Prop control method and device, storage medium, computer program and electronic device

By introducing target prop trigger controls in the limited-time game mode, the game end time of the game task is extended, and the game failure problem caused by the excessive camp gap is solved, and a more diverse confrontation mode is provided.

CN114522424BActive Publication Date: 2025-05-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210135602.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-14
Publication Date
2025-05-13
Estimated Expiration
2042-02-14

AI Technical Summary

Technical Problem

In the limited-time game mode, if a game mission begins soon, there will be an excessive gap between the camps, resulting in players in the weak camp being unwilling to continue the game and losing the meaning of confrontation. The existing confrontation mode is relatively single.

Method used

In the display interface of the virtual scene with the target game task, the target prop trigger control is displayed in the inactive state. When the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp meet the prop trigger condition, the target prop trigger control adjusted to the allowable state is displayed. In response to the operation performed on the target prop trigger control in the allowed state, the target prop triggered in the target game task is controlled to extend the game end time of the target game task.

Benefits of technology

The game time of game tasks is extended through target props, providing gamers with the opportunity to reverse the game situation, and solving the problem of a relatively single confrontation mode.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention discloses a prop control method and device, storage medium, computer program and electronic device. The method comprises: displaying a target prop trigger control in an inactive state in a display interface of a virtual scene showing a target game task, wherein the virtual scene includes at least two opposing camps; when the comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches the prop trigger condition, displaying the target prop trigger control adjusted to a state that allows use; in response to the operation performed on the target prop trigger control in the state that allows use, controlling the triggering of the target prop in the target game task to extend the game end time of the target game task. The present invention solves the technical problem that the existing confrontation mode is relatively single.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular to a prop control method and device, a storage medium, a computer program, and an electronic device. Background Art

[0002] Among the many modes of battle game applications, a time-limited game mode is usually set. That is, a time limit is set for a game task. When the time limit is reached, the camp that completes the game task goal can win the game task.

[0003] However, in this limited-time game mode, if a large gap appears between the camps shortly after a game mission begins, the players in the disadvantaged camp will have no intention of continuing the game, but will start to play perfunctorily until the end of the game. This will make the second half of the game mission meaningless.

[0004] That is, when the real-time confrontation result of the game task in the time-limited game mode indicates that the gap between the camps is too large, the disadvantaged camp cannot achieve a reversal within the remaining time, so the game confrontation result is determined in advance before the task ends. That is, the game confrontation method provided by the related art has the problem of a relatively single confrontation mode.

[0005] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0006] The embodiments of the present invention provide a prop control method and device, a storage medium, a computer program and an electronic device to at least solve the technical problem that the existing confrontation mode is relatively single.

[0007] According to one aspect of an embodiment of the present invention, a prop control method is provided, comprising: displaying a target prop trigger control in an inactivated state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps; when a comparison result between a camp confrontation parameter of a first camp and a camp confrontation parameter of a second camp reaches a prop trigger condition, displaying a target prop trigger control adjusted to a use-allowed state; in response to an operation performed on the target prop trigger control in the use-allowed state, controlling the triggering of the target prop in the target game task to extend the game end time of the target game task.

[0008] According to another aspect of an embodiment of the present invention, a prop control device is also provided, including: a first display unit, used to display a target prop trigger control in an inactivated state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps; a second display unit, used to display a target prop trigger control adjusted to a state that allows use when a comparison result between camp confrontation parameters of the first camp and camp confrontation parameters of the second camp meets a prop trigger condition; a time extension unit, used to control the triggering of the target prop in the target game task in response to an operation performed on the target prop trigger control in the state that allows use, so as to extend the game end time of the target game task.

[0009] According to another aspect of an embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned prop control method when running.

[0010] According to another aspect of the embodiment of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the above prop control method.

[0011] According to another aspect of an embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the prop control method through the computer program.

