CN112402961A - Interactive information display method and device, electronic equipment and storage medium - Google Patents

Interactive information display method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112402961A
CN112402961A CN202011307674.8A CN202011307674A CN112402961A CN 112402961 A CN112402961 A CN 112402961A CN 202011307674 A CN202011307674 A CN 202011307674A CN 112402961 A CN112402961 A CN 112402961A
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Prior art keywords
virtual
skill
information
expected
virtual object
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CN202011307674.8A
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CN112402961B (en
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刘宇骅
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player

Abstract

The application discloses a display method and device of interactive information, electronic equipment and a storage medium, and belongs to the technical field of computers. This application is through the virtual skill based on virtual object releases in real time, combine the attribute information of virtual object self, determine the real-time virtual ability value of virtual object in interactive process, and along with the virtual object carries to the difference of virtual skill in the office, virtual ability value is also very inequality, virtual ability value can be more objective than economic resources, accurately reflect virtual object's combat ability, can overcome different virtual object's location gap, and reflect real-time interactive information from the angle of combat ability, thereby interactive information acquisition efficiency has been promoted greatly.

Description

Interactive information display method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method and an apparatus for displaying interactive information, an electronic device, and a storage medium.
Background
With the development of computer technology and the diversification of terminal functions, various mobile phone games or host games have appeared, and among them, MOBA (Multiplayer Online Battle Arena) games gradually become an extremely important game.
In a type of MOBA game, a player needs to select a virtual object for fighting in a game before starting the game, seize a base point and kill strangers by controlling the virtual object after starting the game to obtain economic resources, the player can exchange virtual materials such as equipment, BUFF (gain effect), props and the like provided in the game by consuming the economic resources, and an interactive information interface is provided for the player in a game match, so that the player can check the interactive information such as the economic resources, equipment purchase, fighting attributes of the virtual object and the like of the player, an friend and an enemy.
In the above process, different virtual objects have different combat locations, for example, some virtual objects have stronger attack ability, so that higher economic resources can be always obtained, while other virtual objects have stronger auxiliary ability but often have lower economic resources, and the economic resources in the interactive information interface cannot be used for accurately measuring the game situation, that is, the interactive information provided in the interactive information interface is more on-site, has large limitation and poor expression ability, so that the interactive information obtaining efficiency of the player is low.
Disclosure of Invention
The embodiment of the application provides a display method and device of interactive information, electronic equipment and a storage medium, and the efficiency of acquiring the interactive information can be improved. The technical scheme is as follows:
in one aspect, a method for displaying interactive information is provided, and the method includes:
acquiring attribute information of a virtual object in a virtual scene, wherein the attribute information is used for representing the inherent interaction attribute of the virtual object in the virtual scene;
responding to the virtual object to release the virtual skill, and acquiring expected income information of the virtual skill, wherein the expected income information is used for representing the expected interaction effect of the virtual object after the virtual skill is released;
determining a virtual ability value of the virtual object based on the attribute information and the expected revenue information, wherein the virtual ability value is used for measuring the interaction ability of the virtual object when the virtual skill is released;
displaying the virtual capability value in the virtual scene.
In one aspect, a display device for interactive information is provided, the device comprising:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for acquiring attribute information of a virtual object in a virtual scene, and the attribute information is used for representing the inherent interaction attribute of the virtual object in the virtual scene;
a second obtaining module, configured to obtain expected income information of the virtual skill in response to the virtual object releasing the virtual skill, where the expected income information is used to represent an interaction effect expected to be achieved by the virtual object after the virtual skill is released;
a determining module, configured to determine a virtual ability value of the virtual object based on the attribute information and the expected revenue information, where the virtual ability value is used to measure an interaction ability of the virtual object when the virtual skill is released;
and the display module is used for displaying the virtual capability value in the virtual scene.
In one possible implementation, the second obtaining module includes:
a first determination unit, configured to determine first profit information of the virtual skill based on a skill injury of the virtual skill, where the first profit information is used to represent an injury profit expected to be caused by the skill injury;
a second determination unit, configured to determine, based on the skill reply of the virtual skill, second benefit information of the virtual skill, where the second benefit information is used to represent a benefit of injury tolerance expected to be caused by the skill reply;
a third determining unit, configured to determine third profit information of the virtual skill based on an additional effect of the virtual skill, where the third profit information is used to represent an additional profit expected to be caused by the additional effect;
a fourth determining unit, configured to determine the expected revenue information based on at least one of the first revenue information, the second revenue information, or the third revenue information.
In a possible implementation, the attribute information includes an attack attribute, and the first determining unit is configured to:
acquiring the attack attribute, the expected hit rate of the virtual skill and the expected hit number of the virtual skill in the attribute information;
determining individual injury benefits for the virtual skill based on the skill injury, the attack attributes, and the expected hit rate;
determining a population injury benefit of the virtual skill based on the individual injury benefit and the desired number of hits;
determining the first profit information based on the individual injury profits and the group injury profits.
In one possible embodiment, the apparatus further comprises:
the first correction module is used for correcting the individual injury income based on the injury immunity reduction rate of a target virtual object, wherein the target virtual object is an attack target of the virtual skill; or correcting the individual injury benefits based on the length of the virtual skill in the enrollment.
In a possible implementation, the attribute information further includes a defense attribute, and the second determining unit is configured to:
determining a first injury bearing benefit based on the virtual life value of the virtual object and the defense attribute in the attribute information, wherein the first injury bearing benefit is used for representing the inherent injury bearing benefit of the virtual object;
determining a second injury benefit based on the skill response and the individual injury benefit, the second injury benefit being indicative of an injury benefit resulting from the virtual subject releasing the virtual skill;
determining the second benefit information based on the first and second commitment benefits.
In a possible embodiment, the additional effect comprises at least one of a control effect or a displacement effect, the third determination unit is configured to:
determining expected displacement benefits of the virtual skill based on the displacement effect and the effective duration of the displacement effect;
determining an expected control gain of the virtual skill based on the control effect and the effective duration of the control effect;
and acquiring the expected displacement profit and the expected control profit as the third profit information.
In one possible embodiment, the apparatus further comprises:
and the second correction module is used for correcting the expected displacement income and the expected control income respectively based on an average combat time length parameter, and the average combat time length parameter is used for representing the average time length of the virtual object participating in the combat in the battle.
In one possible embodiment, the determining module is configured to:
acquiring a positioning compensation coefficient of the virtual object in the attribute information, wherein the positioning compensation coefficient is used for correcting the capability difference between different virtual objects caused by different positioning;
and correcting the expected income information based on the positioning compensation coefficient to obtain the virtual capacity value.
In one possible implementation, the display module is configured to:
displaying an interactive information interface in the virtual scene, wherein the interactive information interface comprises a virtual capacity value of at least one virtual object participating in the game; or the like, or, alternatively,
and displaying the virtual capability value of the virtual object in a target area corresponding to the virtual object in the virtual scene.
In one possible embodiment, the display module is further configured to:
in response to the virtual capability value of the virtual object changing, displaying a special effect of the change of the virtual capability value in the virtual scene.
In one possible embodiment, the display module is further configured to:
acquiring a team capacity value of the formation where the virtual object is located, wherein the team capacity value is the sum of the virtual capacity values of the virtual objects in the formation;
displaying the team ability value in the virtual scene.
In one aspect, an electronic device is provided, which includes one or more processors and one or more memories, where at least one computer program is stored in the one or more memories, and loaded by the one or more processors and executed to implement the method for displaying interactive information according to any one of the above possible implementations.
In one aspect, a storage medium is provided, in which at least one computer program is stored, the at least one computer program being loaded and executed by a processor to implement the method for displaying interactive information according to any one of the above possible implementations.
In one aspect, a computer program product or computer program is provided that includes one or more program codes stored in a computer readable storage medium. One or more processors of the electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can execute the interactive information display method according to any one of the above possible embodiments.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the real-time virtual ability value of the virtual object in the interaction process is determined by combining the attribute information of the virtual object based on the virtual skill released by the virtual object in real time, and the virtual ability value is different greatly along with the difference that the virtual object carries the virtual skill in the opposite office, so that the virtual ability value can objectively and accurately reflect the fighting ability of the virtual object compared with economic resources, the positioning difference of different virtual objects can be overcome, and the real-time interaction information is reflected from the angle of the fighting ability, thereby greatly improving the efficiency of acquiring the interaction information.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to be able to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a virtual world of a typical MOBA game provided by an exemplary embodiment of the present application;
FIG. 2 is a schematic view of a virtual world viewed from a perspective of blue provided by another exemplary embodiment of the present application;
FIG. 3 is a schematic view of a virtual world viewed from a perspective of the red provided by another exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a user interface displayed on a terminal as provided by another exemplary embodiment of the present application;
FIG. 5 is a schematic illustration of a user interface displayed on a terminal as provided by another exemplary embodiment of the present application;
FIG. 6 is a schematic diagram of a virtual world provided by another exemplary embodiment of the present application;
FIG. 7 is a schematic illustration of a virtual world provided by another exemplary embodiment of the present application;
FIG. 8 is a schematic illustration of a mirrored virtual world of another exemplary MOBA game provided by another exemplary embodiment of the present application;
FIG. 9 is a schematic illustration of a mirrored virtual world of another exemplary MOBA game provided by another exemplary embodiment of the present application;
FIG. 10 is a schematic illustration of a mirrored virtual world of another exemplary MOBA game provided by another exemplary embodiment of the present application;
fig. 11 is a schematic diagram of an implementation environment of a method for displaying interactive information according to an embodiment of the present application;
fig. 12 is a flowchart of a method for displaying interactive information according to an embodiment of the present application;
fig. 13 is a flowchart of a method for displaying interactive information according to an embodiment of the present application;
fig. 14 is a schematic flowchart of a method for displaying interactive information according to an embodiment of the present application;
FIG. 15 is a schematic interface diagram of a virtual scene according to an embodiment of the present disclosure;
FIG. 16 is a schematic diagram of an interactive information interface provided by an embodiment of the present application;
FIG. 17 is a schematic diagram of an interactive information interface provided in an embodiment of the present application;
fig. 18 is a schematic structural diagram of a display device for interactive information according to an embodiment of the present disclosure;
fig. 19 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
The terms "first," "second," and the like in this application are used for distinguishing between similar items and items that have substantially the same function or similar functionality, and it should be understood that "first," "second," and "nth" do not have any logical or temporal dependency or limitation on the number or order of execution.
The term "at least one" in this application means one or more, and the meaning of "a plurality" means two or more, for example, a plurality of first locations means two or more first locations.
Virtual scene: is a virtual scene that is displayed (or provided) by an application program when the application program runs on a 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, a virtual scene may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and a user may control a virtual object to move in the virtual scene. Optionally, the virtual scene may also be used for virtual scene engagement between at least two virtual objects, in which virtual resources are available for use by the at least two virtual objects. Optionally, the virtual scene may include two symmetric regions, and the virtual objects belonging to two enemy camps occupy one of the two regions respectively, and destroy a target building/site/base/crystal deep in the other region as a winning target, where the symmetric regions include a lower left corner region and an upper right corner region, and further include a middle left side region and a middle right side region.
Virtual object: refers to a movable object in a virtual scene. The movable object can be a virtual character, a virtual animal, a virtual sprite, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual scene. The virtual object may be an avatar in the virtual scene that is virtual to represent the user. A plurality of virtual objects may be included in the virtual scene, each virtual object having its own shape and volume in the virtual scene, occupying a portion of the space in the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, optionally, the virtual object may be a three-dimensional stereo model, the three-dimensional stereo model may be a three-dimensional character constructed based on a three-dimensional human skeleton technology, and the same virtual object may exhibit different external images by wearing different skins. In some embodiments, the virtual object may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
Alternatively, the virtual object may be a Player Character controlled by an operation on the client, or may be a Non-Player Character (NPC) provided in the virtual scene interaction. Alternatively, the virtual object may be a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be preset, or may be dynamically determined according to the number of clients participating in the interaction.
