CN112337096B - Control method and device of virtual role, electronic equipment and storage medium - Google Patents

Control method and device of virtual role, electronic equipment and storage medium Download PDF

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Publication number
CN112337096B
CN112337096B CN202011334028.0A CN202011334028A CN112337096B CN 112337096 B CN112337096 B CN 112337096B CN 202011334028 A CN202011334028 A CN 202011334028A CN 112337096 B CN112337096 B CN 112337096B
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virtual
virtual character
skill
state
avatar
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CN112337096A (en
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林凌云
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Shenzhen Tencent Computer Systems Co Ltd
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Shenzhen Tencent Computer Systems Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a control method and device of a virtual role, electronic equipment and a computer readable storage medium; the method comprises the following steps: displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene at least comprises a first virtual role; responding to a trigger operation for controlling the first virtual character to implement the first interaction behavior, displaying the first interaction behavior implemented by the first virtual character in the virtual scene, and updating the skill strength of at least one skill of the first virtual character from the first skill strength to a second skill strength; wherein the first interactive behavior is implemented by the first avatar with respect to at least one avatar other than the first avatar in the virtual scene; and in response to the target skill triggering operation corresponding to the first virtual character, controlling the first virtual character to release the target skill with the skill strength of the second skill strength. By the aid of the method and the device, the simulation performance of immersive perception of the virtual scene can be realized, and the resource utilization rate of the graphic processing hardware is improved.

Description

Control method and device of virtual role, electronic equipment and storage medium
Technical Field
The present application relates to computer human-computer interaction technologies, and in particular, to a method and an apparatus for controlling a virtual character, an electronic device, and a computer-readable storage medium.
Background
The human-computer interaction technology of the virtual scene based on the graphic processing hardware can realize diversified interaction between virtual roles controlled by users or artificial intelligence according to actual application requirements, and has wide practical value. For example, in a virtual scene such as a sports simulation and a game, a real battle process between virtual characters can be simulated.
In the related art, at least part of the behavior of the virtual character in the virtual scene is controlled by the user, so the interaction in the virtual scene is limited by the subjective intention of the user. For electronic devices that support virtual scenes, the immersive-aware simulation performance of the virtual scene can be negatively impacted and resources of the graphics processing hardware can be wasted, even when there are fewer avatars in the virtual scene and no or very few interactions taking place.
Disclosure of Invention
The embodiment of the application provides a control method and device of a virtual role, electronic equipment and a computer readable storage medium, which can realize the simulation performance of immersive perception of a virtual scene and improve the resource utilization rate of graphic processing hardware.
The technical scheme of the embodiment of the application is realized as follows:
the embodiment of the application provides a control method of a virtual role, which comprises the following steps:
displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene at least comprises a first virtual character;
responding to a trigger operation for controlling the first virtual character to implement the first interactive behavior, displaying the first interactive behavior implemented by the first virtual character in the virtual scene, and
updating the skill strength of at least one skill of the first virtual character from a first skill strength to a second skill strength;
wherein the first interactive behavior is implemented by the first avatar for at least one avatar of the virtual scene other than the first avatar;
and in response to a target skill trigger operation corresponding to the first virtual character, controlling the first virtual character to release a target skill with the skill strength of the second skill strength.
In the foregoing solution, when controlling the first virtual character to exit the virtual scene, the method may further include: and controlling the first virtual character to automatically release the special effect in the target area.
An embodiment of the present application provides a control apparatus for a virtual character, including:
the display module is used for displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene at least comprises a first virtual role;
the updating module is used for responding to triggering operation for controlling the first virtual character to implement the first interactive behavior, displaying the first interactive behavior implemented by the first virtual character in the virtual scene, and updating the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength;
wherein the first interactive behavior is implemented by the first virtual character for at least one virtual character in the virtual scene other than the first virtual character;
and the control module is used for responding to the target skill triggering operation corresponding to the first virtual character and controlling the first virtual character to release the target skill with the skill strength being the second skill strength.
In the above scheme, the updating module is further configured to, when the first interaction behavior is an antagonistic behavior against a second virtual character or an assisting behavior against the second virtual character against a third virtual character, switch the first virtual character from a first state to a second state, so as to raise a skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; the second virtual role and the first virtual role belong to different groups which are mutually confronted, and the third virtual role and the first virtual role both belong to the same group; the first state is a state in which the first skill strength is applied to the first virtual character, and the second state is a state in which the second skill strength is applied to the first virtual character.
In the above solution, the updating module is further configured to determine an activity level of the first virtual character; determining that an operation of the first virtual character to switch from the first state to the second state is to be performed when the activity level is above an activity level threshold.
In the foregoing solution, the updating module is further configured to respond to a trigger operation for controlling the first virtual character to implement a second interaction behavior, display the second interaction behavior implemented by the first virtual character in the virtual scene, and transfer a virtual resource acquired through the second interaction behavior to the first virtual character; wherein the number of virtual resources acquired by the first avatar in the second state by implementing the second interactive behavior is different from the number of virtual resources acquired by the first avatar in the first state by implementing the second interactive behavior; wherein the second interactive behavior is antagonistic behavior against the second virtual character.
In the above scheme, the update module is further configured to display a first timing prop, where the first timing prop is configured to time based on the effective duration of the second state and display corresponding timing information; and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the first timing prop is finished, controlling the first timing prop to restart timing.
In the above solution, the updating module is further configured to, when the first virtual character satisfies a first switching condition, control the first virtual character to switch from the second state to the first state, so as to cancel the increase of the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; wherein the first switching condition comprises at least one of: the state parameter of the first virtual character is lower than a first state parameter threshold value; the timing of the first timing prop in the second state is finished; the first virtual role performs countermeasure on a third virtual role, wherein the third virtual role and the first virtual role belong to the same group; the first avatar performs an assistance action with the second avatar.
In the foregoing solution, the updating module is further configured to control the first virtual character to exit from the virtual scene when the first virtual character meets a second switching condition; wherein the second handover condition comprises at least one of: the state parameter of the first virtual character is lower than a second state parameter threshold value; the timing of the first timing prop in the second state is finished; the first virtual role performs antagonistic action on a third virtual role, wherein the third virtual role and the first virtual role both belong to the same group; the first avatar performs an assistance action with the second avatar.
In the above aspect, the control device for a virtual character further includes: and the joining module is used for controlling the first virtual role to rejoin the virtual scene at a specific position in the virtual scene.
In the foregoing solution, the updating module is further configured to, when the first interaction behavior is an antagonistic behavior against a third virtual character or an assisting behavior against the third virtual character against a second virtual character, switch the first virtual character from the first state to the third state, so as to reduce a skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; the second virtual role and the first virtual role belong to different groups which are mutually confronted, and the third virtual role and the first virtual role both belong to the same group; the first state is a state in which the first skill strength is applied to the first virtual character, and the third state is a state in which the second skill strength is applied to the first virtual character.
In the above scheme, the update module is further configured to display a second timing prop, where the second timing prop is configured to time based on the effective duration of the third state and display corresponding timing information; and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the second timing prop is finished, controlling the second timing prop to restart timing.
In the foregoing solution, the updating module is further configured to, when the first virtual character meets a third switching condition, control the first virtual character to switch from the third state to the first state, so as to cancel the reduction of the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; wherein the third handover condition comprises at least one of: the timing of the second timing prop in the third state is finished; the first virtual character implements antagonistic behavior on a second virtual character, wherein the second virtual character and the first virtual character respectively belong to different groups antagonistic to each other; the first avatar performs an assistance action with the third avatar.
In the above scheme, the skills include at least one of: the mobility capabilities of the first avatar; the control capability of the first virtual role aiming at the held virtual prop; the protection capability of the first virtual role.
An embodiment of the present application provides an electronic device for controlling a virtual character, where the electronic device includes:
a memory for storing executable instructions;
and the processor is used for realizing the control method of the virtual role provided by the embodiment of the application when the executable instructions stored in the memory are executed.
The embodiment of the present application provides a computer-readable storage medium, which stores executable instructions and is used for implementing the control method of the virtual role provided by the embodiment of the present application when being executed by a processor.
The embodiment of the application has the following beneficial effects:
the first interactive behavior implemented by the first virtual character is used as a trigger condition for updating the skill strength of the skill of the first virtual character, so that the enthusiasm of the first virtual character in implementing the interactive behavior in the virtual scene can be improved, the simulation performance of immersive perception of the virtual scene is realized, and the resource utilization rate of the graphic processing hardware is improved.
Drawings
Fig. 1A and fig. 1B are schematic application mode diagrams of a control method for a virtual character according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic device 500 according to an embodiment of the present application;
fig. 3 is a schematic flowchart of a control method for a virtual role according to an embodiment of the present application;
fig. 4 is a flowchart illustrating a control method for a virtual character according to an embodiment of the present application;
fig. 5 is a flowchart illustrating a control method for a virtual character according to an embodiment of the present application;
fig. 6 is a flowchart illustrating a control method for a virtual character according to an embodiment of the present application;
fig. 7A and 7B are schematic diagrams illustrating a method for controlling a virtual character according to an embodiment of the present application;
fig. 8A and 8B are schematic flow charts of a control method for a virtual character according to an embodiment of the present application;
fig. 9A, 9B, 9C, 9D, and 9E are application scenario diagrams of a control method for a virtual character according to an embodiment of the present application.