[0012] In an embodiment of the present invention, in a display interface of a virtual scene displaying a target game task, a target prop trigger control in an inactivated state is displayed, wherein the virtual scene includes at least two opposing camps; when a comparison result between a camp confrontation parameter of a first camp and a camp confrontation parameter of a second camp reaches a prop trigger condition, a target prop trigger control adjusted to a use-allowed state is displayed; in response to an operation performed on a target prop trigger control in a use-allowed state, the target prop is controlled to be triggered in the target game task to extend the game end time of the target game task, thereby extending the game task match time through the target prop when the trigger condition is met, thereby solving the technical problem that the existing confrontation mode is relatively single. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0014] Figure 1 is a schematic diagram of a hardware environment of an optional prop control method according to an embodiment of the present invention;

[0015] Figure 2 is a flow chart of an optional prop control method according to an embodiment of the present invention;

[0016] Figure 3 is a schematic diagram of an optional prop control method according to an embodiment of the present invention;

[0017] Figure 4 is a schematic diagram of another optional prop control method according to an embodiment of the present invention;

[0018] Figure 5 is a schematic diagram of another optional prop control method according to an embodiment of the present invention;

[0019] Figure 6 is a schematic diagram of another optional prop control method according to an embodiment of the present invention;

[0020] Figure 7 is a schematic diagram of another optional prop control method according to an embodiment of the present invention;

[0021] Figure 8 is a schematic diagram of another optional prop control method according to an embodiment of the present invention;

[0022] Fig. 9 is a flow chart of another optional prop control method according to an embodiment of the present invention;

[0023] Fig.10 is a schematic structural diagram of an optional prop control device according to an embodiment of the present invention;

[0024] Fig.11 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0025] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0026] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0027] According to one aspect of an embodiment of the present invention, a prop control method is provided. Optionally, as an optional implementation, the prop control method can be but is not limited to being applied to: Figure 1 The prop control system in the hardware environment shown in FIG. 1 may include but is not limited to a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. The terminal device 102 and the terminal device 110 respectively run a target client (such as Figure 1 As shown, the target client is a shooting game application client as an example). The terminal device 102 and the terminal device 110 respectively include a human-computer interaction screen, a processor and a memory. The human-computer interaction screen is used to display a virtual game scene (such as Figure 1As shown, a virtual scene of a target game task) is also used to provide a human-computer interaction interface to receive human-computer interaction operations for controlling a controlled virtual character in a virtual scene, and the virtual character will complete the game task set in the virtual scene. The processor is used to generate an interaction instruction in response to the above-mentioned human-computer interaction operation, and send the interaction instruction to the server. The memory is used to store relevant attribute data, such as the role attribute information of the controlled virtual character, and the attribute information of the props held, etc. The attribute information here may include but is not limited to information for identifying its identity and current location. Among them, a client for controlling the first virtual character is running in the terminal device 102; and a client for controlling the second virtual character is running in the terminal device 110. The second virtual character here is in a different camp from the first virtual character. In an embodiment of the present application, the second virtual character can, but is not limited to, use a target shooting prop to aim at the first virtual character to perform an aiming attack operation.

[0028] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the respective positions of the virtual characters and the aiming and shooting information of the shooting props used by them from the database 108.

[0029] The specific process is as follows: as in step S102 and step S104, a virtual scene of the target game task is displayed in the client running in the terminal device 102, and a target prop trigger control in an unactivated state is displayed in the display interface displaying the virtual scene of the target game task, wherein the virtual scene includes at least two opposing camps. As in step S106, the server 106 determines the activation condition and the trigger condition status; as in step S108, the server 106 sends the activation condition and the trigger condition status information to the terminal device 102 via the network 104; then, steps S110 to S114 are executed, and the terminal device 102 displays the target prop trigger control adjusted to the activated state when the character confrontation parameters obtained by the currently controlled virtual character in the target game task in the first camp meet the control activation condition; when the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp meets the prop trigger condition, the target prop trigger control adjusted to the allowed use state is displayed; in response to the operation performed on the target prop trigger control in the allowed use state, the target prop is controlled to be triggered in the target game task, wherein the target prop is used to extend the game end time for the target game task according to the running time of the target game task; then, step S116 is executed, and the terminal device 102 sends the trigger information to the server 106 via the network 104; finally, step S118 is executed, and the server 106 extends the game end time.