MOBA (Multiplayer Online Battle Arena) game: the game is a game which provides a plurality of base points in a virtual scene, and users in different camps control virtual objects to fight in the virtual scene, take charge of the base points or destroy enemy camp base points. For example, the MOBA game may divide the user into at least two enemy camps, and different virtual teams divided into the at least two enemy camps occupy respective map areas, respectively, to compete with one another with a winning condition as a target. Such winning conditions include, but are not limited to: the method comprises the following steps of occupying site points or destroying enemy battle site points, killing virtual objects of enemy battle, ensuring the survival of the enemy battle in a specified scene and time, seizing certain resources, and exceeding the interaction score of the other party in the specified time. For example, the MOBA game may divide the user into two enemy paradigms, and disperse the virtual objects controlled by the user in the virtual scene to compete with each other, so as to destroy or occupy all the spots of the enemy as winning conditions.
Optionally, each virtual team includes one or more virtual objects, such as 1, 2, 3, or 5 virtual objects, and the tactical competition can be divided into a 1V1 competitive puzzle, a 2V2 competitive puzzle, a 3V3 competitive puzzle, a 5V5 competitive puzzle, and the like according to the number of virtual objects in each team participating in the tactical competition, where 1V1 means "1 to 1", and details thereof are not described here.
Alternatively, the MOBA game may be played in units of rounds (or rounds), and the map of each tactical competition may be the same or different. The duration of a play of the MOBA game is from the moment the game is started to the moment the winning condition is achieved.
In the MOBA game, the user may control the virtual object to freely fall, glide, open a parachute to fall, run, jump, crawl, bend over, and the like in the sky of the virtual scene, or may control the virtual object to swim, float, or dive in the sea, and the like.
In the MOBA game, the user may also control the virtual object to release a virtual skill to combat the target virtual object, for example, the skill types of the virtual skill may include an attack skill, a defense skill, a treatment skill, an assistance skill, a chop skill, and the like. In some embodiments, each virtual object has a correspondence with one or more preset virtual skills, optionally the number of virtual skills that have a correspondence with each virtual object is greater than or equal to the number of virtual skills that each virtual object can assemble in the pair.
In one example, the number of virtual skills that have a correspondence with each virtual object is equal to the number of virtual skills that each virtual object can assemble in the game, and then the back office can automatically determine the respective virtual skills that have a correspondence with the virtual object after the user selects the virtual object that the game needs to play.
In another example, the number of virtual skills corresponding to each virtual object is greater than the number of virtual skills that can be assembled by each virtual object in a game, and then after the user selects a virtual object that needs to be played in the game, the user needs to further select a virtual skill that needs to be assembled in the game, so that even if the same virtual object is used in different games, a completely new game playing method may be generated due to different carried virtual skills. For example, after the player selects the virtual object a with which the player plays a battle, the virtual object a has 7 assemblable virtual skills, but only 4 virtual skills can be carried in the game, and at this time, the player needs to select 4 virtual skills carried in the player from the 7 assemblable virtual skills, that is, the player carries out allocation to the selected virtual object a. Optionally, after the player finishes allocating and recruiting the virtual object a, the player selects 4 virtual skills carried by the local office, instead of all the virtual skills being in an activated state when the virtual object a enters the field, a part of the virtual skills is temporarily set to an inactivated state, and the virtual skills are gradually activated (or unlocked) along with the growth of equipment upgrade, virtual capacity value improvement, economic resource improvement and the like of the virtual object a, so that richer game experience can be brought at this time. Of course, after the player completes the recruitment of the virtual object a, all the selected virtual skills carried by the 4 local offices can default to the activated state, so that the game difficulty can be reduced, and the operation burden of the player can be simplified.
Typically, different virtual objects have different virtual skills, which can produce different skill effects. For example, if the virtual object releases the attack skill to hit the enemy virtual object, a certain damage to the enemy virtual object is caused, which is usually represented by deducting a part of virtual life value of the enemy virtual object, and for example, if the virtual object releases the treatment skill to hit the friend virtual object, a certain treatment is generated to the friend virtual object, which is usually represented by replying a part of virtual life value of the friend virtual object, and other various skills can generate corresponding action effects, and are not enumerated here one by one.
In an MOBA game, a neutral virtual object can be provided in a virtual scene, the neutral virtual object is not affiliated to any user battle participating in the competition, the neutral virtual object is usually used as a competition resource which can be seized by two teams participating in the competition, the members of the two teams can attack the neutral virtual object by controlling the virtual object, each member in the battle where the member who defeats (or kills) the neutral virtual object is located can obtain a certain gain effect (commonly referred to as Buff), different types of neutral virtual objects can usually provide different gain effects, and after the virtual object obtains the Buff, the released virtual skill can be enjoyed by the addition effect corresponding to the Buff.
Two typical MOBA games are described separately below.
The first typical MOBA game.
Fig. 1 is a virtual world two-dimensional map of a typical MOBA game. In the typical MOBA game, virtual characters are divided into two camps of a red square and a blue square, each camps respectively has five virtual characters, and ten virtual characters in total carry out a MOBA game match.
As shown in fig. 1, the virtual world map is square and divided into two parts, two bases (crystals) for formation are respectively arranged at two ends of a diagonal line of the square, namely a blue base 1001 and a red base 1002; three attack lines connecting the blue base 1001 and the red base 1002 are: an upper lane 1003, a middle lane 1004, and a lower lane 1005; public area: channel 1006, and field 1007.
The virtual characters of two camps are respectively born at respective base positions, five virtual characters of the same camp initiate attack to an enemy along three attack directions respectively, and the game winner can be obtained by destroying the base of the other camp. The blue-square matrix is born at a blue-square base 1001, the red-square matrix is born at a red-square base 1002, and virtual characters of the two matrixes observe the virtual world from a viewing angle that the base of the two matrixes is positioned at the lower left corner of the observation viewing angle. That is, the blue avatar views the virtual world at a first perspective 1008, the red avatar views the virtual world at a second perspective 1009, and the three attack directions are, from left to right, an up, a mid, and a down, respectively, for the respective perspectives. Illustratively, as shown in FIG. 2, the virtual world is viewed from a first perspective 1008 of the blue virtual character, where the blue base 1001 is located in the lower left corner of the virtual world view; as shown in fig. 3, the virtual world is viewed from a second perspective 1009 of the virtual character in red, where the red base 1002 is located at the lower left corner of the virtual world frame.
Set up the visual angle of two camps like this, no matter the virtual character of user control belongs to red side camps or belongs to blue side camps, the base of enemy's camps is far away in the upper right corner of virtual world picture forever, and the attack direction of virtual character is the upper right direction of virtual world picture also forever, helps the user to control the virtual character. However, such an arrangement also has a problem that the lower route of the blue side is the upper route of the red side, when the virtual character of the blue side and the virtual character of the red side are both located at the junction (river channel) between the lower route of the blue side and the upper route of the red side, the User Interface seen by the blue side User on the terminal is as shown in fig. 4, and a part of the virtual world picture is blocked by a UI (User Interface) control 1010, but the area of the river channel 1006 that is more dangerous (the virtual character of the red side, such as a stabber, may suddenly attack from the river channel 1006) is not blocked, so the view of the blue side User is wider. As shown in fig. 5, part of the virtual world picture is also blocked by the UI control 1010, and the dangerous river channel 1006 area is blocked by the UI control, which affects the view of the user in the red, so that the user in the red is not convenient to observe the river channel 1006 area and is easily killed by a hacker in the blue.
Therefore, the down 1005 is more secure than the up 1003.
The five avatars in the same row are typically five different types of avatars, which may be, for example:
a soldier: the blood volume is more, and the defence power is higher, and the offensive power is higher, and the attack distance is short, and it is more nimble to remove, has certain displacement skill usually, can resist enemy's injury to a certain extent, or causes the injury to enemy. Displacement skills are skills that can cause a virtual character to move faster, or to rush a distance in a direction, or to move instantaneously from one point to another.
A juridical: the blood volume is extremely low, the defense power is extremely low, the attack power is very high and is a legal injury, the attack distance is long, the movement is not flexible, and the enemy is easy to attack and kill, so the enemy is usually attacked under the protection of a fighter or a tank/auxiliary.
Tank/assistance: the blood volume is very much, the defense power is very high, the attack power is extremely low, the attack distance is short, and the device is generally suitable for preventing injury to teammates in front of teams and protecting other teammates.
Shooting: similar to the jurisdictions, except that the shooter has very high physical injury, is eligible for persistent export, and attacks against defense towers and bases.
Stabbing: the blood volume is lower, the defense power is lower, the offensive power is high, the attack distance is short, the movement is very flexible, and the moving device generally has a plurality of displacement skills, is suitable for initiating assault to a legal person or a shooter of an enemy and has the capability of instantly killing the legal person or the shooter of the enemy.
Due to the characteristics of different types of virtual characters, the advantages and disadvantages of the upper road and the lower road in the visual field are combined, and the different types of virtual characters usually initiate attack to the enemy in a fixed attack direction. Attack is typically initiated by the shooter (and tank/satellite) from a safer down road 1005 to the enemy; initiating an attack by a jurisdictional on the way 1004 to an adversary; initiating an attack from a more dangerous ascent 1003 to the enemy by a soldier with a displacement advantage; the guests are mainly moving in the wild 1007 and serve teammates who support the on-road 1004 or off-road 1005.
This can result in the virtual character competing with an enemy virtual character of a different type from itself, the blue player competing against the red player, and the blue player competing against the red player, affecting game fairness and user experience. Illustratively, as shown in fig. 6, a blue shooter number 1011 attacks from a blue down road 1005 to the red, a blue fighter number 1012 attacks from a blue up road 1003 to the red, a red shooter number 1013 attacks from a red down road 1005 to the blue, and a red fighter number 1014 attacks from a red up road 1003 to the blue. I.e., shooter number 1011 versus fighter number two 1014, fighter number one 1012 versus fighter number two 1013.
In order to make the game more fair and more rational, the first shooter 1011 on the blue side fights the second shooter 1013 on the red side and the first fighter 1012 on the blue side fights the second fighter 1014 on the red side, as shown in fig. 7. In order to realize such a match method, it is necessary to solve a problem how to make the blue lower road and the red lower road the same route, that is, to change the blue lower road and the red lower road to each other, so that the original lower road is changed into the upper road and the original upper road is changed into the lower road. Illustratively, the up-down road in the red is changed to the positions of the up-road 1003 and the down-road 1005 as shown in fig. 7. The blue lower road 1005 is similarly set to the red lower road 1005, and the blue upper road 1003 is similarly set to the red upper road 1003.
The second typical MOBA game realizes this more rational engagement.
A second typical MOBA game.
The second typical MOBA game mode is the same as the first typical MOBA game in game playing, the virtual world is also a square, the base of the first camp and the base of the second camp are also positioned on the diagonal line of the square, and the five virtual characters in each camp initiate attack to the enemy along three attack directions respectively. The difference is that the way down of first formation is the way down of second formation simultaneously, and the way up of first formation is the way up of second formation simultaneously. The second typical MOBA game is to realize such a more rational match in the following way.
First there is a first virtual world and then a second virtual world mirrored about the ground plane of the first virtual world. As shown in fig. 8, there is a first virtual world 1101, and a second virtual world 1103 in which the first virtual world 1101 is symmetrical with respect to a ground plane 1102, i.e., the second virtual world is a mirror reflection of the first virtual world.
If the direction perpendicular to the ground plane of the first virtual world and pointing to the sky is the y-axis positive half-axis direction 1104, the virtual world seen by the user controlling the first virtual character burst is the first virtual world observed in the space with the viewing angle located at the y-axis positive half-axis, as shown in fig. 9, the first virtual world observed by the user controlling the first virtual character burst. The virtual world viewed by the user who controls the second marketing virtual character is the second virtual world viewed in the space whose view angle is located on the negative half axis of the y-axis, and as shown in fig. 10, the second virtual world viewed by the user who controls the second marketing virtual character. It can be seen that the first virtual world 1101 and the second virtual world 1103 are opposite worlds, and this method can realize that the way of going up and down of the second marketing is reversed, and the way of going down seen by the user controlling the virtual character of the second marketing is also the way of going down seen by the user controlling the virtual character of the first marketing.
The second typical MOBA game shows two virtual worlds which are mirror images of each other to two users in camp respectively, wherein the users in the first camp observe the first virtual world from the visual angle of a positive half shaft of a y axis and control virtual characters to move in the first virtual world; and the users in the second row observe the second virtual world from the view angle of the negative half shaft of the y axis and control the virtual characters to move in the second virtual world. Because the first virtual world and the second virtual world are two completely opposite worlds, the server needs to set two sets of operation logics for the first virtual world and the second virtual world respectively, and the first operation logic is used for calculating the activity information of the virtual character of the first camp in the first virtual world, for example: the movement position, the skill release direction and the like are moved, the activity information of the virtual character of the second battle in the second virtual world is calculated by using the second operation logic, and then the operation result of one virtual world needs to be displayed on the other virtual world.