Detailed Description
In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in further detail with reference to the attached drawings, the described embodiments should not be considered as limiting the present application, and all other embodiments obtained by a person of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
In the following description, references to the terms "first", "second", and the like are only used for distinguishing similar objects and do not denote a particular order or importance, but rather the terms "first", "second", and the like may be used interchangeably with the order of priority or the order in which they are expressed, where permissible, to enable embodiments of the present application described herein to be practiced otherwise than as specifically illustrated and described herein.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of the present application only and is not intended to be limiting of the application.
Before further detailed description of the embodiments of the present application, terms and expressions referred to in the embodiments of the present application will be described, and the terms and expressions referred to in the embodiments of the present application will be used for the following explanation.
1) In response to: for indicating the condition or state on which the performed operation depends, when the condition or state on which the performed operation depends is satisfied, the performed operation or operations may be in real time or may have a set delay; there is no restriction on the order of execution of the operations performed unless otherwise specified.
2) The client side comprises: and the application programs running in the terminal are used for providing various services, such as game clients and the like and exercise simulation clients.
3) Virtual scene: the application program displays (or provides) a virtual scene when running on the terminal. The virtual scene may be a simulation environment of a real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, the virtual scene may include sky, land, ocean, etc., the land may include environmental elements such as desert, city, etc., and the user may control the virtual character to move in the virtual scene.
4) Virtual roles: the image of various people and objects that can interact in the virtual scene, or the movable objects in the virtual scene. The movable object may be a virtual character, a virtual animal, an animation character, etc., such as a character, an animal, a plant, an oil drum, a wall, a stone, etc., displayed in a virtual scene. The avatar may be an avatar in the virtual scene that is virtual to represent the user. The virtual scene can comprise a plurality of virtual characters, and each virtual character has a shape and a volume in the virtual scene and occupies a part of the space in the virtual scene.
For example, the virtual Character may be a user Character controlled by an operation on the client, an Artificial Intelligence (AI) set in a virtual scene match by training, or a Non-user Character (NPC) set in a virtual scene interaction. For example, the avatar may be a virtual character that is confrontationally interacted with in a virtual scene. For example, the number of virtual characters participating in interaction in the virtual scene may be preset, or may be dynamically determined according to the number of clients participating in interaction.
5) Scene data, representing various characteristics that objects in the virtual scene are exposed to during the interaction, may include, for example, the location of the objects in the virtual scene. Of course, different types of features may be included depending on the type of virtual scene; for example, in a virtual scene of a game, scene data may include a time required to wait for various functions provided in the virtual scene (depending on the number of times the same function can be used within a certain time), and attribute values (or simply state values) indicating various states of a game character, for example, a life value (also referred to as a red amount) and a magic value (also referred to as a blue amount).
In a virtual scene, generally, a team competition mode is used, a virtual character is used for scoring an interactive behavior (for example, attacking an enemy) to accumulate team scores, and finally, the team which reaches a set score first wins.
In the implementation process, the applicant finds that the related art has the following technical problems:
because the mode of acquiring points by the virtual roles is single, the team competition process is boring for users, the tactical singleness has no incentive mechanism, the virtual roles with stronger capacity and the virtual roles with weaker capacity cannot be highlighted, and no penalty mechanism exists, the problems that the users cannot keep interest in the team competition process all the time can be caused, the enthusiasm of the users for controlling the virtual roles to implement the interaction behavior is lower, and meanwhile, for the electronic equipment supporting the virtual scene, even if the virtual roles in the virtual scene are fewer and have no or few interaction, the simulation performance of the immersion perception of the virtual scene can be negatively influenced, and the resources of the graphic processing hardware can be wasted.
In view of the above technical problems, embodiments of the present application provide a control method for a virtual role, which can implement simulation performance of immersive perception of a virtual scene and improve resource utilization of graphics processing hardware. In order to facilitate easier understanding of the control method of the virtual character provided in the embodiments of the present application, an exemplary implementation scenario of the control method of the virtual character provided in the embodiments of the present application is first described, and the virtual scenario may be completely output based on a terminal output or based on cooperation of the terminal and a server.
In some embodiments, the virtual scene may be a picture presented in a practice simulation, and a user may simulate a tactic, a strategy or a tactics through virtual characters belonging to different teams in the virtual scene, so as to have a great guiding effect on the command of a battle.
In some embodiments, the virtual scene may be an environment for game characters to interact with, for example, game characters to play a battle in the virtual scene, and the two parties may interact with each other in the virtual scene by controlling actions of the virtual characters, so that the user can relieve life stress during the game.
In an implementation scenario, referring to fig. 1A, fig. 1A is an application mode schematic diagram of the control method for a virtual character provided in the embodiment of the present application, and is applicable to some application modes that can complete related data calculation of a virtual scenario 100 by completely depending on the computing power of the graphics processing hardware of a terminal 400, such as a game in a single-computer/offline mode, and output of the virtual scenario is completed by the terminal 400 such as a smart phone, a tablet computer, and a virtual reality/augmented reality device.
As an example, types of image Processing hardware include a Central Processing Unit (CPU) and a Graphics Processing Unit (GPU).
When the visual perception of the virtual scene 100 is formed, the terminal 400 calculates and displays required data through the graphic computing hardware, completes the loading, analysis and rendering of the display data, and outputs a video frame capable of forming the visual perception on the virtual scene at the graphic output hardware, for example, a two-dimensional video frame is displayed on a display screen of a smart phone, or a video frame realizing a three-dimensional display effect is projected on a lens of an augmented reality/virtual reality glasses; furthermore, to enrich the perception effect, the device may also form one or more of auditory perception, tactile perception, motion perception, and taste perception by means of different hardware.
As an example, the terminal 400 runs a client 410 (e.g. a standalone version of a game application), and outputs a virtual scene including role play during the running process of the client 410, wherein the virtual scene is an environment for interaction of game characters, such as a plain, a street, a valley, and the like for fighting the game characters; the first virtual character 110 is included in the virtual scene, and the first virtual character 110 may be a game character controlled by a user (or a player), that is, the first virtual character 110 is controlled by a real user, and will move in the virtual scene in response to an operation of the real user on a controller (including a touch screen, a voice control switch, a keyboard, a mouse, a joystick, and the like), for example, when the real user moves the joystick to the left, the virtual character will move to the left in the virtual scene, and may also remain stationary in place, jump, and use various functions (such as skills and props).
For example, when the triggering operation of controlling the first virtual character 110 to implement the first interaction behavior is performed, the first interaction behavior between the first virtual character 110 and the second virtual character 120 is presented in the virtual scene 100, and the skill strength of at least one skill of the first virtual character 110 is updated from the first skill strength to the second skill strength; when controlling the first virtual character 110 to implement the target skill, the first virtual character 110 releases the target skill having the skill strength of the second skill strength.
In another implementation scenario, referring to fig. 1B, fig. 1B is a schematic view of an application mode of the control method for a virtual character provided in this embodiment, which is applied to a terminal 400 and a server 200, and is adapted to complete virtual scene calculation depending on the calculation capability of the server 200 and output an application mode of a virtual scene at the terminal 400.
Taking the visual perception of forming the virtual scene 100 as an example, the server 200 performs calculation of display data related to the virtual scene and sends the calculated display data to the terminal 400 through the network 300, the terminal 400 relies on graphic calculation hardware to complete loading, analysis and rendering of the calculated display data, and relies on graphic output hardware to output the virtual scene to form the visual perception, for example, a two-dimensional video frame can be presented on a display screen of a smart phone, or a video frame realizing a three-dimensional display effect is projected on a lens of augmented reality/virtual reality glasses; for perception in the form of a virtual scene, it is understood that an auditory perception may be formed by means of a corresponding hardware output of the terminal, e.g. using a microphone output, a tactile perception using a vibrator output, etc.
As an example, the terminal 400 runs a client 410 (e.g., a network version of a game application), and performs game interaction with other users by connecting a game server (i.e., the server 200), the terminal 400 outputs a virtual scene 100 of the client 410, which includes a virtual character 110 and virtual props 120, the virtual character 110 can be a user-controlled game character, that is, the virtual character 110 is controlled by a real user, and will move in the virtual scene in response to the real user's operation on a controller (including a touch screen, a voice control switch, a keyboard, a mouse, a joystick, and the like), for example, when the real user moves the joystick to the left, the virtual character will move to the left in the virtual scene, and can also remain stationary in place, jump, and use various functions (such as skills and props).
For example, when the triggering operation of controlling the first virtual character 110 to implement the first interactive behavior is performed, the first interactive behavior implemented by the first virtual character 110 and the second virtual character 120 is presented in the virtual scene 100, and the skill strength of at least one skill of the first virtual character 110 is updated from the first skill strength to the second skill strength; when controlling the first virtual character 110 to implement the target skill, the first virtual character 110 releases the target skill having the skill strength of the second skill strength.
In some embodiments, the terminal 400 may implement the control method of the virtual role provided by the embodiments of the present application by running a computer program, for example, the computer program may be a native program or a software module in an operating system; may be a Native Application (APP), i.e. a program that needs to be installed in an operating system to run, such as a game APP (i.e. the aforementioned client 410); or may be an applet, i.e. a program that can be run only by downloading it to a browser environment; but also a game applet that can be embedded into any APP. In general, the computer programs described above may be any form of application, module or plug-in.