[0030] As another optional implementation, when the terminal device 102 has a relatively strong computing and processing capability, the above step S106 and step S118 may also be completed by the terminal device 102. This is an example, and this embodiment does not impose any limitation on this.

[0031] It should be noted that, in the present embodiment, in the display interface of the virtual scene showing the target game task, a target prop trigger control in an inactivated state is displayed, wherein the virtual scene includes at least two opposing camps; when the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp reaches the prop trigger condition, the target prop trigger control adjusted to the allowed use state is displayed; in response to the operation performed on the target prop trigger control in the allowed use state, the target prop is controlled to be triggered in the target game task to extend the game end time of the target game task, so that when the trigger condition is met, the game task game time is extended through the target prop, thereby providing game players with an opportunity to reverse the game situation, thereby solving the technical problem that the existing confrontation mode is relatively single.

[0032] Optionally, in this embodiment, the terminal device may be a terminal device configured with a target client, which may include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client may be a client that supports providing shooting game tasks, such as a video client, an instant messaging client, a browser client, an educational client, etc. The network may include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network, and a wide area network, and the wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The server may be a single server, or a server cluster consisting of multiple servers, or a cloud server. The above is only an example, and no limitation is made to this in this embodiment.

[0033] Optionally, in this embodiment, the above-mentioned prop control method can be applied to, but not limited to, a game terminal application (Application, APP for short) that completes a predetermined confrontation game task in a virtual scene, such as a shooting game application in a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, MOBA for short), wherein the above-mentioned confrontation game task can be, but not limited to, a game task completed by the current player controlling the virtual character in the virtual scene through human-computer interaction and the virtual character controlled by other players through confrontation interaction. The confrontation game task here can be, but not limited to, running in an application (such as a non-independently running game APP) in the form of a plug-in or applet, or running in an application (such as an independently running game APP) in a game engine. The types of the above-mentioned game applications may include, but are not limited to, at least one of the following: two-dimensional (Two Dimension, 2D) game applications, three-dimensional (Three Dimension, 3D) game applications, virtual reality (Virtual Reality, VR for short) game applications, augmented reality (Augmented Reality, AR for short) game applications, mixed reality (Mixed Reality, MR for short) game applications. The above is just an example, and this embodiment does not make any limitation to this.

[0034] As an optional implementation, Figure 2 As shown, the above prop control method includes the following steps:

[0035] S202, displaying a target prop trigger control in an inactive state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps;

[0036] S204, when the comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches the item trigger condition, displaying the target item trigger control adjusted to a state that allows use;

[0037] S206, in response to the operation performed on the target prop triggering control in the use-permitted state, controlling the triggering of the target prop in the target game task to extend the game end time of the target game task.

[0038] Optionally, in this embodiment, the above-mentioned virtual scene may be but is not limited to a virtual shooting scene provided for a shooting application, wherein the shooting application may include but is not limited to: first-person shooting application (First-person shooting game, FPS), third-person shooting application (Third-person shooting game, TPS), etc., including but not limited to all games that use hot weapons for long-range attacks. Among them, the first-person shooting application is a branch of the action application (Action Game, ACT). As the name implies, the first-person perspective shooting application is a shooting application that shoots from the subjective perspective of the operator (player). The third-person shooting application is also a type of shooting application. The difference from the first-person shooting application is that the virtual control object controlled by the operator (player) will be directly displayed in the observation field of view. In other words, the third-person perspective shooting is the running screen of the virtual scene captured by the virtual camera set in the virtual scene, thereby presenting the third-person perspective observation screen. As Figure 3 As shown, in this embodiment, a first-person perspective may be adopted, that is, the virtual object controlled by the operator (player) is not displayed, but the virtual scene image observed by the virtual object controlled by the operator (player) is directly displayed.

[0039] It is understandable that, when there are two camps in the above method, the way to win the game can be that the camp with a greater total score than the other camp wins the game within a specified time, or the camp with a greater total defeat count than the other camp wins the game within a specified time. When the game mode does not specify the game time, the way to win in the above mode can also be to determine that the camp where the virtual character that survives in the end is located is the winning camp.