Hereinafter, a system architecture according to the present application will be described.
Fig. 11 is a schematic implementation environment diagram of a display method of interactive information according to an embodiment of the present application. Referring to fig. 11, the implementation environment includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with an application program supporting a virtual scene. The application program may be any one of a MOBA Game, a Massively Multiplayer Online Role Playing Game (MMORPG), a First-Person Shooting Game (FPS), a third-Person Shooting Game, a virtual reality application program, a three-dimensional map program, a military simulation program, or a Multiplayer gunfight type survival Game. The first terminal 120 may be a terminal used by a first user, who uses the first terminal 120 to operate a first virtual object located in a virtual scene for activities including, but not limited to: releasing virtual skills, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first virtual object is a first virtual character, such as a simulated persona or an animated persona.
The server 140 may include at least one of a server, a plurality of servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide background services for applications that support virtual scenarios. Alternatively, the server 140 may undertake primary computational tasks and the first and second terminals 120, 160 may undertake secondary computational tasks; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is installed and operated with an application program supporting a virtual scene. The application program can be any one of an MOBA game, an MMORPG game, an FPS game, a third person shooting game, a virtual reality application program, a three-dimensional map program, a military simulation program or a multi-player gunfight survival game. The second terminal 160 may be a terminal used by a second user, who uses the second terminal 160 to operate a second virtual object located in the virtual scene for activities including, but not limited to: releasing virtual skills, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the second virtual object is a second virtual character, such as a simulated persona or an animated persona.
The first terminal 120 and the second terminal 160 may be directly or indirectly connected to the server 140 through wired or wireless communication, and the connection manner is not limited in this embodiment of the application.
In some embodiments, the first virtual object controlled by the first terminal 120 and the second virtual object controlled by the second terminal 160 are in the same virtual scene, and the first virtual object can interact with the second virtual object in the virtual scene. The first virtual object and the second virtual object may have an enemy relationship, for example, the first virtual object and the second virtual object may belong to different teams and parades, and the virtual objects of the enemy relationship may compete with each other to release the virtual skills, for example, the first virtual object releases the skill of attack to the second virtual object. In other embodiments, the first virtual object and the second virtual object may be in a teammate relationship, for example, the first virtual character and the second virtual character may belong to the same team, the same organization, a friend relationship, or temporary communication rights, in which case the first virtual object may release the auxiliary skills to the second virtual object.
The server 140 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a Network service, cloud communication, a middleware service, a domain name service, a security service, a Content Delivery Network (CDN), a big data and artificial intelligence platform, and the like.
The first terminal 120 or the second terminal 160 may be a smart phone, a smart palm, a portable game device, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, an MP3(Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4) player, an e-book reader, and the like, but is not limited thereto.
It should be noted that the applications installed on the first terminal 120 and the second terminal 160 may be the same, or the applications installed on the two terminals may be the same type of application of different operating system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 may be the same or different. Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 12 is a flowchart of a method for displaying interactive information according to an embodiment of the present application. Referring to fig. 12, the embodiment is applied to a terminal, which may be the first terminal 120 or the second terminal 160 shown in fig. 11, and includes the following steps:
1201. the terminal acquires attribute information of a virtual object in a virtual scene, wherein the attribute information is used for representing the inherent interaction attribute of the virtual object in the virtual scene.
The terminal may be any electronic device used by a user, for example, but not limited to, a smart phone, a portable game device, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, and the like.
The virtual object refers to a virtual object currently controlled by the terminal, the virtual object may perform a countermeasure action with a target virtual object in a virtual scene by releasing a virtual skill, the target virtual object refers to an attack target of the virtual skill, the target virtual object may be a neutral virtual object (such as a soldier, a monster, a small dragon, a big dragon, etc.) in the virtual scene, or may be a virtual object in a hostile battle controlled by other users in the virtual scene, and the embodiment of the present application does not specifically limit the type of the target virtual object.
The attribute information comprises at least one of a virtual life value, an attack attribute, a defense attribute or a positioning compensation coefficient of the virtual object, wherein the attack attribute is used for representing the injury strength of the virtual object when attacking the target virtual object, the defense attribute is used for representing the defense strength of the virtual object when being attacked, and the positioning compensation coefficient is used for correcting the capacity difference caused by different positioning between different virtual objects.
In one exemplary scenario, the attack attribute includes a physical attack strength (also referred to as a general attack strength), a physical attack addition coefficient, a legal attack strength (also referred to as a special attack strength), a legal attack addition coefficient, and the like, wherein the physical attack addition coefficient or the legal attack addition coefficient is comprehensively determined based on character characteristics of the virtual object, equipment currently worn by the virtual object, a nameplate currently worn by the virtual object, and a skin currently used by the virtual object. The defense attributes include physical defense strength (also referred to as general defense strength), legal defense strength (also referred to as special defense strength), and the like.
In some embodiments, the terminal displays an opening configuration interface in response to an opening operation of the user, and the opening configuration interface may include a virtual scene, a selection control of a virtual object, a selection control of a virtual skill, and the like. Optionally, the terminal detects, in real time, a selection operation of the user on each virtual object of the opening configuration interface, and determines the selected virtual object as a virtual object for the local fighting, where the selection operation may be a click operation, a long-press operation, a double-click operation, a voice instruction, or the like, and may also be a trigger operation on a shortcut key corresponding to any virtual object, which is not limited in this embodiment of the application. Since in some MOBA games, a user can select multiple virtual objects to play at one time and control the multiple virtual objects to play at the same time in the game, the virtual object referred to in the embodiment of the present application refers to the virtual object currently operated by the user, and is colloquially referred to as a "master operation virtual object".
After the user selects the virtual object in the opening configuration interface, the terminal displays one or more virtual skill selection controls corresponding to the virtual object in the opening configuration interface, so that the user can conveniently allocate and recruit the virtual object. The terminal monitors the selection control of each virtual skill of the user in real time, and determines the selected virtual skill as the virtual skill assembled by the virtual object local office, optionally, the selection operation may be a click operation, a long-press operation, a double-click operation, a voice instruction, and the like, and may also be a trigger operation of a shortcut key corresponding to any virtual skill, which is not limited in the embodiment of the present application.
Optionally, the terminal sets all the virtual skills selected by the user during enrollment to an activated state, that is, all the virtual skills selected by the user are activated by default, and the user may release any virtual skill during opening, so as to reduce the operation threshold of the game.
Optionally, the terminal sets one part of the virtual skills selected by the user during enrollment to be in an activated state, sets the other part of the virtual skills to be in an inactivated state, and sets activation conditions for the virtual skills in the inactivated state, so that the playability of the game can be enriched, and the human-computer interaction efficiency is improved. For example, the activation condition is that the level of the virtual object is greater than a level threshold, or the number of resource points occupied by the formation where the virtual object is located is greater than a resource point threshold, or the economic resource of the virtual object itself is greater than an economic threshold, or the team ability value of the formation where the virtual object is located is greater than an ability threshold, and the like. In some embodiments, when the activation condition is satisfied, the corresponding virtual skill is automatically activated, or when the activation condition is satisfied, the replacement qualification of the virtual skill is unlocked, and the virtual object may replace the virtual skill by consuming a certain amount of economic resources.
After the completion of the placement, the user clicks the placement option, the terminal starts the game of the game, loads the virtual scene, and displays the virtual object and at least one skill control of the virtual skill placed by the user in the virtual scene, where the skill control is used to provide a user interaction interface of the virtual skill, for example, the skill control may be displayed in a virtual scene in a suspended manner in the form of a virtual button, and the virtual button may be a circular button, a rectangular button, or an irregularly-shaped button. Optionally, a skill icon corresponding to the virtual skill is presented on the skill control.
In some embodiments, the terminal may further display other UI (User Interface) controls, such as a map control, a store control, a joystick, and the like, in the virtual scene, and the content of the controls displayed in the virtual scene is not specifically limited in the embodiments of the present disclosure.
In some embodiments, the terminal queries for a location compensation coefficient stored in correspondence with an object Identification (ID) of the virtual object based on the ID, and determines at least one of a virtual life value, an attack attribute, or a defense attribute of the virtual object based on at least one of a character characteristic of the virtual object, equipment currently worn by the virtual object, a legend currently worn by the virtual object, or skin currently used by the virtual object. And the terminal acquires at least one of the positioning compensation coefficient, the virtual life value, the attack attribute or the defense attribute as the attribute information of the virtual object, and optionally, the terminal displays the attribute information in the virtual scene.
Optionally, when the terminal starts the application program, the terminal pulls the positioning compensation coefficient of each virtual object from the server, stores the positioning compensation coefficient of each virtual object in a cache or a disk, uses the object ID as an index, queries index content corresponding to the index from the cache, and determines the index content as the positioning compensation coefficient if any index content is hit, so that efficiency of obtaining the positioning compensation coefficient can be improved, and even if network fluctuation occurs, the searching of the positioning compensation coefficient from the local cache is not affected.
Optionally, after the user selects the virtual object appearing in the local area, the terminal pulls the positioning compensation coefficient of the selected virtual object from the server in real time, so that the communication overhead between the terminal and the server can be reduced, and the local storage resource of the terminal can be saved.
In some embodiments, the terminal displays the attribute information in a personal interface of the virtual object, this personal interface is colloquially referred to as a "virtual object panel", which facilitates the user to enter the personal interface at any time to view the current attribute, for example, the terminal displays an icon of an avatar of the virtual object in the upper left corner area in the virtual scene, and the user can trigger to enter the personal interface by clicking the icon of the avatar, wherein the icon of the avatar refers to an identification image specific to the virtual object and is used for uniquely identifying the virtual object.
In some embodiments, as equipment of the virtual object is upgraded, the level of the virtual object is increased, economic resources are increased, and Buff captured in the bureau, the attribute information of the virtual object is not constant, so that the terminal can update the attribute information of the virtual object in real time to ensure the accuracy of the interactive information.
1202. And the terminal responds to the virtual object to release the virtual skill, and obtains expected income information of the virtual skill, wherein the expected income information is used for expressing the expected interaction effect of the virtual object after the virtual object releases the virtual skill.
Optionally, the skill type of the virtual skill includes at least one of an attack skill, a defense skill, a control skill, a treatment skill, an auxiliary skill, a chopping skill or a composite skill, and the skill type is not particularly limited in the embodiments of the present application. For example, the virtual skill a is an attack skill and can recover the virtual life value of the virtual object by a certain percentage of the damage value caused by the attack, or the virtual skill a is a control skill and causes a control effect on the target virtual object (referring to the attack target of the virtual skill) when a small amount of damage value is caused, where the control effect includes, but is not limited to: cynicism, shock, dizziness, silence, fit, lock feet, slow down, etc., control skills can provide a powerful adjunct to defeat (or kill) a target virtual object.
In some embodiments, in response to a triggering operation of a user on a skill control of any virtual skill in a virtual scene, a terminal determines that the triggering operation on the virtual skill is detected, generates a skill release instruction, controls a virtual object to release the virtual skill corresponding to the skill control, and displays, in the virtual scene, an action style preset when the virtual object releases the virtual skill, where the action style includes, but is not limited to: singing, spurring, raising hands, reading strips, floating, sliding, backing, turning, and the like, and the embodiment of the application does not specifically limit the types of the movement styles corresponding to the virtual skills.
In some embodiments, after the terminal controls the virtual object to release the corresponding virtual skill in response to the triggering operation of the skill control, the terminal may determine the expected profit information based on at least one of the first profit information, the second profit information, or the third profit information. Wherein the first profit information is used for representing an injury profit expected to be caused by the injury of the skill, the second profit information is used for representing an injury-bearing profit expected to be caused by the return of the skill, and the third profit information is used for representing an additional profit expected to be caused by the additional effect.