The embodiments of the present application may be implemented by means of Cloud Technology (Cloud Technology), which refers to a hosting Technology for unifying series resources such as hardware, software, and network in a wide area network or a local area network to implement data calculation, storage, processing, and sharing.
The cloud technology is a general term of network technology, information technology, integration technology, management platform technology, application technology and the like applied based on a cloud computing business model, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources.
As an example, the server 200 may be an independent physical server, may be a server cluster or a distributed system formed by a plurality of physical servers, and may also be a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a web service, cloud communication, a middleware service, a domain name service, a security service, a CDN, and a big data and artificial intelligence platform. The terminal 400 may be, but is not limited to, a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, and the like. The terminal 400 and the server 200 may be directly or indirectly connected through wired or wireless communication, and the embodiment of the present application is not limited thereto.
Next, a structure of an electronic device provided in an embodiment of the present application is described, where the electronic device may be the terminal 400 shown in fig. 1A and 1B, and referring to fig. 2, fig. 2 is a schematic structural diagram of an electronic device 500 provided in an embodiment of the present application, and the electronic device 500 shown in fig. 2 includes: at least one processor 510, memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together by a bus system 540. It is understood that the bus system 540 is used to enable communications among the components of the connection. The bus system 540 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For clarity of illustration, however, the various buses are labeled as bus system 540 in FIG. 2.
The Processor 510 may be an integrated circuit chip having Signal processing capabilities, such as a general purpose Processor, a Digital Signal Processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components, or the like, wherein the general purpose Processor may be a microprocessor or any conventional Processor, or the like.
The user interface 530 includes one or more output devices 531 enabling presentation of media content, including one or more speakers and/or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components to facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, and the like. Memory 550 optionally includes one or more storage devices physically located remote from processor 510.
The memory 550 may comprise volatile memory or nonvolatile memory, and may also comprise both volatile and nonvolatile memory. The nonvolatile memory may be a Read Only Memory (ROM), and the volatile memory may be a Random Access Memory (RAM). The memory 550 described in embodiments herein is intended to comprise any suitable type of memory.
In some embodiments, memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
An operating system 551 including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
a network communication module 552 for communicating to other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: bluetooth, wireless compatibility authentication (WiFi), and Universal Serial Bus (USB), etc.;
a presentation module 553 for enabling presentation of information (e.g., a user interface for operating peripherals and displaying content and information) via one or more output devices 531 (e.g., a display screen, speakers, etc.) associated with the user interface 530;
an input processing module 554 to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.
In some embodiments, the control device of the virtual character provided in the embodiments of the present application may be implemented in software, and fig. 2 shows the control device 555 of the virtual character stored in the memory 550, which may be software in the form of a computer program, a plug-in, and the like, for example, a game program, a maneuver simulation system, and the like. The control means 555 of the virtual character comprises the following software modules: a display module 5551, an update module 5552 and a control module 5553, which are logical and thus can be arbitrarily combined or further split depending on the functions implemented. The functions of the respective modules will be explained below.
The method for controlling a virtual role provided in the embodiment of the present application may be executed by the terminal 400 in fig. 1A alone, or may be executed by the terminal 400 and the server 200 in fig. 1B in a cooperation manner.
Next, a method for controlling a virtual character, which is provided in the embodiment of the present application, by the terminal 400 in fig. 1A is described as an example. Referring to fig. 3, fig. 3 is a flowchart illustrating a control method for a virtual character according to an embodiment of the present application, and will be described with reference to the steps shown in fig. 3.
It should be noted that the method shown in fig. 3 can be executed by various forms of computer programs executed by the terminal 400, and is not limited to the client 410, such as the operating system 551, the software modules and the scripts described above, and therefore the client should not be considered as limiting the embodiments of the present application.
In step S101, a virtual scene is displayed in the human-computer interaction interface.
Here, at least a first avatar is included in the virtual scene.
In some embodiments, a virtual scene may be displayed at a first-person perspective in a human-machine interface (e.g., to play a first virtual role in a game at a player's own perspective); or displaying the virtual scene at a third person perspective (e.g., the player follows the first virtual character in the game to play the game); the virtual scene can also be displayed at a bird's-eye view angle; the above-mentioned viewing angles can be switched arbitrarily.
As an example, the first virtual character may be an object controlled by a user in a game or simulation, but of course, other virtual characters may be included in the virtual scene, and may be controlled by other users or by a robot program. The first virtual role may be divided into any one of a plurality of teams, which may be in a hostile or collaborative relationship, and the teams in the virtual scene may include one or all of the above relationships.
Taking the example of displaying the virtual scene at the first-person viewing angle, the virtual scene displayed in the human-computer interaction interface may include: and determining the field of view area of the first virtual character according to the viewing position and the field angle of the first virtual character in the complete virtual scene, and presenting the partial virtual scene in the field of view area in the complete virtual scene, namely the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. Because the first person viewing angle is the viewing angle which can give impact force to the user, the immersive perception that the user is personally on the scene in the operation process can be realized.
Taking the example of displaying the virtual scene at the bird's-eye view angle, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation for the panoramic virtual scene, a partial virtual scene corresponding to the zoom operation is presented in the human-machine interaction interface, i.e., the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. Therefore, the operability of the user in the operation process can be improved, and the efficiency of man-machine interaction can be improved.
For example, referring to fig. 9A, fig. 9A is a schematic view of an application scenario of a control method for a virtual character provided in an embodiment of the present application, and in a diagram at an upper left corner of fig. 9A, a first virtual character 110 is displayed in the virtual scenario.
In step S102, in response to a trigger operation for controlling the first virtual character to implement the first interactive behavior, the first interactive behavior implemented by the first virtual character in the virtual scene is displayed.
Taking a shooting game as an example, the user may control the virtual character to freely fall, glide or open a parachute to fall in the sky of the virtual scene, run, jump, crawl, bow to move on the land, or control the virtual character to swim, float or dive in the sea, or the like, and of course, the user may also control the virtual character to move in the virtual scene by riding a virtual vehicle, for example, the virtual vehicle may be a virtual car, a virtual aircraft, a virtual yacht, or the like, which is only exemplified by the above-mentioned scenes, but the present invention is not limited thereto. The user can also control the virtual character to perform antagonistic interaction with other virtual characters through the virtual prop, for example, the virtual prop can be a gun, a grenade, a landmine and the like, and the type of the virtual prop is not specifically limited in the application.
For example, in the upper right-hand diagram of fig. 9A, the user controls the first avatar 110 to attack the second avatar 120 through a held gun.
In some embodiments, the first interactive behavior is implemented by the first avatar with respect to at least one avatar in the virtual scene other than the first avatar; the types of the first interactive behavior include: the first avatar performs an active countermeasure or an assisted countermeasure against the second avatar or the third avatar.
As an example, the second virtual character is in the virtual scene and belongs to the group of mutual confrontation with the first virtual character respectively; the third virtual character is in the virtual scene and belongs to the same group with the first virtual character.
For example, the type of the first interaction behavior specifically includes: antagonistic behavior of the first avatar against the second avatar, e.g., behavior of the first avatar killing or injuring an enemy; the behavior of the first avatar in assisting the third avatar against the second avatar (or simply the behavior of the first avatar in assisting the third avatar), for example, the behavior of the first avatar to help teammates kill or injure enemies, and the behavior of the first avatar to help teammates treat (increase life value or improve skill strength); antagonistic behavior of the first avatar against the third avatar, e.g., behavior of the first avatar killing or injuring teammates; the behavior of the first avatar in assisting the second avatar against the third avatar (or simply the behavior of the first avatar in assisting the second avatar), such as the behavior of the first avatar to help the enemy kill or injure teammates, and the behavior of the first avatar to assist the enemy in treatment (increase in life span or increase in skill strength).
In step S103, the skill intensity of at least one skill of the first virtual character is updated from the first skill intensity to the second skill intensity.
In some embodiments, the skill of the first virtual character may be the ability of the first virtual character itself.
As an example, the skill of the first virtual character includes at least one of: the mobility of the first avatar, e.g., speed of movement; the control capability of the first virtual character on the held virtual prop, such as the gun switching speed or the bullet changing speed; the protection capabilities of the first virtual role, e.g., the attack resistance capabilities of the first virtual role.
For example, after the first avatar performs the first interactive action, the movement speed of the first avatar may be increased or decreased, and/or the gun-cutting speed for the held gun, and/or the gun-changing speed for the held gun, and/or the anti-attack capability.
In other embodiments, the skill of the first avatar may be the first avatar's ability to be possessed by the virtual prop.
As an example, the skill of the first virtual character includes at least one of: the degree of action of the first virtual character when using the held virtual prop, e.g., the degree to which the first virtual character holds a gun to injure the remaining virtual characters; the scope of action of the first virtual character when using the held virtual item, for example, the scope of injury caused by the first virtual character holding a gun; the first avatar uses the protection capability of the held virtual item, for example, the attack resistance capability of the first avatar when holding the protector.
In some embodiments, when the first interaction behavior is an antagonistic behavior against the second virtual character or an assisting behavior against the second virtual character against the third virtual character, referring to fig. 4, fig. 4 is a schematic flowchart of a control method of the virtual character provided in the embodiment of the present application, and based on fig. 3, step S103 may be step S1031.
In step S1031, the first virtual character is switched from the first state to the second state to increase the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength.