[0040] In the case where there are multiple opposing camps, the way to win the game can be that the camp with the highest total game points wins the game within a specified time, or the camp with the highest total defeat count wins the game within a specified time. In the case where the game mode does not specify the game time, the way to win can also be to determine that the camp where the virtual character that survives in the end is located is the winning camp. The above number of camps and the way to determine the game victory are only exemplary, and the specific method is not limited here.

[0041] The camp confrontation parameters are used to indicate the battle parameter values ​​obtained by the camp of the virtual character in the game through the battle of the camp. The battle parameter values ​​may include but are not limited to the total game points of the game camp, the total virtual money of the camp, the total defeat value of the camp, the total combo value of the camp, the total game life value of the camp, the total game health of the camp, etc., which are used to indicate the battle level of the game camp of the virtual character. It can be understood that the selection of the camp confrontation parameters and the character confrontation parameters is only for exemplary explanation and does not constitute a limitation on the specific method in this embodiment.

[0042] It should also be noted that the actual effect of the target props for extending the game end time for the target game task according to the running time of the target game task can be to extend the remaining time of the game. In another embodiment, it can also be to control the game situation time back to a certain time node in the past.

[0043] Specifically, in one implementation method of the target prop effect, when the game mode is a fixed game duration, for example, a fixed duration of 5 minutes, assuming that the above-mentioned target prop is triggered when the game reaches 3:30 and the remaining game time is 1:30, the effect that can be achieved is to extend the remaining game time to 2:00, thereby extending the game end time.

[0044] In another way of achieving the effect, assuming a fixed game duration of 5 minutes, when the game reaches 3:00 and the remaining game time is 2:00, the game points of the two camps are 100 and 150 respectively; when the game reaches 3:30 and the remaining game time is 1:30, the game points of the two camps are 100 and 300 respectively, triggering the above-mentioned target props at this moment can control the game situation back to the moment of 3:00, when the remaining game time is 2:00, that is, the game points of the two camps are restored from 100 and 300 at the current moment to 100 and 150, thereby directly changing the game situation of the two camps and extending the end time of the game.

[0045] It is understandable that, of the two methods of achieving the effects of the above two target props, one only achieves the effect of extending the end time of the game, and the other can control the game situation to return to a certain historical node of the game, thereby extending the end time of the game. The above two methods are only exemplary and do not constitute a limitation to this method.

[0046] Next, Figure 3 , Figure 5 The above steps S202 - S206 are described by taking the interface shown as an example.

[0047] like Figure 3As shown, a virtual scene of the target game task is displayed. A virtual equipment in a holding and aiming state is displayed from a first-person perspective, and is aimed at another virtual character in the figure. It can be understood that the virtual character being aimed at and the virtual character holding the virtual equipment are virtual characters from two different opposing camps. The remaining time "04:00" of game round 2 is displayed at the top of the display interface, and a trigger control 301 of the target prop in an unactivated and non-usable state, a shooting control 302 for controlling the virtual equipment to perform a firing operation, and an action control 303 for controlling the current virtual character to move are displayed.

[0048] After the game continues for a while, if Figure 5 As shown, the remaining time of round 2 is displayed as "02:00", and when the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp meets the prop trigger condition, such as when the camp round score has reached the second threshold, the target prop trigger control 501 adjusted to the state of allowing use is displayed. Figure 5 As shown, the second display effect processing is performed on the control edge of the trigger control 501 of the target prop, indicating that the target prop can be used.

[0049] Assume that the player controlling the above virtual character is Figure 5 The trigger control 501 of the target item is triggered at the moment of , and the total game time is 5 minutes, then the game interface is displayed as follows Figure 3 As shown, according to the current remaining time of 2 minutes and the running time of 3 minutes, it is determined that the game time to be extended is 2 / 3 of the running game time of 3 minutes, that is, 2 minutes. That is, the remaining game time is extended to 4 minutes, "Round 2 remaining time: 04:00" is displayed, and the trigger control is restored to the display state of the trigger control 301, indicating that the current target prop is restored to a non-activated and unusable state.