For example, the terminal takes any one of the first benefit information, the second benefit information or the third benefit information as the expected benefit information, so that the acquisition flow of the interactive information can be simplified, and the processing resources of the terminal can be saved; or the terminal determines the expected profit information based on the combination of any two items of the first profit information, the second profit information or the third profit information, so that the expression capacity of the interactive information can be improved, and excessive processing resources are not occupied; or the terminal determines the expected income information based on the first income information, the second income information and the third income information, so that the expression capacity of the interactive information can be improved, and the income effect brought by the released virtual skill can be more accurately expressed by the interactive information.
In the process, the terminal responds to any virtual skill released by the virtual object to obtain expected income information of the virtual skill, the expected interaction effect expected after the virtual object releases the virtual skill can be accurately measured through the expected income information, namely the expected income information of real-time fighting in the game is different according to different match and recruitment of users before the game is opened if the virtual skill hits the income effect generated by the target virtual object in the game, so that the virtual ability value obtained based on the expected income information is also changed in real time, and compared with economic resources, the virtual ability value can more accurately reflect the fighting ability (colloquially called 'fighting power') of the virtual object.
In some embodiments, the terminal determines the first benefit information of the virtual skill based on the skill injury of the virtual skill, so that the increased fighting capacity of the virtual skill can be measured from the perspective of the skill injury. Alternatively, the skill injury may be divided into a single DPS (dam Per Second injury) and a crowd attack DPS.
In some embodiments, the terminal obtains the attack attribute, the expected hit rate of the virtual skill and the expected hit number of the virtual skill in the attribute information; determining a monomer injury benefit (i.e., monomer DPS) for the virtual skill based on the skill injury, the attack attribute, and the expected hit rate; determining a group injury benefit (i.e., group attack DPS) of the virtual skill based on the individual injury benefit and the expected hit number; determining the first benefit information based on the individual injury benefits and the group injury benefits.
Optionally, the terminal reads the attack attribute from the attribute information of the local cache, where the attack attribute includes physical attack strength, a physical attack addition coefficient, legal attack strength, and a legal attack addition coefficient, and then the terminal may pull the expected hit rate and the expected hit number from the server, where the expected hit rate and the expected hit number are global parameters configured by the server, and may be customized by a technician, and may also be adaptively adjusted by the machine based on global statistical analysis, and different virtual skills may have the same or different expected hit rates, and may also have the same or different expected hit numbers, which is not limited in this embodiment of the present application.
Optionally, when the terminal obtains the expected hit rate and the expected hit number, if different virtual skills correspond to different expected hit rates and expected hit numbers, the terminal may query, using the skill ID as an index, index content corresponding to the index in the cache, and when any index content is hit, read the expected hit rate and the expected hit number stored in the index content. Or, if different virtual skills correspond to the same expected hit rate and expected hit number, the terminal may directly obtain two global parameters, that is, the expected hit rate and the expected hit number, from the cache.
It should be noted that the terminal may pull skill information (such as a skill name, a skill description, a skill icon, a skill ID, a length of time of posting, a skill injury value, a skill reply value, an expected hit rate, an expected hit number, and the like) of each virtual skill from the server before opening an office, so that a user can preview the skill information of each virtual skill in the posting stage and can provide more references to posting, or the terminal may pull only the skill name, the skill description, the skill icon, the skill ID, the skill injury value, and the skill reply value of each virtual skill before posting, and pull only the length of posting, the expected hit rate, the expected hit number of virtual skills selected by posting after posting, so that communication overhead between the terminal and the server can be saved.
In some embodiments, when the single DPS is determined, the terminal multiplies the physical attack intensity by the physical attack addition coefficient to obtain a physical attack injury value, multiplies the legal attack intensity by the legal attack addition coefficient to obtain a legal attack injury value, adds a virtual skill injury (i.e., a skill injury value, which refers to a virtual skill fixed injury) to the physical attack injury value and the legal attack injury value to obtain a target injury value, and multiplies the target injury value by the expected hit rate to obtain the single DPS.
Optionally, when the virtual object releases the virtual skill to the target virtual object, since the target virtual object may be carrying a BUFF of the damage mitigation class at this time, the single DPS caused by the virtual skill itself is partially decomposed when hitting the target virtual object, and therefore, the terminal may correct the single DPS based on the damage mitigation rate of the target virtual object, where the target virtual object is an attack target of the virtual skill. For example, the terminal multiplies the original DPS by the injury reduction rate to obtain a reduced DPS, and subtracts the original DPS and the reduced DPS to obtain a corrected DPS, thereby improving the accuracy of the DPS.
In some embodiments, due to the difference in the virtual skill calling sequence, it is possible that the last skill of the virtual skill will have an injury-enhancing effect on the currently released virtual skill, and therefore additional skill injuries (referred to as additional injuries for short) will be generated in addition to the single DPS, for example, after releasing skill a, the additional effects of skill a include a 20% improvement in skill injury for the next released skill B. Consequently can add original monomer DPS and this extra injury, obtain the monomer DPS after the correction, also be the terminal because of the extra injury that other skills brought for this virtual skill, revise monomer DPS, can promote monomer DPS's the degree of accuracy.
In some embodiments, when the virtual object releases the virtual skill, the virtual object is controlled to make an action of the virtual skill, so that an invocation time of the virtual skill (i.e., a time when the user triggers the skill release instruction) is not consistent with an acceptance time of the action invocation after the virtual skill is executed, that is, a certain time delay exists. Just because there is this time delay of length of time of being called out, the terminal can also be based on the length of time of being called out of this virtual skill, revises this monomer DPS, and optionally, the terminal is with original monomer DPS and length of time of being called out divide mutually, obtains monomer DPS after the revision, can promote monomer DPS's the degree of accuracy.
In the above three modes of correcting the single DPS, that is, the correction based on the injury reduction rate, the correction based on the extra injury, and the correction based on the calling time length, the terminal may adopt any one or a combination of at least two of the modes to correct the single DPS, so as to improve the accuracy of the single DPS, or may not correct the single DPS, so as to save the processing resources of the terminal.
In an exemplary scenario, the terminal corrects the single DPS by combining the three correction manners, and the expression of the final single DPS is: the single DPS { (fixed injury + physical attack strength + legal attack addition coefficient) × expected hit rate + injury reduction rate + extra injury }/length of time spent on enrollment, wherein fixed injury means skill injury (numerical value), and extra injury means extra injury due to other skills being the virtual skill.
In some embodiments, when determining the crowd-attacking DPS, the terminal multiplies the single DPS by the expected hit number to obtain the crowd-attacking DPS, that is, the crowd-attacking DPS is equal to the single DPS by the expected hit number, so that the crowd-attacking benefit of the virtual skill on hitting the target virtual object can be accurately estimated.
Alternatively, the terminal acquires the arithmetic mean value of the monomer DPS and the crowd-attack DPS as the first benefit information after determining the monomer DPS and the crowd-attack DPS based on the above-described manner. Or, the terminal acquires the weighted average of the single DPS and the crowd-attack DPS as the first profit information, and the weight coefficient of the single DPS and the weight coefficient of the crowd-attack DPS are issued periodically by the server, or are pulled from the server in real time by the terminal, and the weight coefficients may be manually set by a technician, or adaptively adjusted by a machine based on the statistical analysis result.
In some embodiments, the terminal determines the second benefit information of the virtual skill based on the skill reply of the virtual skill, so that the added strength of the virtual skill can be measured from the viewpoint of the skill reply. Alternatively, the skill recovery can be divided into at least a fixed defense value and an injury recovery value.
In some embodiments, the terminal determines a first injury-bearing benefit based on the virtual life value of the virtual object and the defense attribute in the attribute information, wherein the first injury-bearing benefit is used for representing the inherent injury-bearing benefit of the virtual object; determining a second benefit from the undertaking of the injury based on the skill response and the single DPS, the second benefit from undertaking the injury for the virtual object resulting from releasing the virtual skill; determining the second benefit information based on the first and second commitment benefits.
Optionally, the terminal reads the current virtual life value of the virtual object and the defense attribute from the attribute information cached locally, where the defense attribute includes physical defense strength and legal defense strength.
Optionally, when determining the first injury bearing benefit, the terminal converts the physical defense strength and the legal defense strength into a physical defense addition coefficient and a legal defense addition coefficient of a virtual life value according to the defense parameters, and then multiplies the virtual life value, the physical defense addition coefficient and the legal defense addition coefficient to obtain the first injury bearing benefit, wherein the first injury bearing benefit is independent of the single DPS and is only related to the current virtual life value of the virtual object and the defense attribute thereof.
Optionally, when determining the second benefit from undertaking the injury, the terminal adds the skill response (i.e., the skill response value, which refers to the fixed response of the virtual skill) to the target injury value in the single DPS to obtain a target response value, and multiplies the target response value by the expected hit rate and the expected hit number to obtain the second benefit from undertaking the injury. The target damage value is a value obtained by adding a physical attack damage value and a legal attack damage value, the physical attack damage value is a value obtained by multiplying a physical attack strength in an attack attribute by a physical attack addition coefficient, and the legal attack damage value is a value obtained by multiplying a legal attack strength in the attack attribute by a legal attack addition coefficient.
Optionally, after the terminal obtains the first benefit from bearing the injuries and the second benefit from bearing the injuries, the first benefit from bearing the injuries and the second benefit from bearing the injuries are added to obtain second benefit information. That is, the terminal determines the second profit information based on the first and second profit gains, optionally, in addition to direct addition, the second profit information may be added after weighted according to different weight coefficients, and by allocating different weight coefficients for the first and second profit gains, the specific gravity of a certain kind of profit gain in the second profit information may be highlighted, so that the second profit information has a more flexible calculation mode.
In some embodiments, the skill recovery further comprises an extra absorption value, wherein the injury recovery value is different from the extra absorption value in that the injury recovery value is converted to a virtual life value added to the existing virtual life value as a percentage of the DPS alone, and the extra absorption value is an extra subtraction value when the injury is inflicted on another virtual object and is not directly added to the existing virtual life value, so that the extra absorption value is equivalent to a shield that can absorb the injury inflicted but cannot be used to directly inflict on the virtual life value. Based on the above situation, after the terminal determines the extra absorption value, the terminal may add the original second benefit information to the extra absorption value to obtain the corrected second benefit information, that is, correct the second benefit information based on the extra absorption value, so as to improve the accuracy of the second benefit information.
In an exemplary scenario, after the terminal corrects the second benefit information by using the extra absorption value, an expression of the final second benefit information is as follows: the damage bearing value is the virtual life value (1+ physical defense strength/600) (1+ tactical defense strength/600) + (fixed recovery amount + physical attack strength + tactical attack coefficient) × expected hit rate + extra absorption value. Wherein, the bearing value is also the second income information, the virtual life value is commonly called as the physical strength value, the qi and blood value, etc., and the fixed recovery amount is also the skill recovery value.
In some embodiments, the terminal determines the third profit information of the virtual skill based on the additional effect of the virtual skill, so that the added strength of the virtual skill can be measured from the perspective of the additional effect. Optionally, the additional effect comprises at least one of a displacement effect or a control effect.
In some embodiments, the terminal determines an expected displacement benefit of the virtual skill based on the displacement effect and the effective duration of the displacement effect; determining an expected control benefit of the virtual skill based on the control effect and the effective time length of the control effect; the expected displacement revenue and the expected control revenue are acquired as the third revenue information.
In some embodiments, when acquiring the additional effect of the virtual skill, the terminal uses the skill ID as an index, searches the index content corresponding to the index in the cache, and when any index content is hit, reads the displacement effect and the control effect stored in the index content.
In some embodiments, the terminal multiplies the displacement effect by the effective duration of the displacement effect to obtain an expected displacement benefit, which is also colloquially referred to as a displacement value. Wherein, the displacement effect comprises an acceleration effect, a deceleration effect and the like.
In some embodiments, the terminal queries, based on the control effect, a control correction coefficient having a corresponding relationship with the control effect, and multiplies the control correction coefficient, the expected hit rate, the expected hit number, and the effective duration of the control effect by each other to obtain an expected control benefit, which is also commonly referred to as a control value. Wherein the control effect comprises cynicism, stunning, vertigo, silence, body shaping, foot locking, deceleration, etc.
In some embodiments, since neither the displacement effect nor the control effect is permanently applied to the battle, the expected displacement gain and the expected control gain can be respectively corrected based on the average battle duration parameter, so that the average gain of the additional effect of the virtual skill in the whole battle can be measured more accurately.