Here, the first state is a state in which a first skill strength is applied to the first virtual character, and the second state is a state in which a second skill strength is applied to the first virtual character, wherein the first skill strength is smaller than the second skill strength.
In some embodiments, the first avatar is switched from the first state to the second state to increase the skill intensity of at least one skill the first avatar has by a target skill intensity magnitude (i.e. the difference between the second skill intensity and the first skill intensity, e.g. 20) or a target skill intensity ratio (i.e. the difference between the second skill intensity and the first skill intensity divided by the first skill intensity, e.g. 20%).
As an example, the target skill intensity level and the target skill intensity ratio may be default values, or values set by a user, a client, or a server, or may be determined according to a degree of action of the first virtual character on the second virtual character or the third virtual character when the first interaction behavior is implemented, for example, the value of the movement speed of the first virtual character may be increased by 2 when the first interaction behavior is implemented, which causes the value of the movement speed of the second virtual character to be decreased by 2. The first avatar may increase the life value of the third avatar by 20 when performing the first interaction, at which point the life value of the first avatar may be increased by 20.
According to the embodiment of the application, the reward mechanism is added to improve the skill intensity of the skill of the first virtual role in real time according to the action degree of the first virtual role, the enthusiasm of the first virtual role for implementing the countermeasure behavior of the second virtual role can be improved, the continuous enthusiasm of a user in the countermeasure process is guaranteed, the interactive behavior in the virtual scene is increased, the simulation performance of immersive perception of the virtual scene is achieved, and the resource utilization rate of the graphic processing hardware is improved.
In some embodiments, switching the first avatar from the first state to the second state may increase the skill strength of some or all of the skills the first avatar has from the first skill strength to the second skill strength, e.g., increase the skill strength of all of the skills the first avatar has, or increase the skill strength of the skills the first avatar relies on in performing the first interactive activity.
Taking the first virtual character with skill a, skill B and skill C as an example, when the first virtual character is switched from the first state to the second state, the skill strength of skill a, skill B and skill C can be simultaneously improved; when the skills on which the first avatar relies in performing the first interactive behavior include only skill a, the skill strength of skill a may also be increased. Therefore, the skill strength of the first virtual role can be intelligently improved, the enthusiasm of the first virtual role for implementing the antagonistic behavior of the second virtual role is improved, and the continuous enthusiasm of the user in the fighting process is ensured.
In some embodiments, the activity level of the first virtual character may also be determined before step S1031; when the activity level is higher than the activity level threshold value, it is determined that an operation of switching the first virtual character from the first state to the second state is to be performed.
As an example, the activity threshold may be a default value, a value set by a user, a client, or a server, or a value determined according to the activity of all virtual characters in the virtual scene, for example, an average value of the activity of all virtual characters is used as the activity threshold.
As an example, there is a positive correlation between the activity level and the number of times the first avatar performs the first interaction; positive correlation is carried out between the activity degree and the frequency of the first virtual character for implementing the first interaction behavior; positive correlation is carried out between the activity degree and the online time of the first virtual role; the activity level is positively correlated with the length of the movement trajectory of the first avatar.
Taking the example that the factor of the activity degree is the number of times that the first virtual character implements the first interactive behavior, when the accumulated number of times that the first virtual character implements the first interactive behavior exceeds the threshold value of the number of times of the interactive behavior, determining to execute the operation of switching the first virtual character from the first state to the second state; the threshold of the number of times of the interactive behaviors may be a default value, a value set by a user, a client, or a server, or a value determined according to the number of times of implementing the first interactive behaviors of all the virtual characters in the virtual scene, for example, an average value of the number of times of implementing the first interactive behaviors of all the virtual characters is used as the threshold of the number of times of the interactive behaviors. Therefore, the threshold for switching the first virtual character to the second state is improved, and the aggressiveness of the first virtual character for implementing the antagonistic action aiming at the second virtual character can be further improved.
In some embodiments, when the first virtual character is switched from the first state to the second state, a first prompt message can be further displayed; the first prompt information is used for prompting the first virtual character to switch from the first state to the second state, and the skill intensity of at least one skill of the first virtual character is improved from the first skill intensity to the second skill intensity in the second state.
As an example, the first reminder information may be visible to at least one of the first virtual character, the second virtual character, and the third virtual character. That is, when the first virtual character is switched from the first state to the second state, only the first virtual character may be prompted to prompt the first virtual character to continuously implement the interactive behavior, or an enemy may be prompted to prompt the enemy to avoid the first virtual character, or a teammate may be prompted to prompt the teammate to assist the first virtual character.
For example, in fig. 9A, when the first avatar 110 kills the second avatar 120, the first avatar 110 is controlled to switch from the normal state (i.e., the first state) to the irritability state (i.e., the second state), and a first prompt message 901 is displayed, where the first prompt message 901 includes the state of the first avatar 110, the duration of the irritability state can be maintained, and the user is prompted to double the score when being in the irritability state to kill the enemy.
In some embodiments, when the first avatar is switched from the first state to the second state, a skill prompt message may also be displayed; the skill prompt information is used for prompting the skill intensity of at least one skill of the first virtual character in the second state.
For example, in fig. 9A, when the first virtual character 110 enters the irritability state, the skill viewing button 902 is displayed, and after the user triggers the skill viewing button 902, the skill display box 903 may be displayed, where the skill display box 903 may display not only the skill intensity of the skill of the first virtual character 110 in the irritability state, but also the amplitude or the proportion of the skill increase when the first virtual character 110 is switched to the irritability state.
In some embodiments, when the first virtual character is switched from the first state to the second state, the first timing prop may be further displayed, and the first timing prop is configured to perform timing based on an effective duration of the second state and display corresponding timing information (e.g., countdown or count up); and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the first timing prop is finished, controlling the first timing prop to restart timing.
Taking the displayed timing information as a countdown as an example, the type of the first timing prop includes at least one of the following: a timing progress bar; a timing numerical text; a digital table. When the type of the first timing prop is a timing progress bar, the length of the timing progress bar is gradually shortened as time passes. When the type of the first timing prop is a timing numeric text, the numeric text may appear as a numeric text display with progressively decreasing numbers over time. Therefore, the remaining time of the first virtual character in the second state can be intuitively and clearly prompted to the user, so that the user can operate the first virtual character to implement the first interaction behavior again before the timing is finished.
For example, in fig. 9A, the first prompt message 901 may further include a first time prop, which can prompt the remaining duration of the first virtual character in the second state. When the first virtual character is controlled to implement the first interactive behavior, the first timing prop is displayed, the remaining duration is gradually reduced along with the lapse of time, and when the first virtual character is controlled to implement the first interactive behavior again before the countdown is finished, the first timing prop restarts to time so as to maintain the first virtual character in an irritability state.
In some embodiments, after step S1031, in response to a trigger operation for controlling the first virtual character to implement the second interactive behavior, the second interactive behavior implemented by the first virtual character in the virtual scene may be displayed, and the virtual resource acquired through the second interactive behavior may be transferred to the first virtual character.
As an example, the second interaction behavior is for directly or indirectly countering the second avatar, e.g., countering behavior for the second avatar, and assisting behavior for the third avatar countering the second avatar.
As an example, the virtual resource may be a result (for example, a score) obtained by the first virtual character, or may be a result (for example, a score) obtained by a team to which the first virtual character belongs.
As an example, the number of virtual resources acquired by the first avatar in the second state by enforcing the second interaction behavior is different from the number of virtual resources acquired by the first avatar in the first state by enforcing the second interaction behavior. For example, the number of virtual resources acquired by the first avatar in the second state by implementing the second interactive behavior is greater than the number of virtual resources acquired by the first avatar in the first state by implementing the second interactive behavior.
For example, when the first virtual character is in the first state and kills the second virtual character, the acquired credit amount is 1 point; when the first virtual character is in the second state and kills the second virtual character, the acquired credit amount is 2 points, so that the enthusiasm of the first virtual character for implementing the first interaction behavior to switch to the second state can be improved, and the enthusiasm of the first virtual character for implementing the second interaction behavior can be improved.
In some embodiments, after step S1031, when the first virtual character satisfies the first switching condition, the first virtual character may be further controlled to switch from the second state to the first state, so as to reverse the skill strength of the at least one skill of the first virtual character from the first skill strength to the second skill strength.
As an example, when the first virtual character is controlled to switch from the second state to the first state, second prompt information may be further displayed, where the second prompt information is used to prompt the first virtual character to switch from the second state to the first state, and the skill strength of at least one skill of the first virtual character is increased from the first skill strength to the second skill strength in the first state.
Here, the second reminder information may be visible to the first avatar, and/or the second avatar, and/or the third avatar. That is, when the first virtual character is switched from the second state to the first state, only the first virtual character may be prompted in order to prompt the first virtual character to enter the second state when the first virtual character needs to perform the interaction again, or the enemy may be prompted in order to prompt the enemy not to avoid the first virtual character, or the team friend may be prompted in order to prompt the team friend not to assist the first virtual character to maintain the second state of the first virtual character.
For example, as shown in fig. 9B, fig. 9B is an application scenario diagram of the control method of the virtual character provided in the embodiment of the present application, in fig. 9B, when the first virtual character 110 is switched from the irritability state to the normal state after the countdown is finished, the second prompt information 904 is displayed, where the second prompt information 904 includes the state of the first virtual character 110, and prompts the user to click on the enemy single score in the normal state.
An example of the first switching condition is specifically described below.
