed directly.

[0300] Q5, in response to an interactive operation on at least one virtual interactive element, change the penetration of the main virtual character to body part A based on the interactive result of at least one virtual interactive element.

[0301] Q6, when the first preset time period is reached and the penetration of body part A reaches the fifth value, body part A enters the penetration state and is nailed into the ground.

[0302] Q7. Continue attacking body part B. When body part B also enters the penetration state, continue attacking body part C.

[0303] Q8. When body part A, body part B, and body part C all enter the penetration state, play the execution animation for the virtual monster.

[0304] The technical solution provided in this application requires that the attribute value of the non-player character be less than or equal to a third value and that a second attack operation targeting the non-player character be performed simultaneously in order to trigger the display of at least one virtual interactive element. This tightly integrates the non-player character, the player, and the virtual interactive element, improving the efficiency of human-computer interaction.

[0305] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0306] Please refer to Figure 16, which shows a block diagram of a virtual character control device according to an embodiment of this application. This device has the function of implementing the aforementioned virtual character control method; the function can be implemented by hardware or by hardware executing corresponding software. This device can be the terminal device described above, or it can be installed within a terminal device. As shown in Figure 16, the device 1600 may include a display module 1610 and a control module 1620.

[0307] Display module 1610 is used to display the main virtual character and non-player characters located in the virtual environment.

[0308] The control module 1620 is configured to control the main virtual character to attack the non-player character in response to a first attack operation against the non-player character.

[0309] The display module 1610 is further configured to display at least one virtual interactive element when the element display conditions are met, the element display conditions being related to at least one of the following: the first attack operation, the main virtual character, and the non-player character.

[0310] The control module 1620 is also configured to, in response to an interaction operation on the at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the interaction result of the at least one virtual interactive element.

[0311] In some embodiments, the interactive operation includes an elimination operation, a connection operation, or a movement operation. The control module 1620 is further configured to, in response to an elimination operation on the at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the elimination result of the at least one virtual interactive element; or, in response to a connection operation on the at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the connection result of the at least one virtual interactive element; or, in response to a movement operation on the at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the movement result of the at least one virtual interactive element.

[0312] In some embodiments, when the at least one virtual interactive element is multiple virtual interactive elements, the virtual interactive element targeted by the elimination operation is eliminated. The elimination operation includes at least one of the following: a sequential click operation on at least N adjacent virtual interactive elements of the same color, wherein the sequential click operation includes a click operation on each of the N adjacent virtual interactive elements, where N is an integer greater than 1, and the at least N adjacent virtual interactive elements are virtual interactive elements among the at least one virtual interactive elements; a continuous sliding operation on at least N adjacent virtual interactive elements of the same color, wherein the continuous sliding operation is a sliding operation with the first virtual interactive element among the at least N adjacent virtual interactive elements as the starting point and the last virtual interactive element among the at least N adjacent virtual interactive elements as the ending point; a click operation on the display area of ​​M adjacent virtual interactive elements of a preset color order, where M is an integer greater than 1, and the M adjacent virtual interactive elements are virtual interactive elements among the at least one virtual interactive elements.

[0313] In some embodiments, when the at least one virtual interactive element is multiple virtual interactive elements, there is a connection between the two virtual interactive elements to which the connection operation points, and the connection operation includes at least one of the following: a drag operation with the first virtual interactive element as the starting point and the second virtual interactive element as the ending point; a first click operation on the first virtual interactive element and a second click operation on the second virtual interactive element, wherein the connection operation includes the first click operation and the second click operation; wherein the first virtual interactive element and the second virtual interactive element are two different virtual interactive elements with the same attributes among the at least one virtual interactive element.

[0314] In some embodiments, the virtual interactive element targeted by the movement operation moves, and the movement operation includes at least one of the following: a drag operation on a third virtual interactive element, the starting point of the drag operation being the third virtual interactive element, and the ending point of the drag operation being the moved position of the third virtual interactive element; a third click operation on the third virtual interactive element, and a fourth click operation on a second position, wherein the movement operation includes the third click operation and the fourth click operation, and the second position is the moved position of the third virtual interactive element; wherein the third virtual interactive element is a virtual interactive element with preset attributes among the at least one virtual interactive element.

[0315] In some embodiments, the display module 1610 is further configured to display the penetration degree of the non-player character and a countdown of a first preset duration; wherein the penetration degree is used to represent the attack effect on the non-player character, and the attack effect on the non-player character includes at least one of the following: the attack effect of the main virtual character on the non-player character, the attack effect of a friendly virtual character on the non-player character, wherein the friendly virtual character is a virtual character in the same camp as the main virtual character in the virtual environment, and the first preset duration is the duration for performing the interactive operation.