The average combat time length parameter is used for representing the average combat time length of the virtual object participating in combat in the opposite office, the average combat time length parameter can be set by a technician on a server side, dynamic self-adaptive adjustment can also be carried out by the server based on statistical analysis of the opposite offices, the server can issue the average combat time length parameter to the terminal periodically, or the terminal pulls the average combat time length parameter from the server before the opening of the office, and the embodiment of the application does not specifically limit the obtaining mode of the average combat time length parameter.
Optionally, when the correction is performed based on the average combat time length parameter, for the expected displacement profit, the terminal multiplies the original expected displacement profit by the expected cooling time length of the virtual skill, and divides the multiplied value by the average combat time length parameter to obtain the corrected expected displacement profit. The expected cooling time is also a global parameter, and is used to indicate the cooling time for releasing the virtual skill again after the virtual skill is released, where the expected cooling time may be set by a technician on the server side, or may be dynamically adaptively adjusted by the server based on statistical analysis of each office pair, and the server may periodically issue the expected cooling time to the terminal, or the terminal pulls the expected cooling time from the server before the office is opened.
Optionally, the terminal may further correct the expected displacement benefit based on the relative displacement distance of the virtual object and the moving speed of the virtual object, that is, the terminal divides the relative displacement distance and the moving speed, and adds the divided value to the original expected displacement benefit to obtain the corrected expected displacement benefit. The relative displacement distance refers to a displacement distance moved by the virtual object in a time period from a moment when the displacement effect is effective to a moment when the displacement effect is finished, and the moving speed refers to a moving speed of the virtual object in the time period.
It should be noted that, in the two manners of correcting the expected displacement profit, one of the manners may be adopted for correction to save processing resources of the terminal, or two manners of correction may be simultaneously adopted to improve accuracy of the expected displacement profit, which is not specifically limited in the embodiment of the present application.
In an exemplary scenario, taking the displacement effect as an example of the acceleration effect, and when the two correction manners are adopted simultaneously, the final expected displacement benefit expression is as follows: displacement value acceleration effect acceleration duration desired cooling duration/average combat duration parameter + relative displacement distance/displacement speed. The displacement value is also the expected displacement benefit, and the acceleration duration refers to the effective duration of the acceleration effect.
Optionally, when the correction is performed based on the average combat time length parameter, for the expected control gain, the terminal divides the original expected control gain by the average combat time length parameter to obtain the corrected expected control gain. Namely: the control value, i.e. the expected control yield, controls the correction factor, i.e. the control duration/average duration parameter.
In some embodiments, after the terminal acquires the first benefit information, the second benefit information, and the third benefit information based on the above manners, the terminal adds one to each of the expected displacement benefit and the expected control benefit in the third benefit information, and multiplies a value obtained by adding one by the first benefit information and the second benefit information to obtain the expected benefit information. In other words, the expected benefit information is the first benefit information, the second benefit information (1+ expected shift benefit) (1+ expected control benefit). Wherein, the first profit information is (single DPS + crowd attack DPS)/2, the second profit information is also the bearing damage value, the expected displacement profit is also the displacement value, and the expected control profit is also the control value.
1203. And the terminal determines a virtual ability value of the virtual object based on the attribute information and the expected income information, wherein the virtual ability value is used for measuring the interaction ability of the virtual object when the virtual skill is released.
In some embodiments, the terminal obtains a positioning compensation coefficient of the virtual object in the attribute information, where the positioning compensation coefficient is used to correct a capability difference between different virtual objects due to different positioning; and correcting the expected income information based on the positioning compensation coefficient to obtain the virtual capacity value.
Optionally, the terminal queries, based on the object ID of the virtual object, the positioning compensation coefficient stored in correspondence with the object ID, for example, by using the object ID as an index, querying, in the cache, index content corresponding to the index, and when any index content is hit, reading the positioning compensation coefficient stored in the index content.
Optionally, when the terminal starts the application program, the terminal pulls the positioning compensation coefficient of each virtual object from the server, and stores the positioning compensation coefficient of each virtual object in the cache or the disk, so that the efficiency of obtaining the positioning compensation coefficient can be improved, and even if network fluctuation occurs, the inquiry of the positioning compensation coefficient from the local cache is not influenced.
Optionally, the terminal pulls the positioning compensation coefficient from the server in real time when calculating the virtual capability value, so that the positioning compensation coefficient can be guaranteed to be the latest value, and the positioning compensation coefficient can be synchronized from the server in time.
In an exemplary scenario, the terminal multiplies the positioning compensation coefficient by the expected revenue information to obtain the virtual capability value. The expression of the virtual capacity value is: the tacticity is the position and compensation coefficient, the expected income information is the position and compensation coefficient (monomer DPS + group attack DPS)/2 is the damage bearing value (1+ displacement value) and (1+ control value), wherein the tacticity is the virtual capacity value. Here, in addition to the positioning compensation coefficient, a term "positioning" is multiplied, which refers to the positioning of the strength of the individual virtual objects themselves, and both the positioning compensation coefficients can be regarded as one positioning compensation coefficient.
It should be noted that the virtual ability value is dynamically changed along with various growth factors such as equipment improvement, level improvement, BUFF acquisition, skill release and the like of the virtual object, and the virtual ability value is used as interactive information for the user to globally control game competition, and does not depend on one-sided and limited competitive resources, so that the fighting ability of each virtual object can be more accurately embodied, and the information acquisition efficiency of the user on the interactive information is improved.
1204. And the terminal displays the virtual capability value in the virtual scene.
In some embodiments, the terminal displays an interactive information interface in the virtual scene, wherein the interactive information interface comprises a virtual capability value of at least one virtual object participating in the game. Optionally, the interactive information interface is triggered by a target UI control, and the user may trigger and display the interactive information interface by clicking the target UI control.
In the interactive information interface, virtual capability values of virtual objects of different camps can be displayed in different areas, for example, the virtual capability value of each virtual object of a first camps is displayed in a left area, and the virtual capability value of each virtual object of a second camps is displayed in a right area; or displaying the virtual capacity value of each virtual object of the first marketing in the upper area, and displaying the virtual capacity value of each virtual object of the second marketing in the lower area; or two page tabs are provided in the interactive information interface, wherein one page tab is used for displaying the virtual capability value of each virtual object in the first marketing, and the other page tab is used for displaying the virtual capability value of each virtual object in the second marketing.
In some embodiments, in the interactive information interface, for each virtual object in the same formation, the virtual objects can be sorted in the order from high to low of the virtual ability value, so that the difference between the high and low of the virtual ability value of each virtual object is clear at a glance, and a user can conveniently judge game match-up conditions in real time.
In some embodiments, the terminal displays the virtual capability value of the virtual object in a target area corresponding to the virtual object in the virtual scene. Optionally, the terminal displays the virtual ability value of each virtual object in the overhead area of each virtual object, for example, the virtual ability value is displayed above the virtual life value, or the virtual ability value is displayed below the virtual life value, so that the user does not need to frequently click the target UI control to enter the interactive information interface for viewing, the operation flow of the user can be simplified, and the user can conveniently view the virtual ability value when controlling the virtual object to fight.
It should be noted that, in the above two display modes, the terminal may only display the virtual ability value in the interactive information interface, or only display the virtual ability value in the target area of each virtual object, or, while displaying the virtual ability value in the target area, the user may also enter the interactive information interface by clicking the target UI control to check the ranking of the virtual ability values of each virtual object, and by providing multiple display modes of the virtual ability values at the same time, the user may select the most suitable viewing mode.
In some embodiments, the terminal displays a special effect of the change of the virtual capacity value in the virtual scene in response to the change of the virtual capacity value of the virtual object. For example, the terminal displays an amplification special effect in which the value of the virtual capability value changes gradually until the virtual capability value changes from the original value to the latest value, or the terminal plays an animation of changing the virtual capability value and displays the latest virtual capability value after the animation of changing is completed.
In some embodiments, the terminal obtains a team capacity value of the camp in which the virtual object is located, wherein the team capacity value is a sum of the virtual capacity values of the virtual objects in the camp; displaying the team competency value in the virtual scene. For example, if the formation where the virtual object is located includes 5 team members, the expression of the team ability value is: the team strength is sum (team member 1: team member 5), and the team strength is the team ability value. In the process, the team competence of the team in each camp can be clearly checked by the virtual object in each camp at a glance by acquiring the team competence value, and the acquisition efficiency of the user on the interactive information is further improved.
All the above optional technical solutions can be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
The method provided by the embodiment of the application determines the real-time virtual ability value of the virtual object in the interaction process by combining the attribute information of the virtual object based on the virtual skill released by the virtual object in real time, and the virtual ability value is different along with the difference of the virtual skill carried by the virtual object to the game, compared with the economic resource, the virtual ability value can objectively and accurately reflect the fighting ability of the virtual object, the positioning difference of different virtual objects can be overcome, and the real-time interaction information is reflected from the angle of the fighting ability, so that the interactive information acquisition efficiency is greatly improved.
Fig. 13 is a flowchart of a method for displaying interactive information according to an embodiment of the present application. Referring to fig. 13, the embodiment is applied to a terminal, which may be the first terminal 120 or the second terminal 160 shown in fig. 11, and includes the following steps:
1301. the terminal acquires attribute information of a virtual object in a virtual scene, wherein the attribute information is used for representing the inherent interaction attribute of the virtual object in the virtual scene.
The attribute information comprises at least one of a virtual life value, an attack attribute, a defense attribute or a positioning compensation coefficient of the virtual object, wherein the attack attribute is used for representing the injury strength of the virtual object when attacking the target virtual object, the defense attribute is used for representing the defense strength of the virtual object when being attacked, and the positioning compensation coefficient is used for correcting the capacity difference caused by different positioning between different virtual objects.
In one exemplary scenario, the attack attribute includes a physical attack strength (also referred to as a general attack strength), a physical attack addition coefficient, a legal attack strength (also referred to as a special attack strength), a legal attack addition coefficient, and the like, wherein the physical attack addition coefficient or the legal attack addition coefficient is comprehensively determined based on character characteristics of the virtual object, equipment currently worn by the virtual object, a nameplate currently worn by the virtual object, and a skin currently used by the virtual object. The defense attributes include physical defense strength (also referred to as general defense strength), legal defense strength (also referred to as special defense strength), and the like.
Step 1301 is similar to step 1201, and is not described herein.
1302. The terminal responds to the virtual object to release the virtual skill, and determines first income information of the virtual skill based on the skill injury of the virtual skill, wherein the first income information is used for representing injury income expected by the skill injury.
Optionally, the skill type of the virtual skill includes at least one of an attack skill, a defense skill, a control skill, a treatment skill, an auxiliary skill, a chopping skill or a composite skill, and the skill type is not particularly limited in the embodiments of the present application. For example, the virtual skill a is an attack skill and can recover the virtual life value of the virtual object by a certain percentage of the damage value caused by the attack, or the virtual skill a is a control skill and causes a control effect on the target virtual object (referring to the attack target of the virtual skill) when a small amount of damage value is caused, where the control effect includes, but is not limited to: cynicism, shock, dizziness, silence, fit, lock feet, slow down, etc., control skills can provide a powerful adjunct to defeat (or kill) a target virtual object.
In some embodiments, in response to a triggering operation of a user on a skill control of any virtual skill in a virtual scene, a terminal determines that the triggering operation on the virtual skill is detected, generates a skill release instruction, controls a virtual object to release the virtual skill corresponding to the skill control, and displays, in the virtual scene, an action style preset when the virtual object releases the virtual skill, where the action style includes, but is not limited to: singing, spurring, raising hands, reading strips, floating, sliding, backing, turning, and the like, and the embodiment of the application does not specifically limit the types of the movement styles corresponding to the virtual skills.
In some embodiments, the terminal obtains the attack attribute, the expected hit rate of the virtual skill and the expected hit number of the virtual skill in the attribute information; determining a monomer injury benefit (i.e., monomer DPS) for the virtual skill based on the skill injury, the attack attribute, and the expected hit rate; determining a group injury benefit (i.e., group attack DPS) of the virtual skill based on the individual injury benefit and the expected hit number; determining the first benefit information based on the individual injury benefits and the group injury benefits.