As a first example, the first switching condition may be that the state parameter of the first avatar is below a first state parameter threshold.
For example, the state parameter may be a life value of the first avatar, the first state parameter threshold being greater than 0. When the first state parameter threshold is a positive number close to 0, it is characterized as controlling the first avatar to switch from the second state to the first state when the first avatar is heavily injured.
As a second example, the first switching condition may be the end of the timing of the first timing prop in the second state.
For example, in fig. 9B, the first avatar is controlled to switch from the irritability state to the normal state after the countdown in the first prompt 901 is finished.
As a third example, the first switching condition may be that the first avatar exercise antagonistic behavior against the third avatar.
For example, when the first virtual character kills or hurts teammates, the first virtual character is controlled to be switched from the second state to the first state, so that the first virtual character can be prevented from performing antagonistic action on the third virtual character.
As a fourth example, the first switching condition may be that the first avatar performs an assistance action with the second avatar.
For example, when the first virtual character helps enemies to kill or seriously injure teammates or helps enemies to treat (increase life value or improve skill intensity), the first virtual character is controlled to be switched from the second state to the first state, so that the first virtual character can be prevented from assisting the second virtual character.
As a fifth example, the first switching condition may be that the activity level of the first avatar is not higher than the activity level threshold.
Taking the example that the factor of the activity degree is the number of times that the first virtual character implements the first interactive behavior, when the accumulated number of times that the first virtual character implements the first interactive behavior does not exceed the threshold value of the number of times of the interactive behavior, the first virtual character is controlled to be switched from the second state to the first state. In this way, the aggressiveness of the first virtual character to implement the first interactive behavior can be further improved.
In some embodiments, after step S1031, the first virtual character may be further controlled to exit the virtual scene when the first virtual character satisfies the second switching condition.
As an example, when the first virtual character is controlled to exit the virtual scene, a third prompt message can be displayed; the third prompt message is used for prompting that the state parameter of the first virtual role is 0 (namely death), and the virtual scene is exited.
For example, as shown in fig. 9C, fig. 9C is a schematic view of an application scenario of the control method of the virtual character provided in the embodiment of the present application, in fig. 9C, when the first virtual character 110 dies and explodes (i.e., releases a special effect) after the countdown is finished, the displayed third prompt information 905 includes a death prompt of the first virtual character 110, a prompt that the explosion is about to occur, and a prompt that killing enemies caused by the explosion have double scores.
As an example, when the first virtual character is controlled to exit from the virtual scene, the first virtual character may also be controlled to automatically release the special effect in the target area, for example, the first virtual character explodes spontaneously to cause damage to the target area.
For example, the target area may be a circular area centered at a location in the virtual scene where the first avatar is about to exit the virtual scene, and having an action radius that is a target length threshold; the area may be a regular area (for example, a polygonal area, a sector area, or the like) or an irregular area centered on a position in the virtual scene when the first avatar is about to exit the virtual scene, and having a target area threshold.
As an example, after the first virtual character is controlled to exit the virtual scene, the first virtual character may be controlled to rejoin the virtual scene at a specific position in the virtual scene.
For example, the first virtual character may be controlled to rejoin the virtual scene after the duration of the first virtual character exiting the virtual scene reaches the revival time threshold, or the first virtual character may be controlled to rejoin the virtual scene immediately after the first virtual character exits the virtual scene.
Here, the revival time threshold may be a default value, may also be a value set by a user, a client, or a server, and may also be determined according to an activity level of the first virtual character before exiting the virtual scene, where the revival time threshold and the activity level of the first virtual character before exiting the virtual scene are inversely proportional, for example, the higher the activity level of the first virtual character before exiting the virtual scene is, the shorter the revival waiting time is, and the faster the revival is. The specific position may be any position in the virtual scene, may be a default value, or may be a position set by a user, a client, or a server.
An example of the second switching condition is specifically described below.
As a first example, the second switching condition may be that the state parameter of the first avatar is below a second state parameter threshold.
For example, the state parameter may be a life value of the first avatar; when the second state parameter threshold value is greater than or equal to 0, representing that the first virtual role is controlled to exit the virtual scene when the first virtual role dies; when the second state parameter threshold is a positive number close to 0, characterizing that the first avatar is controlled to exit the virtual scene when the first avatar is heavily injured.
As a second example, the second switching condition may be the end of the timing of the first timing prop in the second state.
For example, in fig. 9C, the first avatar is controlled to die after the countdown in the first prompt 901 is finished.
As a third example, the second switching condition may be that the first avatar exerts antagonistic behavior against the third avatar.
For example, when the first virtual character kills or seriously injures teammates, the first virtual character is controlled to exit from the virtual scene, so that the first virtual character can be prevented from performing antagonistic action on the third virtual character.
As a fourth example, the second switching condition may be that the first avatar performs an assistance action on the second avatar.
For example, when the first virtual character helps an enemy to kill or seriously injure teammates, or helps the enemy to treat (increase life value or improve skill intensity), the first virtual character is controlled to exit from the virtual scene, so that the first virtual character can be prevented from performing assistance on the second virtual character.
As a fifth example, the second switching condition may be that the activity level of the first avatar is not higher than the activity level threshold.
Taking the number of times that the first virtual character implements the first interactive behavior as an example, when the cumulative number of times that the first virtual character implements the first interactive behavior does not exceed the threshold value of the number of times of the interactive behavior, the first virtual character is controlled to exit the virtual scene. In this way, the aggressiveness of the first virtual character to implement the first interactive behavior can be further improved.
In some embodiments, when the first interaction behavior is an antagonistic behavior against a third virtual character or an assisting behavior against the third virtual character against a second virtual character, referring to fig. 5, fig. 5 is a flowchart of a control method of the virtual character provided in the embodiment of the present application, and based on fig. 3, step S103 may be step S1032.
In step S1032, the first virtual character is switched from the first state to the third state to decrease the skill intensity of at least one skill of the first virtual character from the first skill intensity to the second skill intensity.
Here, the first state is a state in which a first skill strength is applied to the first virtual character, and the third state is a state in which a second skill strength is applied to the first virtual character, wherein the first skill strength is greater than the second skill strength.
In some embodiments, the first avatar is switched from the first state to the third state to reduce the skill intensity of at least one skill the first avatar has by a target skill intensity magnitude (i.e. the difference between the second skill intensity and the first skill intensity, e.g. 20) or a target skill intensity ratio (i.e. the difference between the second skill intensity and the first skill intensity divided by the first skill intensity, e.g. 20%).
As an example, the target skill intensity level and the target skill intensity ratio may be default values, or values set by a user, a client, or a server, or may be determined according to a degree of action of the first virtual character on the second virtual character or the third virtual character when the first interactive behavior is implemented, for example, the value of the movement speed of the third virtual character is decreased by 2 when the first virtual character implements the first interactive behavior, and the value of the movement speed of the first virtual character may be decreased by 2 at this time. The first avatar may decrease the life value of the first avatar by 20 when the first interaction behavior is performed resulting in an increase of the life value of the second avatar by 20.
The embodiment of the application adds a punishment mechanism to reduce the skill intensity of the skill of the first virtual role in real time according to the action degree of the first virtual role, can reduce the enthusiasm of the first virtual role in implementing the antagonistic action to the third virtual role, improve the enthusiasm of the first virtual role in implementing the antagonistic action to the second virtual role, and ensure the conglomeration of team combat, thereby realizing the simulation performance of the immersive perception of the virtual scene and improving the resource utilization rate of the graph processing hardware.
In some embodiments, switching the first avatar from the first state to the third state may reduce the skill strength of some or all of the skills the first avatar has from the first skill strength to the second skill strength, e.g., reduce the skill strength of all of the skills the first avatar has, or reduce the skill strength of the skills the first avatar relies on in performing the first interactive activity.
Taking the first virtual character with skill a, skill B and skill C as an example, when the first virtual character is switched from the first state to the third state, the skill strength of skill a, skill B and skill C can be reduced at the same time; the skill strength of skill a may also be reduced only when the skill on which the first virtual character relies in conducting the first interactive behavior comprises only skill a. Therefore, the skill intensity of the first virtual role can be intelligently reduced, the enthusiasm of the first virtual role in implementing the countermeasure action for the third virtual role is reduced, and the conglomeration of team battle is ensured.
In some embodiments, the activity level of the first virtual character may also be determined before step S1032; when the activity level is not higher than the activity level threshold, it is determined that an operation of switching the first virtual character from the first state to the third state is to be performed.
As an example, the activity threshold may be a default value, a value set by a user, a client, or a server, or a value determined according to the activity of all virtual characters in the virtual scene, for example, an average value of the activity of all virtual characters is used as the activity threshold.
As an example, there is a positive correlation between the activity level and the number of times the first avatar performs the first interaction; positive correlation is carried out between the activity degree and the frequency of the first virtual character for implementing the first interaction behavior; positive correlation is carried out between the activity degree and the online time of the first virtual role; the activity level and the length of the movement track of the first virtual character are positively correlated.
Taking the fact that the component factor of the activity degree is the online time length of the first virtual character as an example, when the first virtual character implements the first interaction behavior and the online time length of the first virtual character is not higher than the online time length threshold value, determining to execute the operation of switching the first virtual character from the first state to the third state; the online duration threshold may be a default value, a value set by a user, a client, or a server, or determined according to online duration thresholds of all virtual characters in a virtual scene, for example, an average value of online durations of all virtual characters is used as the online duration threshold. Therefore, the threshold for switching the first virtual role to the third state is improved, the activity degree of the first virtual role can be improved for avoiding entering the third state, and the participation of the fighting process is improved.