[0316] In some embodiments, the control module 1620 is further configured to determine an elimination score based on the elimination result of the at least one virtual interactive element, wherein the elimination result includes at least one of the number of eliminations and the number of virtual interactive elements eliminated, wherein the number of eliminations is positively correlated with the elimination score and the number of virtual interactive elements eliminated is positively correlated with the elimination score; and to increase the displayed penetration by a first penetration corresponding to the elimination score to obtain the increased penetration, wherein the first penetration is determined based on the elimination score.

[0317] In some embodiments, the control module 1620 is further configured to generate a third prompt message, the third prompt message being used to indicate a change in the attack effect on the non-player character; wherein the third prompt message includes at least one of the following: a text prompt, a vibration prompt from the terminal device where the main virtual character is located, or a sound prompt from the terminal device.

[0318] In some embodiments, if the penetration of the non-player character reaches a fifth value after the first preset time period is reached, the non-player character cannot move for a second preset time period; if the penetration of the non-player character does not reach the fifth value after the first preset time period is reached, the non-player character is not attacked by the virtual character for a third preset time period.

[0319] In some embodiments, the non-player character is a body part of a virtual monster in the virtual environment.

[0320] In some embodiments, the control module 1620 is further configured to play an attack animation of the virtual monster when at least two body parts of the virtual monster are unable to move.

[0321] In some embodiments, if a virtual interactive element is triggered to be displayed for one body part of the virtual monster, the virtual interactive element cannot be triggered to be displayed for other body parts of the virtual monster at the same time.

[0322] In some embodiments, the element display conditions include at least one of the following: the attack value of the first attack operation is greater than or equal to a first value; the main virtual character acquires the first virtual equipment; the main virtual character moves to a first position in the virtual environment; the attack value received by the non-player character is greater than or equal to a second value; the attribute value of the non-player character is less than or equal to a third value.

[0323] In some embodiments, the element display condition is that the attribute value of the non-player character is less than or equal to a third value.

[0324] In some embodiments, the display module 1610 is further configured to display the at least one virtual interactive element in response to a second attack operation against the non-player character if the attribute value of the non-player character is less than or equal to the third value.

[0325] In some embodiments, the display module 1610 is further configured to, in response to a second attack operation against the non-player character, display the at least one virtual interactive element if the second attack operation hits the non-player character; or, in response to a second attack operation against the non-player character, display the at least one virtual interactive element if a friendly virtual character has triggered the display of a virtual interactive element, wherein the friendly virtual character is a virtual character in the virtual environment that is on the same side as the controlling virtual character.

[0326] In some embodiments, the first attack operation is an operation targeting a first attack control, and the second attack operation is an operation targeting a second attack control.

[0327] In some embodiments, the display module 1610 is further configured to display the second attack control when the attribute value of the non-player character is less than or equal to the third value; or, when a friendly virtual character has triggered the display of virtual interactive elements, the friendly virtual character is a virtual character in the virtual environment that is in the same camp as the main virtual character.

[0328] In some embodiments, the display module 1610 is further configured to display a first prompt message, the first prompt message being used to indicate the triggering display progress of the second attack control, the triggering display progress being negatively correlated with the attribute value of the non-player character; when the triggering display progress indicated by the first prompt message reaches a fourth value, a second prompt message is displayed, the second prompt message being used to indicate that the second attack control has been triggered.

[0329] In some embodiments, the first attack control and the second attack control are displayed in the same position, and the first attack control is de-displayed when the second attack control is displayed; or, the first attack control and the second attack control are displayed in different positions.

[0330] The technical solution provided in this application, in response to a first attack operation, controls a main virtual character to attack a non-player character (i.e., an NPC). If the element display condition is met, at least one virtual interactive element is displayed. By interacting with the virtual interactive element, i.e., performing interactive operations on the virtual interactive element, the attack effect of the main virtual character on the non-player character is changed. Compared with related technologies that directly attack non-player characters to change the damage value to them, this application enriches the human-computer interaction by changing the attack effect through interaction with virtual interactive elements.

[0331] Furthermore, adjusting attack effects based on interactions with virtual elements demonstrates both flexibility and accuracy in determining attack outcomes. This approach not only enriches the visual effects but also enhances the player's overall gaming experience.

[0332] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0333] Please refer to Figure 17, which shows a structural block diagram of a terminal device 1700 provided in one embodiment of this application. The terminal device 1700 can be a terminal device in the computer system shown in Figure 1, used to implement the virtual character control method provided in the above embodiments. Specifically:

[0334] Typically, terminal device 1700 includes a processor 1701 and a memory 1702.

[0335] Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1701 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1701 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0336] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 is used to store a computer program configured to be executed by one or more processors to implement the aforementioned virtual character control method.