Optionally, the terminal reads the attack attribute from the attribute information of the local cache, where the attack attribute includes physical attack strength, a physical attack addition coefficient, legal attack strength, and a legal attack addition coefficient, and then the terminal may pull the expected hit rate and the expected hit number from the server, where the expected hit rate and the expected hit number are global parameters configured by the server, and may be customized by a technician, and may also be adaptively adjusted by the machine based on global statistical analysis, and different virtual skills may have the same or different expected hit rates, and may also have the same or different expected hit numbers, which is not limited in this embodiment of the present application.
Optionally, when the terminal obtains the expected hit rate and the expected hit number, if different virtual skills correspond to different expected hit rates and expected hit numbers, the terminal may query, using the skill ID as an index, index content corresponding to the index in the cache, and when any index content is hit, read the expected hit rate and the expected hit number stored in the index content. Or, if different virtual skills correspond to the same expected hit rate and expected hit number, the terminal may directly obtain two global parameters, that is, the expected hit rate and the expected hit number, from the cache.
It should be noted that the terminal may pull skill information (such as a skill name, a skill description, a skill icon, a skill ID, a length of time of posting, a skill injury value, a skill reply value, an expected hit rate, an expected hit number, and the like) of each virtual skill from the server before opening an office, so that a user can preview the skill information of each virtual skill in the posting stage and can provide more references to posting, or the terminal may pull only the skill name, the skill description, the skill icon, the skill ID, the skill injury value, and the skill reply value of each virtual skill before posting, and pull only the length of posting, the expected hit rate, the expected hit number of virtual skills selected by posting after posting, so that communication overhead between the terminal and the server can be saved.
In some embodiments, when the single DPS is determined, the terminal multiplies the physical attack intensity by the physical attack addition coefficient to obtain a physical attack injury value, multiplies the legal attack intensity by the legal attack addition coefficient to obtain a legal attack injury value, adds a virtual skill injury (i.e., a skill injury value, which refers to a virtual skill fixed injury) to the physical attack injury value and the legal attack injury value to obtain a target injury value, and multiplies the target injury value by the expected hit rate to obtain the single DPS.
Optionally, when the virtual object releases the virtual skill to the target virtual object, since the target virtual object may be carrying a BUFF of the damage mitigation class at this time, the single DPS caused by the virtual skill itself is partially decomposed when hitting the target virtual object, and therefore, the terminal may correct the single DPS based on the damage mitigation rate of the target virtual object, where the target virtual object is an attack target of the virtual skill. For example, the terminal multiplies the original DPS by the injury reduction rate to obtain a reduced DPS, and subtracts the original DPS and the reduced DPS to obtain a corrected DPS, thereby improving the accuracy of the DPS.
In some embodiments, due to the difference in the virtual skill calling sequence, it is possible that the last skill of the virtual skill will have an injury-enhancing effect on the currently released virtual skill, and therefore additional skill injuries (referred to as additional injuries for short) will be generated in addition to the single DPS, for example, after releasing skill a, the additional effects of skill a include a 20% improvement in skill injury for the next released skill B. Consequently can add original monomer DPS and this extra injury, obtain the monomer DPS after the correction, also be the terminal because of the extra injury that other skills brought for this virtual skill, revise monomer DPS, can promote monomer DPS's the degree of accuracy.
In some embodiments, when the virtual object releases the virtual skill, the virtual object is controlled to make an action of the virtual skill, so that an invocation time of the virtual skill (i.e., a time when the user triggers the skill release instruction) is not consistent with an acceptance time of the action invocation after the virtual skill is executed, that is, a certain time delay exists. Just because there is this time delay of length of time of being called out, the terminal can also be based on the length of time of being called out of this virtual skill, revises this monomer DPS, and optionally, the terminal is with original monomer DPS and length of time of being called out divide mutually, obtains monomer DPS after the revision, can promote monomer DPS's the degree of accuracy.
In the above three modes of correcting the single DPS, that is, the correction based on the injury reduction rate, the correction based on the extra injury, and the correction based on the calling time length, the terminal may adopt any one or a combination of at least two of the modes to correct the single DPS, so as to improve the accuracy of the single DPS, or may not correct the single DPS, so as to save the processing resources of the terminal.
In an exemplary scenario, the terminal corrects the single DPS by combining the three correction manners, and the expression of the final single DPS is: the single DPS { (fixed injury + physical attack strength + legal attack addition coefficient) × expected hit rate + injury reduction rate + extra injury }/length of time spent on enrollment, wherein fixed injury means skill injury (numerical value), and extra injury means extra injury due to other skills being the virtual skill.
In some embodiments, when determining the crowd-attacking DPS, the terminal multiplies the single DPS by the expected hit number to obtain the crowd-attacking DPS, that is, the crowd-attacking DPS is equal to the single DPS by the expected hit number, so that the crowd-attacking benefit of the virtual skill on hitting the target virtual object can be accurately estimated.
Alternatively, the terminal acquires the arithmetic mean value of the monomer DPS and the crowd-attack DPS as the first benefit information after determining the monomer DPS and the crowd-attack DPS based on the above-described manner. Or, the terminal acquires the weighted average of the single DPS and the crowd-attack DPS as the first profit information, and the weight coefficient of the single DPS and the weight coefficient of the crowd-attack DPS are issued periodically by the server, or are pulled from the server in real time by the terminal, and the weight coefficients may be manually set by a technician, or adaptively adjusted by a machine based on the statistical analysis result.
1303. And the terminal determines second benefit information of the virtual skill based on the skill reply of the virtual skill, wherein the second benefit information is used for representing the injury bearing benefit expected to be caused by the skill reply.
In some embodiments, the terminal determines a first injury-bearing benefit based on the virtual life value of the virtual object and the defense attribute in the attribute information, wherein the first injury-bearing benefit is used for representing the inherent injury-bearing benefit of the virtual object; determining a second benefit from the undertaking of the injury based on the skill response and the single DPS, the second benefit from undertaking the injury for the virtual object resulting from releasing the virtual skill; determining the second benefit information based on the first and second commitment benefits.
Optionally, the terminal reads the current virtual life value of the virtual object and the defense attribute from the attribute information cached locally, where the defense attribute includes physical defense strength and legal defense strength.
Optionally, when determining the first injury bearing benefit, the terminal converts the physical defense strength and the legal defense strength into a physical defense addition coefficient and a legal defense addition coefficient of a virtual life value according to the defense parameters, and then multiplies the virtual life value, the physical defense addition coefficient and the legal defense addition coefficient to obtain the first injury bearing benefit, wherein the first injury bearing benefit is independent of the single DPS and is only related to the current virtual life value of the virtual object and the defense attribute thereof.
Optionally, when determining the second benefit from undertaking the injury, the terminal adds the skill response (i.e., the skill response value, which refers to the fixed response of the virtual skill) to the target injury value in the single DPS to obtain a target response value, and multiplies the target response value by the expected hit rate and the expected hit number to obtain the second benefit from undertaking the injury. The target damage value is a value obtained by adding a physical attack damage value and a legal attack damage value, the physical attack damage value is a value obtained by multiplying a physical attack strength in an attack attribute by a physical attack addition coefficient, and the legal attack damage value is a value obtained by multiplying a legal attack strength in the attack attribute by a legal attack addition coefficient.
Optionally, after the terminal obtains the first benefit from bearing the injuries and the second benefit from bearing the injuries, the first benefit from bearing the injuries and the second benefit from bearing the injuries are added to obtain second benefit information. That is, the terminal determines the second profit information based on the first and second profit gains, optionally, in addition to direct addition, the second profit information may be added after weighted according to different weight coefficients, and by allocating different weight coefficients for the first and second profit gains, the specific gravity of a certain kind of profit gain in the second profit information may be highlighted, so that the second profit information has a more flexible calculation mode.
In some embodiments, the skill recovery further comprises an extra absorption value, wherein the injury recovery value is different from the extra absorption value in that the injury recovery value is converted to a virtual life value added to the existing virtual life value as a percentage of the DPS alone, and the extra absorption value is an extra subtraction value when the injury is inflicted on another virtual object and is not directly added to the existing virtual life value, so that the extra absorption value is equivalent to a shield that can absorb the injury inflicted but cannot be used to directly inflict on the virtual life value. Based on the above situation, after the terminal determines the extra absorption value, the terminal may add the original second benefit information to the extra absorption value to obtain the corrected second benefit information, that is, correct the second benefit information based on the extra absorption value, so as to improve the accuracy of the second benefit information.
In an exemplary scenario, after the terminal corrects the second benefit information by using the extra absorption value, an expression of the final second benefit information is as follows: the damage bearing value is the virtual life value (1+ physical defense strength/600) (1+ tactical defense strength/600) + (fixed recovery amount + physical attack strength + tactical attack coefficient) × expected hit rate + extra absorption value. Wherein, the bearing value is also the second income information, the virtual life value is commonly called as the physical strength value, the qi and blood value, etc., and the fixed recovery amount is also the skill recovery value.
1304. And the terminal determines third profit information of the virtual skill based on the additional effect of the virtual skill, wherein the third profit information is used for representing the additional profit expected to be caused by the additional effect.
Optionally, the additional effect comprises at least one of a displacement effect or a control effect.
In some embodiments, the terminal determines an expected displacement benefit of the virtual skill based on the displacement effect and the effective duration of the displacement effect; determining an expected control benefit of the virtual skill based on the control effect and the effective time length of the control effect; the expected displacement revenue and the expected control revenue are acquired as the third revenue information.
In some embodiments, when acquiring the additional effect of the virtual skill, the terminal uses the skill ID as an index, searches the index content corresponding to the index in the cache, and when any index content is hit, reads the displacement effect and the control effect stored in the index content.
In some embodiments, the terminal multiplies the displacement effect by the effective duration of the displacement effect to obtain an expected displacement benefit, which is also colloquially referred to as a displacement value. Wherein, the displacement effect comprises an acceleration effect, a deceleration effect and the like.
In some embodiments, the terminal queries, based on the control effect, a control correction coefficient having a corresponding relationship with the control effect, and multiplies the control correction coefficient, the expected hit rate, the expected hit number, and the effective duration of the control effect by each other to obtain an expected control benefit, which is also commonly referred to as a control value. Wherein the control effect comprises cynicism, stunning, vertigo, silence, body shaping, foot locking, deceleration, etc.
In some embodiments, since neither the displacement effect nor the control effect is permanently applied to the battle, the expected displacement gain and the expected control gain can be respectively corrected based on the average battle duration parameter, so that the average gain of the additional effect of the virtual skill in the whole battle can be measured more accurately.
The average combat time length parameter is used for representing the average combat time length of the virtual object participating in combat in the opposite office, the average combat time length parameter can be set by a technician on a server side, dynamic self-adaptive adjustment can also be carried out by the server based on statistical analysis of the opposite offices, the server can issue the average combat time length parameter to the terminal periodically, or the terminal pulls the average combat time length parameter from the server before the opening of the office, and the embodiment of the application does not specifically limit the obtaining mode of the average combat time length parameter.
Optionally, when the correction is performed based on the average combat time length parameter, for the expected displacement profit, the terminal multiplies the original expected displacement profit by the expected cooling time length of the virtual skill, and divides the multiplied value by the average combat time length parameter to obtain the corrected expected displacement profit. The expected cooling time is also a global parameter, and is used to indicate the cooling time for releasing the virtual skill again after the virtual skill is released, where the expected cooling time may be set by a technician on the server side, or may be dynamically adaptively adjusted by the server based on statistical analysis of each office pair, and the server may periodically issue the expected cooling time to the terminal, or the terminal pulls the expected cooling time from the server before the office is opened.
Optionally, the terminal may further correct the expected displacement benefit based on the relative displacement distance of the virtual object and the moving speed of the virtual object, that is, the terminal divides the relative displacement distance and the moving speed, and adds the divided value to the original expected displacement benefit to obtain the corrected expected displacement benefit. The relative displacement distance refers to a displacement distance moved by the virtual object in a time period from a moment when the displacement effect is effective to a moment when the displacement effect is finished, and the moving speed refers to a moving speed of the virtual object in the time period.
It should be noted that, in the two manners of correcting the expected displacement profit, one of the manners may be adopted for correction to save processing resources of the terminal, or two manners of correction may be simultaneously adopted to improve accuracy of the expected displacement profit, which is not specifically limited in the embodiment of the present application.