In some embodiments, when the first virtual character is switched from the first state to the third state, fourth prompt information can be further displayed; the fourth prompt message is used for prompting the first virtual character to switch from the first state to the third state, and the skill intensity of at least one skill of the first virtual character is reduced from the first skill intensity to the second skill intensity in the third state.
As an example, the fourth reminder information may be visible to at least one of the first virtual character, the second virtual character, and the third virtual character. That is, when the first avatar is switched from the first state to the third state, the first avatar may be prompted only in order to prompt itself to leave the third state as soon as possible, or an enemy may be prompted in order to prompt the enemy to attack the first avatar, or a teammate may be prompted in order to prompt the teammate to assist the first avatar.
For example, as shown in fig. 9D, fig. 9D is a schematic view of an application scenario of the control method of the virtual character provided in the embodiment of the present application, in fig. 9D, when the first virtual character 110 kills the third virtual character 130, the first virtual character 110 is controlled to switch from the normal state to the weak state (i.e., the third state described above), and a fourth prompt message 906 is displayed, where the fourth prompt message 906 includes the state of the first virtual character 110, the duration of the weak state can be maintained, and the user is prompted to kill enemies in the weak state by 0.5 times of the score.
In some embodiments, when the first avatar is switched from the first state to the third state, a skill prompt message may also be displayed; the skill prompt information is used for prompting the skill intensity of at least one skill of the first virtual character in the third state.
For example, in fig. 9D, when the first avatar 110 enters the weak state, the skill viewing button 902 is displayed, and by triggering the skill viewing button 902, the user may display a skill display box 903, where the skill display box 903 may display not only the strength of the skill of the first avatar 110 in the weak state, but also the magnitude or proportion of the skill reduction when switching to the weak state.
In some embodiments, when the first virtual character is switched from the first state to the third state, a second timing prop may be further displayed, where the second timing prop is used to time based on the effective duration of the third state and display corresponding timing information (e.g., countdown or count-up); and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the second timing prop is finished, controlling the second timing prop to restart timing.
Taking the displayed timing information as an example of countdown, the type of the second timing prop includes at least one of the following: a timing progress bar; a timing numerical text; a digital table. When the type of the second timing prop is a timing progress bar, the length of the timing progress bar is gradually shortened as time passes. When the type of the second timing prop is a numeric timing text, the numeric text may appear as a numeric text display with progressively decreasing numbers over time. Therefore, the remaining time of the first virtual character in the third state can be intuitively and clearly prompted to the user, so that the user can operate the first virtual character to avoid implementing the first interaction again before the timing is finished, and the first virtual character can be separated from the third state as soon as possible.
For example, in fig. 9D, the fourth prompt message 906 may further include a second time prop, which can prompt the remaining duration of the first virtual character in the third state. When the first virtual character is controlled to implement the first interactive behavior, the first timing prop is displayed, the remaining duration is gradually reduced along with the lapse of time, and when the first virtual character is controlled to implement the first interactive behavior again before the countdown is finished, the first timing prop restarts to time so as to maintain the first virtual character in a weak state.
In some embodiments, after step S1032, the second interaction behavior implemented by the first virtual character in the virtual scene may be displayed, and the virtual resource acquired through the second interaction behavior may be transferred to the first virtual character, in response to a trigger operation for controlling the first virtual character to implement the second interaction behavior.
As an example, the second interaction behavior is for directly or indirectly countering the second avatar, e.g., countering behavior for the second avatar, and assisting behavior for the third avatar countering the second avatar.
As an example, the virtual resource may be a result (for example, a score) obtained by the first virtual character, or may be a result (for example, a score) obtained by a team to which the first virtual character belongs.
As an example, the number of virtual resources acquired by the first avatar in the third state by enforcing the second interaction behavior is different from the number of virtual resources acquired by the first avatar in the first state by enforcing the second interaction behavior; for example, the number of virtual resources acquired by the first avatar in the third state by implementing the second interactive behavior is less than the number of virtual resources acquired by the first avatar in the first state by implementing the second interactive behavior.
For example, when the first virtual character is in the first state and kills the second virtual character, the acquired credit amount is 1 point; when the first virtual character is in the third state and kills the second virtual character, the acquired credit amount is 0.5 minutes, so that the enthusiasm of the first virtual character for implementing the first interactive behavior to switch to the third state can be reduced, and the reunion of team battles is ensured.
In some embodiments, after step S1032, when the first virtual character satisfies the third switching condition, the first virtual character may be further controlled to switch from the third state to the first state, so as to reduce the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength.
As an example, when the first virtual character is controlled to switch from the third state to the first state, fifth prompt information may also be displayed; the fifth prompt message is used for prompting the first virtual character to switch from the third state to the first state, and the skill strength of at least one skill of the first virtual character is reduced from the first skill strength to the second skill strength in the first state.
Here, the fifth hint information may be visible to the first avatar, and/or the second avatar, and/or the third avatar. That is, when the first virtual character is switched from the third state to the first state, only the first virtual character may be prompted in order to prompt that the first virtual character is separated from the third state, an enemy may be prompted in order to prompt the enemy to avoid the first virtual character, and a team friend may be prompted in order to prompt the team friend not to assist the first virtual character to separate from the third state.
For example, as shown in fig. 9E, fig. 9E is an application scenario diagram of the control method for the virtual character provided in this embodiment, and in fig. 9E, when the first virtual character 110 is switched from the weak state to the normal state after the countdown is finished, fifth prompt information 907 is displayed, where the fifth prompt information 907 includes the state of the first virtual character 110, and the user is prompted to click on an enemy in the normal state to obtain a single score.
An example of the third switching condition is specifically described below.
As a first example, the third switching condition may be that the timing of the second timing prop in the third state ends.
For example, in fig. 9E, the first avatar is controlled to switch from the weak state to the normal state after the countdown in the fourth prompt 906 is finished.
As a second example, the third switching condition may be that the first avatar exerts antagonistic behavior against the second avatar.
For example, when the first virtual character kills or seriously impairs an enemy, the first virtual character is controlled to switch from the third state to the first state, so that the first virtual character can be encouraged to implement antagonistic behavior against the enemy.
As a third example, the third switching condition may be that the first avatar performs an assistance action on the third avatar.
For example, when the first virtual character helps teammates kill or seriously injure enemies, or helps teammates treat (increase life value or improve skill intensity), the first virtual character is controlled to switch from the third state to the first state, so that the first virtual character can be encouraged to perform assistance on teammates.
As a fourth example, the third switching condition may be that the activity level of the first avatar is above an activity level threshold.
Taking the fact that the factor of the activity degree is the online time length of the first avatar as an example, when the online time length of the first avatar is higher than the online time length threshold, the first avatar is controlled to switch from the third state to the first state. Therefore, the initiative of the first virtual role in improving the activity degree can be encouraged, the interactive behavior in the virtual scene is increased, the simulation performance of the immersive perception of the virtual scene is realized, and the resource utilization rate of the graphic processing hardware is improved.
In step S104, in response to the target skill triggering operation corresponding to the first virtual character, the first virtual character is controlled to release the target skill having the skill strength of the second skill strength.
In some embodiments, the target skills of the first virtual character are one or more of the skills of the first virtual character in step S103, which will not be described herein.
Taking the skill intensity of at least one skill of the first virtual character reduced in step S103 as an example, when the player is in the third state, the player operation is subjected to the deceleration processing in terms of motion each time the player moves, changes the bullet, or switches the gun operation request; when the player is in the first state, a reset is performed. For example, the deceleration processing on the action is to directly set the playback speed of the corresponding animation. When the player is in the third state, setting the playing speed of the corresponding animation to be less than 1 time, for example 0.5 time; and when the player returns to the first state, the play speed is reset to 1 time.
Taking the skill intensity of at least one skill of the first virtual character being improved in step S103 as an example, when the player is in the second state, the player operation is performed with an action acceleration process each time a request for the player to move, change a bullet or switch a gun is processed; when the player is in the first state, a reset is performed. For example, the speeding up processing on the action is to directly set the playback speed of the corresponding animation. When the player is in the second state, setting the playing speed of the corresponding animation to be more than 1 time, for example 1.5 times; and when the player returns to the first state, the play speed is reset to 1 time.
The embodiment of the application can improve the aggressiveness of the first virtual character fight, thereby realizing the simulation performance of the immersive perception of the virtual scene and improving the resource utilization rate of the graphic processing hardware.
Next, an exemplary application of the control method for a virtual character provided in the embodiment of the present application in an application scenario of a game will be described.
The embodiment of the application provides a control method of a virtual character, and through the design of adding an encouraging mechanism and a punishing mechanism, a player can experience more fun in the fighting process of a game. The player in the irritability state (i.e., the second state described above) needs to constantly seek a new enemy player (i.e., the second virtual character described above) to fight, while the opponent player needs to seek an opponent player in the irritability state, and needs to release the opponent's irritability state as soon as possible. The embodiment of the application can greatly increase the fierce degree of battle, so that the player has stronger battle desire.
An embodiment of the present application is described below with reference to fig. 6, and fig. 6 is a flowchart illustrating a control method for a virtual character according to the embodiment of the present application.