[0337] In some embodiments, the terminal device 1700 may also optionally include a peripheral device interface 1703 and at least one peripheral device. The processor 1701, memory 1702, and peripheral device interface 1703 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1703 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1704, a display screen 1705, an audio circuit 1707, and a power supply 1708.

[0338] Those skilled in the art will understand that the structure shown in FIG17 does not constitute a limitation on the terminal device 1700, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0339] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored therein, which, when executed by a processor, implements a method for controlling a virtual character.

[0340] In some embodiments, the computer-readable storage medium may include ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0341] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned virtual character control method.

[0342] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform users that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without receiving confirmation from the user), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected by this application is processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the data subject is obtained only with the user's consent and authorization. Subsequent data use and processing are conducted within the scope of laws, regulations, and the data subject's authorization, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0343] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0344] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for controlling a virtual character, the method being executed by a terminal device, the method comprising: Displays the controlling virtual character and non-player characters located in the virtual environment; In response to a first attack operation against the non-player character, the main virtual character is controlled to attack the non-player character. When the element display conditions are met, at least one virtual interactive element is displayed, and the element display conditions are related to at least one of the following: the first attack operation, the main virtual character, and the non-player character; In response to an interaction operation on the at least one virtual interactive element, the attack effect of the main virtual character on the non-player character is changed based on the interaction result of the at least one virtual interactive element.

2. The method according to claim 1, wherein the interactive operation includes an elimination operation, a connection operation, or a movement operation, and the step of changing the attack effect of the main virtual character on the non-player character based on the interaction result of the at least one virtual interactive element in response to the interactive operation of the at least one virtual interactive element includes: In response to the elimination operation targeting the at least one virtual interactive element, the attack effect of the main virtual character on the non-player character is changed based on the elimination result of the at least one virtual interactive element; or, In response to the connection operation targeting the at least one virtual interactive element, the attack effect of the controlling virtual character on the non-player character is changed based on the connection result of the at least one virtual interactive element; or, In response to the movement operation targeting the at least one virtual interactive element, the attack effect of the main virtual character on the non-player character is changed according to the movement result of the at least one virtual interactive element.

3. The method according to claim 2, wherein when the at least one virtual interactive element is a plurality of virtual interactive elements, the virtual interactive element targeted by the elimination operation is eliminated, and the elimination operation includes at least one of the following: A sequential click operation on at least N adjacent virtual interactive elements of the same color, wherein the sequential click operation includes a click operation on each of the N adjacent virtual interactive elements, where N is an integer greater than 1, and the at least N adjacent virtual interactive elements are virtual interactive elements among the plurality of virtual interactive elements. A continuous sliding operation for at least N adjacent virtual interactive elements of the same color, wherein the continuous sliding operation is a sliding operation that starts from the first virtual interactive element among the at least N adjacent virtual interactive elements and ends with the last virtual interactive element among the at least N adjacent virtual interactive elements. A click operation on the display area of ​​M adjacent virtual interactive elements in a preset color order, where M is an integer greater than 1, and the M adjacent virtual interactive elements are virtual interactive elements among the plurality of virtual interactive elements.

4. The method according to claim 2 or 3, wherein when the at least one virtual interactive element is a plurality of virtual interactive elements, there is a connection between the two virtual interactive elements to which the connection operation points, and the connection operation includes at least one of the following: A drag operation that starts with the first virtual interactive element and ends with the second virtual interactive element. The connection operation includes the first click operation and the second click operation for the first virtual interactive element and the second click operation for the second virtual interactive element. in, The first virtual interactive element and the second virtual interactive element are two different virtual interactive elements with the same attributes among the plurality of virtual interactive elements.

5. The method according to any one of claims 2 to 4, wherein the virtual interactive element targeted by the movement operation moves, and the movement operation includes at least one of the following: For the drag operation of the third virtual interactive element, the starting point of the drag operation is the third virtual interactive element, and the ending point of the drag operation is the position of the third virtual interactive element after it has been moved. The movement operation includes the third click operation for the third virtual interactive element and the fourth click operation for the second position. The second position is the position of the third virtual interactive element after it has been moved. in, The third virtual interactive element is a virtual interactive element with preset attributes among the at least one virtual interactive element.

6. The method according to claim 2 or 3, further comprising: Displays the non-player character's penetration level and a countdown for the first preset duration; Wherein, the penetration is used to represent the attack effect on the non-player character, and the attack effect on the non-player character includes at least one of the following: the attack effect of the main virtual character on the non-player character, the attack effect of a friendly virtual character on the non-player character, wherein the friendly virtual character is a virtual character in the same camp as the main virtual character in the virtual environment, and the first preset duration is the duration for performing the interactive operation.