In an exemplary scenario, taking the displacement effect as an example of the acceleration effect, and when the two correction manners are adopted simultaneously, the final expected displacement benefit expression is as follows: displacement value acceleration effect acceleration duration desired cooling duration/average combat duration parameter + relative displacement distance/displacement speed. The displacement value is also the expected displacement benefit, and the acceleration duration refers to the effective duration of the acceleration effect.
Optionally, when the correction is performed based on the average combat time length parameter, for the expected control gain, the terminal divides the original expected control gain by the average combat time length parameter to obtain the corrected expected control gain. Namely: the control value, i.e. the expected control yield, controls the correction factor, i.e. the control duration/average duration parameter.
1305. The terminal determines expected revenue information for the virtual skill based on at least one of the first revenue information, the second revenue information, or the third revenue information.
Wherein the expected revenue information is used for representing the expected interaction effect of the virtual object after releasing the virtual skill.
In some embodiments, after the terminal acquires the first benefit information based on the step 1302, the second benefit information based on the step 1303, and the third benefit information based on the step 1304, the terminal adds one to each of the expected displacement benefit and the expected control benefit in the third benefit information, and multiplies the value obtained by adding one by the first benefit information and the second benefit information to obtain the expected benefit information.
In other words, the expected benefit information is the first benefit information, the second benefit information (1+ expected shift benefit) (1+ expected control benefit). Wherein, the first profit information is (single DPS + crowd attack DPS)/2, the second profit information is also the bearing damage value, the expected displacement profit is also the displacement value, and the expected control profit is also the control value.
In step 1302-.
1306. And the terminal determines a virtual ability value of the virtual object based on the attribute information and the expected income information, wherein the virtual ability value is used for measuring the interaction ability of the virtual object when the virtual skill is released.
Step 1306 is similar to step 1203 and is not described herein.
1307. And the terminal displays the virtual capability value in the virtual scene.
Step 1307 is similar to step 1204, and is not described herein.
All the above optional technical solutions can be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
The method provided by the embodiment of the application determines the real-time virtual ability value of the virtual object in the interaction process by combining the attribute information of the virtual object based on the virtual skill released by the virtual object in real time, and the virtual ability value is different along with the difference of the virtual skill carried by the virtual object to the game, compared with the economic resource, the virtual ability value can objectively and accurately reflect the fighting ability of the virtual object, the positioning difference of different virtual objects can be overcome, and the real-time interaction information is reflected from the angle of the fighting ability, so that the interactive information acquisition efficiency is greatly improved.
Fig. 14 is a schematic flowchart of a method for displaying interactive information according to an embodiment of the present application, as shown in 1400, the method includes the following steps.
Step one, the terminal displays a battle information interface.
That is, the terminal displays the interactive information interface in the virtual scene.
Fig. 15 is an interface schematic diagram of a virtual scene provided in an embodiment of the present application, please refer to fig. 15, where a terminal loads a virtual scene 1500 on a game application of the terminal in response to a play-out operation of a user, and the virtual scene 1500 includes a virtual object 1501 currently operated by the terminal and virtual skills 1502, 1503, and 1504 pre-configured by a player before the play-out, where the virtual skills 1502 and 1503 are in an activated state, and the virtual skill 1504 is in an inactivated state, and an activation condition needs to be triggered by the virtual object to unlock the virtual skill 1504.
And step two, the terminal acquires the basic attributes of the player.
That is, the terminal acquires the attribute information of the virtual object.
And step three, the terminal acquires the participation information of the player.
That is, the terminal acquires the virtual skill that the player configured for the virtual object.
And step four, the terminal acquires role positioning.
That is, the terminal acquires the positioning compensation coefficient of the virtual object.
And step five, adding and displaying the self-fighting capacity by the terminal.
That is, the terminal obtains the virtual ability value of the virtual object based on the attribute information, the virtual skill and the positioning compensation coefficient, and displays the virtual ability value in the interactive information interface.
And step six, adding and displaying the battle force of the team by the terminal.
That is, the terminal obtains the team ability value of the formation (i.e., the team) where the virtual object is located, and displays the team ability value in the interactive information interface.
Fig. 16 is a schematic diagram of an interactive information interface provided in an embodiment of the application, please refer to fig. 16, taking a terminal as an example of a smart phone, which shows a schematic diagram of an interactive information interface 1600 on the smart phone, where a left area of the interactive information interface 1600 displays a virtual capability value (i.e., a battle force value) of each virtual object in a first camp and a team capability value (i.e., a total battle force value) of the first camp, and a right area of the interactive information interface 1600 displays a battle force value of each virtual object in a second camp and a total battle force value of the second camp.
Fig. 17 is a schematic diagram of an interactive information interface provided in an embodiment of the present application, please refer to fig. 17, and take a terminal as an example of an intelligent palm, which illustrates a schematic diagram of an interactive information interface 1700 on the intelligent palm, where a virtual capability value (i.e., a battle force value) of each virtual object in a first camp and a team capability value (i.e., a total battle force value) of the first camp are displayed in a left area of the interactive information interface 1700, and a battle force value of each virtual object in a second camp and a total battle force value of the second camp are displayed in a right area of the interactive information interface 1700.
The method provided by the embodiment of the application can help the player to guidingly understand different recruitment schemes of the same virtual object and the strong period distribution situation of different virtual objects by updating and displaying the own virtual ability value and the team ability value in real time in the game match, and the player can try to carry different equipment and different recruitment for many times in a training mode, thereby groping out the recruitment combination suitable for the own virtual object, reducing the trial and error cost of the player and improving the victory ratio of the player.
Furthermore, in the MOBA game, the actual combat power of the character is influenced by environmental factors such as formation, scene terrain, proficiency of the player and the like of the two parties, the judgment is often not accurate enough only based on economic resources, error guidance is easily brought to the interactive information of the game for the player, the combat power of the virtual object is calculated in real time under different scenes based on the attribute information and the recruitment scheme, the combat capability of the virtual object can be presented more accurately, and the acquisition efficiency of the player on the interactive information is improved.
Fig. 18 is a schematic structural diagram of a display device for interactive information according to an embodiment of the present application, please refer to fig. 18, the device including:
a first obtaining module 1801, configured to obtain attribute information of a virtual object in a virtual scene, where the attribute information is used to indicate an interaction attribute inherent in the virtual object in the virtual scene;
a second obtaining module 1802, configured to obtain expected income information of the virtual skill in response to the virtual object releasing the virtual skill, where the expected income information is used to represent an expected interaction effect of the virtual object after the virtual object releases the virtual skill;
a determining module 1803, configured to determine a virtual ability value of the virtual object based on the attribute information and the expected revenue information, where the virtual ability value is used to measure an interaction ability of the virtual object when the virtual skill is released;
a display module 1804, configured to display the virtual capability value in the virtual scene.
The device that this application embodiment provided, through the virtual skill based on virtual object releases in real time, combine the attribute information of virtual object self, determine the real-time virtual ability value of virtual object in interactive process, and along with the virtual object carries to the difference of virtual skill in the office, virtual ability value is also very inequality, virtual ability value is compared in economic resources can be more objective, accurately reflect the fighting ability of virtual object, can overcome the location gap of different virtual objects, and reflect real-time interactive information from the angle of fighting ability, thereby interactive information acquisition efficiency has been promoted greatly.
In a possible implementation, based on the apparatus composition of fig. 18, the second obtaining module 1802 includes:
a first determination unit, configured to determine first benefit information of the virtual skill based on a skill injury of the virtual skill, where the first benefit information is used to represent an injury benefit expected to be caused by the skill injury;
a second determination unit, configured to determine, based on the skill return of the virtual skill, second benefit information of the virtual skill, where the second benefit information is used to represent a benefit of the injury tolerance expected to be caused by the skill return;
a third determining unit, configured to determine, based on the additional effect of the virtual skill, third benefit information of the virtual skill, where the third benefit information is used to indicate an additional benefit expected to be caused by the additional effect;
a fourth determining unit configured to determine the expected revenue information based on at least one of the first revenue information, the second revenue information, or the third revenue information.
In a possible embodiment, the attribute information includes an attack attribute, and the first determining unit is configured to:
acquiring the attack attribute, the expected hit rate of the virtual skill and the expected hit number of the virtual skill in the attribute information;
determining a single injury benefit of the virtual skill based on the skill injury, the attack attribute, and the expected hit rate;
determining a group injury benefit of the virtual skill based on the individual injury benefit and the expected hit number;
determining the first benefit information based on the individual injury benefits and the group injury benefits.
In a possible embodiment, based on the apparatus composition of fig. 18, the apparatus further comprises:
the first correction module is used for correcting the single body injury income based on the injury immunity reduction rate of a target virtual object, wherein the target virtual object is an attack target of the virtual skill; or, based on the length of the virtual skill in the call, the individual injury benefit is corrected.
In a possible embodiment, the attribute information further includes a defense attribute, and the second determining unit is configured to:
determining a first injury bearing benefit based on the virtual life value of the virtual object and the defense attribute in the attribute information, wherein the first injury bearing benefit is used for representing the inherent injury bearing benefit of the virtual object;
determining a second injury bearing benefit based on the skill response and the individual injury benefit, the second injury bearing benefit being indicative of an injury bearing benefit resulting from the virtual object releasing the virtual skill;
determining the second benefit information based on the first and second commitment benefits.
In a possible embodiment, the additional effect comprises at least one of a control effect or a displacement effect, the third determination unit is configured to:
determining the expected displacement benefit of the virtual skill based on the displacement effect and the effective duration of the displacement effect;
determining an expected control benefit of the virtual skill based on the control effect and the effective time length of the control effect;
the expected displacement revenue and the expected control revenue are acquired as the third revenue information.
In a possible embodiment, based on the apparatus composition of fig. 18, the apparatus further comprises:
and the second correction module is used for correcting the expected displacement income and the expected control income respectively based on an average combat time length parameter, and the average combat time length parameter is used for representing the average time length of the virtual object participating in the combat in the battle.
In one possible implementation, the determining module 1803 is configured to:
acquiring a positioning compensation coefficient of the virtual object in the attribute information, wherein the positioning compensation coefficient is used for correcting the capability difference between different virtual objects caused by different positioning;
and correcting the expected income information based on the positioning compensation coefficient to obtain the virtual capacity value.
In one possible implementation, the display module 1804 is configured to:
displaying an interactive information interface in the virtual scene, wherein the interactive information interface comprises a virtual capacity value of at least one virtual object participating in the game; or the like, or, alternatively,
and displaying the virtual capability value of the virtual object in a target area corresponding to the virtual object in the virtual scene.
In one possible implementation, the display module 1804 is further configured to:
and responding to the change of the virtual capacity value of the virtual object, and displaying a special effect of the change of the virtual capacity value in the virtual scene.
In one possible implementation, the display module 1804 is further configured to:
acquiring a team capacity value of the formation where the virtual object is located, wherein the team capacity value is the sum of the virtual capacity values of the virtual object in the formation;
displaying the team competency value in the virtual scene.
All the above optional technical solutions can be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
It should be noted that: in the display device for interactive information provided in the above embodiment, when displaying the interactive information, only the division of the functional modules is illustrated, and in practical applications, the function distribution can be completed by different functional modules according to needs, that is, the internal structure of the electronic device is divided into different functional modules to complete all or part of the functions described above. In addition, the display device of the interactive information and the display method of the interactive information provided by the above embodiments belong to the same concept, and specific implementation processes thereof are detailed in the display method of the interactive information and are not described herein again.
Fig. 19 is a schematic structural diagram of an electronic device according to an embodiment of the present application, please refer to fig. 19, and the electronic device is taken as a terminal 1900 for explanation. Optionally, the device types of the terminal 1900 include: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Terminal 1900 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and so on.
Generally, terminal 1900 includes: a processor 1901 and a memory 1902.
Optionally, the processor 1901 includes one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. Alternatively, the processor 1901 is implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). In some embodiments, the processor 1901 includes a main processor and a coprocessor, the main processor is a processor for Processing data in the wake state, also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1901 is integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1901 further includes an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
In some embodiments, memory 1902 includes one or more computer-readable storage media, which are optionally non-transitory. Optionally, memory 1902 also includes high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in the memory 1902 is used to store at least one program code for execution by the processor 1901 to implement the interactive information display method provided by various embodiments herein.
In some embodiments, terminal 1900 may further optionally include: a peripheral interface 1903 and at least one peripheral. The processor 1901, memory 1902, and peripheral interface 1903 may be connected by bus or signal lines. Each peripheral can be connected to the peripheral interface 1903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907, a positioning assembly 1908, and a power supply 1909.