In step S601, the bureau is opened to allocate a plurality of virtual roles according to marketing, and it is determined whether there is marketing that meets the required score, and when there is marketing that meets the required score, it is determined that marketing that meets the required score wins.
In some embodiments, two teams are involved in the game, each team having an equal number of people, e.g., 5 people per team.
In step S602, it is determined whether killing occurs during the game, and when killing occurs, the states of the killed person, the attack assistant and the killer during the killing are sequentially determined.
In some embodiments, killing refers to killing of a player by an enemy, hereinafter referred to as killing.
In step S603, a play score or a continuation status of the player is determined based on the statuses of the hitched person, the attack assistant, and the hitched person during the course of the killing.
In some embodiments, when the first avatar is in a normal state (i.e., the first state described above) and the enemy avatar (i.e., the second avatar described above) is killed, the team to which the first avatar belongs obtains a score of 1; when the first virtual character is in an irritability state and hits the enemy virtual character (i.e., the above-described second virtual character), the team to which the first virtual character belongs obtains 2 points.
In some embodiments, the irritability state is achieved after the player strikes the enemy opponent, and the spontaneous detonation countdown is started after the irritability state is entered, and the countdown can be reset before the countdown is over by striking the enemy opponent or assisting attack (i.e., helping my teammate attack the opponent) again; the player-controlled virtual character will explode spontaneously after the spontaneous explosion countdown is over.
In some embodiments, the avatars are born at fixed points in the virtual scene, revive at random points, and win teams that have first achieved a specified score.
For example, the maximum time per round is 10 minutes; the number of players per round is 10; the win score target is 80 points; killing in normal state to obtain 1 point; killing in an irritability state for 2 points; the irritability countdown is 30 s. Players are divided into a formation to be born at fixed point positions and revive at random point positions. The player hits the enemy and enters an irritability state for the player. The player who kills the non-enemy camp cannot enter the irritability state. The player in the irritability state hits the killer for 2 points each time, and the irritability countdown is activated. The irritability countdown is 30s, and the virtual character controlled by the player explodes automatically after the irritability countdown is finished, so that the range is damaged. The player in the irritability state, causing the enemy to be killed or the enemy to be helped to be killed, resets the irritability countdown. Player-controlled virtual characters in an irritability state move faster, switch shells faster, and cut guns faster, etc. When the player dies, the irritability state is relieved, and the death comprises irritability, countdown, ending of self-explosion, killing by a blow, suicide and the like. At the end of the irritability countdown, the player-controlled virtual character self-exploded to death the enemy, which was recorded as a kill during the irritability period, and each kill was scored 2 points, but the irritability countdown was not reset. The virtual characters controlled by the players continuously kill rewards, throwing objects, explosive cars and the like, and all count as killing, and the virtual characters are scored in an irritability state; the player-controlled virtual character suicide, not counting points.
A specific implementation manner of the embodiment of the present application is described below with reference to fig. 7A, fig. 7B, fig. 8A, and fig. 8B, where fig. 7A and fig. 7B are schematic diagrams illustrating a principle of a control method of a virtual character provided in the embodiment of the present application, and fig. 8A and fig. 8B are schematic diagrams illustrating a flow of the control method of the virtual character provided in the embodiment of the present application.
In some embodiments, at least one revival point location needs to be reserved in the virtual scene. In fig. 7A, 10 revival points (e.g., an a-square validation point 701 and a B-square validation point 702) are reserved in each of two validation sites (e.g., an a-square validation site and a B-square validation site). Revival points are indicated by 1-10, and each time a player revives, a value is randomly taken from 1-10. And acquiring the corresponding point position coordinates according to the random values, namely acquiring the revival coordinates of the player.
In some embodiments, FIG. 7B, the initial State after the player is born/reactivated is set to a Normal State (Normal State), and the player enters an irritability State (Crank State) after hitting the enemy player. The time when the player enters the irritability state can be recorded, and in the irritability state, the time length when the player enters the irritability state can be recalculated according to the current time every frame. When the time length of judging that the player enters the irritability state exceeds 30s, the player can explode automatically and revive again, and the team does not deduct the mark.
In some embodiments, in FIG. 8A, in step S801, when a player hits a killer player, it is determined whether the player is in an irritability state. In step S802, when the player is in an irritability state to attack, 2 points are added to the team, and the attack assistant does not add points to the team; when the player is not in an irritability state for killing, 1 point is added to the team.
As an example, when a player is in an irritability state, the time to enter the irritability state is refreshed if the player is killed or helped.
In some embodiments, in fig. 8B, in step S803, it is determined whether the player is in an irritability state. In step S804, when the player is in an irritability state, the player' S operation is performed with an action-accelerating process each time a request for the player to move, change the bullet or switch the gun is processed; when the player is not in the irritability state, resetting is performed.
As an example, the speeding-up process on the action is to directly set the play speed of the corresponding animation. When the player is in an irritability state, setting the playing speed of the animations to be more than 1 time, such as 1.5 times; and when the player returns to the normal state, the play speed is reset to 1 time.
The embodiment of the application can increase the fighting experience of the player, promote the player to passively improve the fierce degree of fighting through the encouraging mechanism and the punishment mechanism, and also can enable the player to experience a more exciting fighting process, thereby increasing the interactive behavior in the virtual scene, further realizing the simulation performance of the immersive perception of the virtual scene, and improving the resource utilization rate of the graphic processing hardware.
An exemplary structure of the control device 555 of the virtual character provided by the embodiment of the present application implemented as a software module is described below with reference to fig. 2, and in some embodiments, as shown in fig. 2, the software module stored in the control device 555 of the virtual character in the memory 550 may include:
the display module 5551 is configured to display a virtual scene in a human-computer interaction interface, where the virtual scene includes at least a first virtual character;
an updating module 5552, configured to, in response to a trigger operation for controlling the first virtual character to implement a first interactive behavior, display a first interactive behavior implemented by the first virtual character in the virtual scene, and update a skill strength of at least one skill of the first virtual character from a first skill strength to a second skill strength;
wherein the first interactive behavior is implemented by the first virtual character for at least one virtual character in the virtual scene other than the first virtual character;
a control module 5553, configured to control the first virtual character to release the skill strength as the target skill of the second skill strength in response to the target skill triggering operation corresponding to the first virtual character.
In the foregoing solution, the updating module 5552 is further configured to, when the first interaction behavior is an antagonistic behavior against a second virtual character or an assisting behavior against the second virtual character against a third virtual character, switch the first virtual character from the first state to the second state, so as to increase a skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; the second virtual role and the first virtual role belong to different groups which are mutually confronted, and the third virtual role and the first virtual role both belong to the same group; the first state is a state in which the first skill strength is applied to the first virtual character, and the second state is a state in which the second skill strength is applied to the first virtual character.
In the above solution, the updating module 5552 is further configured to determine an activity level of the first virtual character; when the activity level is higher than an activity level threshold value, determining that the operation of switching the first virtual character from the first state to the second state is to be executed.
In the foregoing solution, the updating module 5552 is further configured to, in response to a trigger operation for controlling the first virtual character to implement a second interactive behavior, display a second interactive behavior implemented by the first virtual character in the virtual scene, and transfer a virtual resource acquired through the second interactive behavior to the first virtual character; wherein the number of virtual resources acquired by the first avatar in the second state by implementing the second interactive behavior is different from the number of virtual resources acquired by the first avatar in the first state by implementing the second interactive behavior; wherein the second interactive behavior is antagonistic behavior against the second virtual character.
In the above scheme, the updating module 5552 is further configured to display a first timing prop, where the first timing prop is configured to time based on the effective duration of the second state and display corresponding timing information; and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the first timing prop is finished, controlling the first timing prop to restart timing.
In the foregoing solution, the updating module 5552 is further configured to, when the first virtual character meets a first switching condition, control the first virtual character to switch from the second state to the first state, so as to cancel the skill intensity of at least one skill of the first virtual character being increased from the first skill intensity to the second skill intensity; wherein the first switching condition comprises at least one of: the state parameter of the first virtual character is lower than a first state parameter threshold value; the timing of the first timing prop in the second state is finished; the first virtual role performs countermeasure on a third virtual role, wherein the third virtual role and the first virtual role belong to the same group; the first avatar performs an assistance action with the second avatar.
In the above solution, the updating module 5552 is further configured to, when the first virtual role meets a second switching condition, control the first virtual role to exit from the virtual scene; wherein the second handover condition comprises at least one of: the state parameter of the first virtual character is lower than a second state parameter threshold value; the timing of the first timing prop in the second state is finished; the first virtual role performs countermeasure on a third virtual role, wherein the third virtual role and the first virtual role belong to the same group; the first avatar performs an assistance action with the second avatar.
In the above solution, the control device 555 for the virtual character further includes: and the joining module is used for controlling the first virtual role to rejoin the virtual scene at a specific position in the virtual scene.
In the foregoing solution, the updating module 5552 is further configured to, when the first interaction behavior is an antagonistic behavior against a third virtual character or an assisting behavior against a third virtual character against a second virtual character, switch the first virtual character from the first state to the third state, so as to reduce the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; the second virtual role and the first virtual role belong to different groups which are mutually confronted, and the third virtual role and the first virtual role both belong to the same group; the first state is a state in which the first skill strength is applied to the first virtual character, and the third state is a state in which the second skill strength is applied to the first virtual character.