7. The method according to claim 6, wherein changing the attack effect of the main virtual character on the non-player character based on the elimination result of the at least one virtual interactive element includes: Based on the elimination result of the at least one virtual interactive element, an elimination score is determined. The elimination result includes at least one of the number of eliminations and the number of virtual interactive elements eliminated. The number of eliminations is positively correlated with the elimination score, and the number of virtual interactive elements eliminated is positively correlated with the elimination score. On the displayed penetration level, a first penetration level corresponding to the elimination score is added to obtain the increased penetration level, wherein the first penetration level is determined based on the elimination score.

8. The method according to any one of claims 1 to 7, wherein the method further comprises: A third prompt message is generated, which is used to indicate the change in the attack effect on the non-player character; The third prompt information includes at least one of the following: a text prompt, a vibration prompt from the terminal device where the main virtual character is located, or a sound prompt from the terminal device.

9. The method according to claim 6 or 7, If the non-player character's penetration reaches the fifth value after the first preset time period is reached, the non-player character cannot move for the second preset time period. If the penetration of the non-player character does not reach the fifth value after the first preset time period is reached, the non-player character will not be attacked by the virtual character within the third preset time period.

10. The method according to claim 9, wherein the non-player character is a body part of a virtual monster in the virtual environment, and the method further comprises: If at least two body parts of the virtual monster are unable to move, play the attack animation of the virtual monster.

11. The method according to claim 9 or 10, wherein when a virtual interactive element is triggered to be displayed for one body part of the virtual monster, a virtual interactive element cannot be triggered to be displayed for other body parts of the virtual monster simultaneously.

12. The method according to any one of claims 1 to 11, wherein the element display conditions include at least one of the following: The attack value of the first attack operation is greater than or equal to the first value; The controlling virtual character acquires the first virtual equipment; The main virtual character moves to the first position in the virtual environment; The attack value received by the non-player character is greater than or equal to the second value; The attribute value of the non-player character is less than or equal to the third value.

13. The method according to claim 12, wherein the element display condition is that the attribute value of the non-player character is less than or equal to a third value, and displaying at least one virtual interactive element when the element display condition is met includes: If the attribute value of the non-player character is less than or equal to the third value, in response to the second attack operation against the non-player character, the at least one virtual interactive element is displayed.

14. The method of claim 13, wherein displaying the at least one virtual interactive element in response to a second attack operation against the non-player character comprises: In response to a second attack operation against the non-player character, if the second attack operation hits the non-player character, the at least one virtual interactive element is displayed; or, In response to a second attack operation against the non-player character, if a friendly virtual character has triggered the display of a virtual interactive element, at least one virtual interactive element is displayed, wherein the friendly virtual character is a virtual character in the virtual environment that is on the same side as the controlling virtual character.

15. The method according to claim 13 or 14, wherein the first attack operation is an operation targeting a first attack control, the second attack operation is an operation targeting a second attack control, and the method further comprises: If the attribute value of the non-player character is less than or equal to the third value, the second attack control is displayed; or, When a friendly virtual character has triggered the display of virtual interactive elements, the second attack control is displayed. The friendly virtual character is a virtual character in the virtual environment that is on the same side as the main virtual character.

16. The method according to claim 15, further comprising: The first prompt message is displayed, which is used to indicate the triggering progress of the second attack control. The triggering progress is negatively correlated with the attribute value of the non-player character. When the trigger display progress indicated by the first prompt message reaches the fourth value, a second prompt message is displayed, which is used to indicate that the second attack control has been triggered.

17. The method according to claim 15 or 16, wherein the first attack control and the second attack control are displayed in the same position, and the first attack control is de-displayed when the second attack control is displayed; or, The first attack control and the second attack control are displayed in different locations.

18. A control device for a virtual character, the device comprising: The display module is used to display the main virtual character and non-player characters located in the virtual environment; The control module is configured to respond to a first attack operation against the non-player character and control the main virtual character to attack the non-player character. The display module is further configured to display at least one virtual interactive element when the element display conditions are met, wherein the element display conditions are related to at least one of the following: the first attack operation, the main virtual character, and the non-player character; The control module is also configured to, in response to an interactive operation on the at least one virtual interactive element, change the attack effect of the main virtual character on the non-player character based on the interactive result of the at least one virtual interactive element.

19. A terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the control method for a virtual character as described in any one of claims 1 to 17.

20. A computer-readable storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the method for controlling a virtual character as described in any one of claims 1 to 17.

21. A computer program product comprising a computer program stored in a computer-readable storage medium, wherein a processor reads from and executes the computer program to implement the virtual character control method as described in any one of claims 1 to 17.