The peripheral interface 1903 may be used to connect at least one peripheral associated with an I/O (Input/Output) to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, memory 1902, and peripherals interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1901, the memory 1902 and the peripheral interface 1903 are implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1904 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices via electromagnetic signals. The rf circuit 1904 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. Optionally, the radio frequency circuit 1904 communicates with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: metropolitan area networks, various generation mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 1904 further includes NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1905 is used to display a UI (User Interface). Optionally, the UI includes graphics, text, icons, video, and any combination thereof. When the display screen 1905 is a touch display screen, the display screen 1905 also has the ability to capture touch signals on or above the surface of the display screen 1905. The touch signal can be input to the processor 1901 as a control signal for processing. Optionally, the display 1905 is also used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, display 1905 is one, providing the front panel of terminal 1900; in other embodiments, there are at least two display screens 1905, each disposed on a different surface of terminal 1900 or in a folded design; in still other embodiments, display 1905 is a flexible display disposed on a curved surface or on a folded surface of terminal 1900. Even more optionally, the display screen 1905 is arranged in a non-rectangular irregular figure, i.e. a shaped screen. Alternatively, the Display 1905 is made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1906 is used to capture images or video. Optionally, camera assembly 1906 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera head assembly 1906 also includes a flash. Optionally, the flash is a monochrome temperature flash, or a bi-color temperature flash. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp and is used for light compensation under different color temperatures.
In some embodiments, the audio circuitry 1907 includes a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals into the processor 1901 for processing, or inputting the electric signals into the radio frequency circuit 1904 for realizing voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided at different locations on terminal 1900. Optionally, the microphone is an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuitry 1904 into sound waves. Alternatively, the speaker is a conventional membrane speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to human, but also the electric signal can be converted into a sound wave inaudible to human for use in distance measurement or the like. In some embodiments, the audio circuitry 1907 also includes a headphone jack.
The positioning component 1908 is configured to locate a current geographic Location of the terminal 1900 for navigation or LBS (Location Based Service). Alternatively, the Positioning component 1908 is a Positioning component based on a GPS (Global Positioning System) in the united states, a beidou System in china, a graves System in russia, or a galileo System in the european union.
Power supply 1909 is used to provide power to the various components in terminal 1900. Optionally, power source 1909 is alternating current, direct current, disposable battery, or rechargeable battery. When power supply 1909 includes a rechargeable battery, the rechargeable battery supports wired or wireless charging. The rechargeable battery is also used to support fast charge technology.
In some embodiments, terminal 1900 also includes one or more sensors 1910. The one or more sensors 1910 include, but are not limited to: acceleration sensor 1911, gyro sensor 1912, pressure sensor 1913, fingerprint sensor 1914, optical sensor 1915, and proximity sensor 1916.
In some embodiments, acceleration sensor 1911 detects acceleration in three coordinate axes of a coordinate system established with terminal 1900. For example, the acceleration sensor 1911 is used to detect components of the gravitational acceleration in three coordinate axes. Optionally, the processor 1901 controls the display screen 1905 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1911. The acceleration sensor 1911 is also used for acquisition of motion data of a game or a user.
In some embodiments, gyroscope sensor 1912 detects the body orientation and rotation angle of terminal 1900, and gyroscope sensor 1912 cooperates with acceleration sensor 1911 to acquire the 3D movement of terminal 1900 by the user. The processor 1901 implements the following functions according to the data collected by the gyro sensor 1912: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Alternatively, pressure sensor 1913 is disposed on a side bezel of terminal 1900 and/or on a lower layer of display 1905. When pressure sensor 1913 is provided on the side frame of terminal 1900, the user can detect a grip signal of terminal 1900, and processor 1901 can perform right-left hand recognition or shortcut operation based on the grip signal acquired by pressure sensor 1913. When the pressure sensor 1913 is disposed at a lower layer of the display 1905, the processor 1901 controls the operability control on the UI interface according to the pressure operation of the user on the display 1905. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1914 is configured to collect a fingerprint of the user, and the processor 1901 identifies the user according to the fingerprint collected by the fingerprint sensor 1914, or the fingerprint sensor 1914 identifies the user according to the collected fingerprint. Upon identifying that the user's identity is a trusted identity, the processor 1901 authorizes the user to perform relevant sensitive operations including unlocking a screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. Alternatively, fingerprint sensor 1914 is disposed on the front, back, or side of terminal 1900. When a physical button or vendor Logo is provided on terminal 1900, fingerprint sensor 1914 can be integrated with the physical button or vendor Logo.
The optical sensor 1915 is used to collect the ambient light intensity. In one embodiment, the processor 1901 controls the display brightness of the display screen 1905 based on the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the display screen 1905 is adjusted down. In another embodiment, the processor 1901 also dynamically adjusts the shooting parameters of the camera assembly 1906 based on the intensity of ambient light collected by the optical sensor 1915.
Proximity sensor 1916, also referred to as a distance sensor, is typically disposed on the front panel of terminal 1900. Proximity sensor 1916 is used to gather the distance between the user and the front face of terminal 1900. In one embodiment, when proximity sensor 1916 detects that the distance between the user and the front surface of terminal 1900 gradually decreases, processor 1901 controls display 1905 to switch from the bright screen state to the dark screen state; when proximity sensor 1916 detects that the distance between the user and the front surface of terminal 1900 gradually becomes larger, processor 1901 controls display 1905 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the configuration shown in FIG. 19 is not intended to be limiting of terminal 1900 and can include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
In an exemplary embodiment, a computer-readable storage medium, for example, a memory including at least one computer program, is further provided, where the at least one computer program is executable by a processor in a terminal to perform the method for displaying interactive information in the above embodiments. For example, the computer-readable storage medium includes a ROM (Read-Only Memory), a RAM (Random-Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, a computer program product or computer program is also provided, comprising one or more program codes, the one or more program codes being stored in a computer readable storage medium. One or more processors of the electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can execute the method for displaying the interactive information in the above embodiments.
Those skilled in the art will appreciate that all or part of the steps for implementing the above embodiments can be implemented by hardware, or can be implemented by a program instructing relevant hardware, and optionally, the program is stored in a computer readable storage medium, and optionally, the above mentioned storage medium is a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. A method for displaying interactive information, the method comprising:
acquiring attribute information of a virtual object in a virtual scene, wherein the attribute information is used for representing the inherent interaction attribute of the virtual object in the virtual scene;
responding to the virtual object to release the virtual skill, and acquiring expected income information of the virtual skill, wherein the expected income information is used for representing the expected interaction effect of the virtual object after the virtual skill is released;
determining a virtual ability value of the virtual object based on the attribute information and the expected revenue information, wherein the virtual ability value is used for measuring the interaction ability of the virtual object when the virtual skill is released;
displaying the virtual capability value in the virtual scene.
2. The method of claim 1, wherein said obtaining expected revenue information for the virtual skill comprises:
determining first profit information of the virtual skill based on the skill injury of the virtual skill, wherein the first profit information is used for representing injury profit expected to be caused by the skill injury;
determining second benefit information of the virtual skill based on the skill reply of the virtual skill, wherein the second benefit information is used for representing the injury bearing benefit expected to be caused by the skill reply;
determining third profit information of the virtual skill based on the additional effect of the virtual skill, the third profit information being used for representing an additional profit expected to be caused by the additional effect;
determining the expected revenue information based on at least one of the first revenue information, the second revenue information, or the third revenue information.
3. The method of claim 2, wherein the attribute information comprises an attack attribute, and wherein determining the first benefit information for the virtual skill based on the skill injury for the virtual skill comprises:
acquiring the attack attribute, the expected hit rate of the virtual skill and the expected hit number of the virtual skill in the attribute information;
determining individual injury benefits for the virtual skill based on the skill injury, the attack attributes, and the expected hit rate;
determining a population injury benefit of the virtual skill based on the individual injury benefit and the desired number of hits;
determining the first profit information based on the individual injury profits and the group injury profits.
4. The method of claim 3, further comprising:
correcting the individual injury income based on the injury reduction rate of a target virtual object, wherein the target virtual object is an attack target of the virtual skill; or the like, or, alternatively,
and correcting the individual injury benefits based on the length of the virtual skill in the enrollment.
5. The method of claim 3, wherein the attribute information further comprises defense attributes, and wherein determining second benefit information for the virtual skill based on the skill reply for the virtual skill comprises:
determining a first injury bearing benefit based on the virtual life value of the virtual object and the defense attribute in the attribute information, wherein the first injury bearing benefit is used for representing the inherent injury bearing benefit of the virtual object;
determining a second injury benefit based on the skill response and the individual injury benefit, the second injury benefit being indicative of an injury benefit resulting from the virtual subject releasing the virtual skill;
determining the second benefit information based on the first and second commitment benefits.
6. The method of claim 2, wherein the additional effect comprises at least one of a control effect or a displacement effect, and wherein determining the third benefit information for the virtual skill based on the additional effect for the virtual skill comprises:
determining expected displacement benefits of the virtual skill based on the displacement effect and the effective duration of the displacement effect;
determining an expected control gain of the virtual skill based on the control effect and the effective duration of the control effect;
and acquiring the expected displacement profit and the expected control profit as the third profit information.
7. The method of claim 6, further comprising:
and respectively correcting the expected displacement income and the expected control income based on an average combat time length parameter, wherein the average combat time length parameter is used for representing the average time length of the virtual object participating in combat in the mission.
8. The method of claim 1, wherein determining the virtual capacity value of the virtual object based on the attribute information and the expected revenue information comprises:
acquiring a positioning compensation coefficient of the virtual object in the attribute information, wherein the positioning compensation coefficient is used for correcting the capability difference between different virtual objects caused by different positioning;
and correcting the expected income information based on the positioning compensation coefficient to obtain the virtual capacity value.
9. The method of claim 1, wherein displaying the virtual capability value in the virtual scene comprises:
displaying an interactive information interface in the virtual scene, wherein the interactive information interface comprises a virtual capacity value of at least one virtual object participating in the game; or the like, or, alternatively,
and displaying the virtual capability value of the virtual object in a target area corresponding to the virtual object in the virtual scene.
10. The method of claim 1, further comprising:
in response to the virtual capability value of the virtual object changing, displaying a special effect of the change of the virtual capability value in the virtual scene.
11. The method of claim 1, further comprising:
acquiring a team capacity value of the formation where the virtual object is located, wherein the team capacity value is the sum of the virtual capacity values of the virtual objects in the formation;
displaying the team ability value in the virtual scene.
12. An interactive information display device, the device comprising:
the system comprises a first acquisition module, a second acquisition module and a third acquisition module, wherein the first acquisition module is used for acquiring attribute information of a virtual object in a virtual scene, and the attribute information is used for representing the inherent interaction attribute of the virtual object in the virtual scene;
a second obtaining module, configured to obtain expected income information of the virtual skill in response to the virtual object releasing the virtual skill, where the expected income information is used to represent an interaction effect expected to be achieved by the virtual object after the virtual skill is released;
a determining module, configured to determine a virtual ability value of the virtual object based on the attribute information and the expected revenue information, where the virtual ability value is used to measure an interaction ability of the virtual object when the virtual skill is released;
and the display module is used for displaying the virtual capability value in the virtual scene.
13. The apparatus of claim 12, wherein the second obtaining module comprises:
a first determination unit, configured to determine first profit information of the virtual skill based on a skill injury of the virtual skill, where the first profit information is used to represent an injury profit expected to be caused by the skill injury;
a second determination unit, configured to determine, based on the skill reply of the virtual skill, second benefit information of the virtual skill, where the second benefit information is used to represent a benefit of injury tolerance expected to be caused by the skill reply;
a third determining unit, configured to determine third profit information of the virtual skill based on an additional effect of the virtual skill, where the third profit information is used to represent an additional profit expected to be caused by the additional effect;
a fourth determining unit, configured to determine the expected revenue information based on at least one of the first revenue information, the second revenue information, or the third revenue information.
14. An electronic device, comprising one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and loaded and executed by the one or more processors to implement the method for displaying interactive information according to any one of claims 1 to 11.
15. A storage medium having at least one computer program stored therein, the at least one computer program being loaded and executed by a processor to implement the method of displaying interactive information according to any one of claims 1 to 11.
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