In the above scheme, the updating module 5552 is further configured to display a second timing prop, where the second timing prop is configured to time based on the effective duration of the third state and display corresponding timing information; and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the second timing prop is finished, controlling the second timing prop to restart timing.
In the foregoing solution, the updating module 5552 is further configured to, when the first virtual character meets a third switching condition, control the first virtual character to switch from the third state to the first state, so as to cancel the reduction of the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength; wherein the third handover condition comprises at least one of: the timing of the second timing prop in the third state is finished; the first virtual character implements antagonistic behavior on a second virtual character, wherein the second virtual character and the first virtual character respectively belong to different groups antagonistic to each other; the first avatar performs an assistance action with the third avatar.
In the above scheme, the skills include at least one of: an action capability of the first virtual character; the control capability of the first virtual character aiming at the held virtual prop; the protection capability of the first virtual role.
Embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual character described in the embodiment of the present application.
Embodiments of the present application provide a computer-readable storage medium storing executable instructions, which, when executed by a processor, cause the processor to execute a control method of a virtual character provided by embodiments of the present application, for example, the control method of a virtual character illustrated in fig. 3, 4, 5, 6, 8A, and 8B.
In some embodiments, the computer-readable storage medium may be memory such as FRAM, ROM, PROM, EP ROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
In some embodiments, executable instructions may be written in any form of programming language (including compiled or interpreted languages), in the form of programs, software modules, scripts or code, and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
By way of example, executable instructions may correspond, but do not necessarily have to correspond, to files in a file system, and may be stored in a portion of a file that holds other programs or data, such as in one or more scripts in a hypertext Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code).
By way of example, executable instructions may be deployed to be executed on one computing device or on multiple computing devices at one site or distributed across multiple sites and interconnected by a communication network.
In summary, the embodiments of the present application have the following beneficial effects:
(1) and a reward mechanism is added to improve the skill intensity of the skill of the first virtual character in real time according to the action degree of the first virtual character, so that the real-time interaction activity enthusiasm of the first virtual character can be improved, and the continuous enthusiasm of a user in the fighting process is ensured.
(2) And a punishment mechanism is added to reduce the skill intensity of the skill of the first virtual role in real time according to the action degree of the first virtual role, so that the enthusiasm of the first virtual role in implementing the antagonistic action aiming at the third virtual role can be reduced, and the reunion of team battles is ensured.
The above description is only an example of the present application, and is not intended to limit the scope of the present application. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims (13)

1. A method for controlling a virtual character, the method comprising:
responding to a zooming operation aiming at a virtual scene, and displaying a zoomed partial virtual scene in a human-computer interaction interface, wherein the virtual scene at least comprises a first virtual role, and the number of virtual roles participating in interaction in the virtual scene is dynamically determined according to the number of clients joining in interaction;
displaying a first interactive behavior implemented by the first virtual character in the virtual scene in response to a trigger operation for controlling the first virtual character to implement the first interactive behavior, wherein the first interactive behavior is implemented by the first virtual character aiming at least one virtual character except the first virtual character in the virtual scene;
determining an activity level of the first virtual character, wherein the activity level is positively correlated with one of the following components: the number of times that the first virtual character implements the first interactive behavior, the frequency of implementing the first interactive behavior by the first virtual character, the online time of the first virtual character, and the length of the movement track of the first virtual character;
when the activity level is higher than an activity level threshold, updating the skill intensity of at least one skill of the first virtual character from a first skill intensity to a second skill intensity, wherein the skill comprises at least one of the following: the action capacity of the first virtual character, the control capacity of the first virtual character for the held virtual prop and the protection capacity of the first virtual character; and in response to a target skill trigger operation corresponding to the first virtual character, controlling the first virtual character to release a target skill with the skill strength of the second skill strength.
2. The method of claim 1, wherein updating the skill strength of the at least one skill of the first virtual character from a first skill strength to a second skill strength comprises:
when the first interaction behavior is countermeasure behavior for a second virtual character or assistance behavior for a third virtual character against the second virtual character, switching the first virtual character from a first state to a second state to increase skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength;
the second virtual role and the first virtual role belong to different groups which are mutually confronted, and the third virtual role and the first virtual role both belong to the same group; the first state is a state in which the first skill strength is applied to the first virtual character, and the second state is a state in which the second skill strength is applied to the first virtual character.
3. The method of claim 2, wherein after the switching the first avatar from the first state to the second state, the method further comprises:
responding to a trigger operation for controlling the first virtual character to implement a second interactive behavior, displaying the second interactive behavior implemented by the first virtual character in the virtual scene, and transferring virtual resources acquired through the second interactive behavior to the first virtual character;
wherein the number of virtual resources acquired by the first avatar in the second state by implementing the second interactive behavior is different from the number of virtual resources acquired by the first avatar in the first state by implementing the second interactive behavior;
wherein the second interactive behavior is an antagonistic behavior with respect to the second avatar.
4. The method of claim 2, wherein when switching the first avatar from a first state to a second state, the method further comprises:
displaying a first timing prop, wherein the first timing prop is used for timing based on the effective duration of the second state and displaying corresponding timing information;
and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the first timing prop is finished, controlling the first timing prop to restart timing.
5. The method of claim 2, wherein after the switching the first avatar from the first state to the second state, the method further comprises:
when the first virtual character meets a first switching condition, controlling the first virtual character to switch from the second state to the first state so as to cancel the skill intensity of at least one skill of the first virtual character to be increased from the first skill intensity to the second skill intensity;
wherein the first switching condition comprises at least one of:
the state parameter of the first virtual character is lower than a first state parameter threshold value;
the timing of the first timing prop in the second state is finished;
the first avatar performing antagonistic behavior against the third avatar;
the first avatar performs an assistance action with the second avatar.
6. The method of claim 2, wherein after the switching the first avatar from the first state to the second state, the method further comprises:
when the first virtual role meets a second switching condition, controlling the first virtual role to exit the virtual scene;
wherein the second handover condition comprises at least one of:
the state parameter of the first virtual character is lower than a second state parameter threshold value;
the timing of the first timing prop in the second state is finished;
the first avatar performing an antagonistic behavior against the third avatar;
the first avatar performs an assistance action with the second avatar.
7. The method of claim 6, wherein after the first avatar exits the virtual scene, the method further comprises:
and controlling the first virtual character to rejoin the virtual scene at a specific position in the virtual scene.
8. The method of claim 1, wherein updating the skill strength of the at least one skill of the first virtual character from a first skill strength to a second skill strength comprises:
when the first interaction behavior is an antagonistic behavior against a third virtual character or an assisting behavior against a second virtual character, switching the first virtual character from a first state to a third state to reduce a skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength;
the second virtual role and the first virtual role belong to different groups which are mutually confronted, and the third virtual role and the first virtual role both belong to the same group; the first state is a state in which the first skill strength is applied to the first virtual character, and the third state is a state in which the second skill strength is applied to the first virtual character.
9. The method of claim 8, wherein when switching the first avatar from the first state to the third state, the method further comprises:
displaying a second timing prop, wherein the second timing prop is used for timing based on the effective duration of the third state and displaying corresponding timing information;
and when the first virtual character is controlled to implement the first interactive behavior again before the timing of the second timing prop is finished, controlling the second timing prop to restart timing.
10. The method of claim 8, wherein after the switching the first avatar from the first state to the third state, the method further comprises:
when the first virtual character meets a third switching condition, controlling the first virtual character to switch from the third state to the first state so as to reduce the skill strength of at least one skill of the first virtual character from the first skill strength to the second skill strength;
wherein the third handover condition comprises at least one of:
the timing of the second timing prop in the third state is finished;
the first virtual character performs antagonistic behavior on the second virtual character;
the first avatar performs an assistance action with the third avatar.
11. An apparatus for controlling a virtual character, the apparatus comprising:
the display module is used for responding to the zooming operation aiming at the virtual scene and displaying the zoomed partial virtual scene in the human-computer interaction interface, wherein the virtual scene at least comprises a first virtual role, and the number of the virtual roles participating in the interaction in the virtual scene is dynamically determined according to the number of the clients joining the interaction;
the updating module is used for responding to a triggering operation for controlling the first virtual character to implement a first interaction behavior, and displaying the first interaction behavior implemented by the first virtual character in the virtual scene, wherein the first interaction behavior is implemented by the first virtual character aiming at least one virtual character except the first virtual character in the virtual scene; determining an activity level of the first virtual character, wherein the activity level is positively correlated with one of the following components: the number of times that the first virtual character implements the first interactive behavior, the frequency of implementing the first interactive behavior by the first virtual character, the online time of the first virtual character, and the length of the movement track of the first virtual character; when the activity level is higher than an activity level threshold, updating the skill intensity of at least one skill of the first virtual character from a first skill intensity to a second skill intensity, wherein the skill comprises at least one of the following: the action capability of the first virtual role, the control capability of the first virtual role for the held virtual prop and the protection capability of the first virtual role;
and the control module is used for responding to the target skill triggering operation corresponding to the first virtual character and controlling the first virtual character to release the target skill with the skill strength being the second skill strength.
12. An electronic device, characterized in that the electronic device comprises:
a memory for storing executable instructions;
a processor for implementing the method of controlling a virtual character of any one of claims 1 to 10 when executing executable instructions stored in the memory.
13. A computer-readable storage medium storing executable instructions for implementing the method for controlling a virtual character according to any one of claims 1 to 10 when executed by a processor.
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