[0050] It should be noted that the above embodiments are merely illustrative of the above implementation method and do not constitute a limitation to the present method.

[0051] In an embodiment of the present invention, in a display interface of a virtual scene displaying a target game task, a target prop trigger control in an inactivated state is displayed, wherein the virtual scene includes at least two opposing camps; when a comparison result between a camp confrontation parameter of a first camp and a camp confrontation parameter of a second camp reaches a prop trigger condition, a target prop trigger control adjusted to a use-allowed state is displayed; in response to an operation performed on a target prop trigger control in a use-allowed state, the target prop is controlled to be triggered in the target game task to extend the game end time of the target game task, thereby extending the game task match time through the target prop when the trigger condition is met, thereby solving the technical problem that the existing confrontation mode is relatively single.

[0052] As an optional implementation, before displaying the target item trigger control that is adjusted to a state that allows use, the method further includes: when the character confrontation parameter obtained by the currently controlled virtual character in the target game task in the first camp reaches the control activation condition, displaying the target item trigger control that is adjusted to an activated state

[0053] It should be noted that the above-mentioned character confrontation parameters are used to indicate the combat parameter values ​​obtained by the virtual character through confrontation operations in the game. The above-mentioned combat parameter values ​​may include but are not limited to the virtual character's game points, game virtual money, defeat value, combo value, game life value, game health, etc., which are used to indicate the combat level of the virtual character.

[0054] That is to say, in this embodiment, after the role battle parameters of the virtual character reach the control activation conditions, the target prop trigger control is displayed in an activated state. Further, when the camp confrontation parameters reach the prop trigger conditions, the target prop is set to a state that allows use. Correspondingly, the target prop trigger control is displayed as a state that allows use.

[0055] Continue to combine Figure 3 , Figure 4 The above method is described.

[0056] like Figure 3 The remaining time of the current round of the game, "04:00", is displayed at the top of the display interface. At the same time, the trigger control 301 of the target prop in an inactive state, the shooting control 302 for controlling the virtual equipment to fire, and the action control 303 for controlling the current virtual character to move are displayed.

[0057] After the game has been going on for a while, Figure 4As shown, the remaining time of this round of game is displayed as "03:00", and when the character confrontation parameters obtained by the currently controlled virtual character in the target game task in the first camp meet the control activation conditions, such as when the game round score has reached the first threshold, the trigger control 401 of the target prop adjusted to the activated state is displayed. Figure 4 As shown, the control edge of the trigger control 401 of the target prop in the activated state is processed with the first display effect.

[0058] Furthermore, when the camp confrontation parameters reach the item triggering conditions, the target item is allowed to be triggered and used.

[0059] Through the above-mentioned embodiments of the present application, before displaying the target prop trigger control that is adjusted to a state allowing use, when the character confrontation parameters obtained by the currently controlled virtual character in the target game task in the first camp reach the control activation conditions, the target prop trigger control that is adjusted to an activated state is displayed to control multiple conditions for the virtual character to use the target prop, thereby ensuring the balance of the game.

[0060] As an optional implementation, after displaying the target prop trigger control in an inactive state, the method further includes:

[0061] S1, in response to a control operation on a virtual character in a first camp, controlling the virtual character in the first camp to use a target attack prop to perform an attack operation on a virtual character in a second camp, wherein the target attack prop is an attack prop that continuously fires auxiliary shooting objects;

[0062] S2, when the virtual character in the first camp defeats the virtual character in the second camp using the target attack prop, updating the character confrontation parameters of the virtual character in the first camp, and updating the activation progress information corresponding to the target prop trigger control in the display interface;

[0063] S3: When the updated role confrontation parameter reaches a first threshold, determine that a control activation condition is met.

[0064] It is understandable that, in this embodiment, the triggering condition of the above-mentioned target props is related to the control operation of the virtual character to conduct the game battle. Specifically, it can be that when the virtual character is controlled to use the attack props to perform an attack operation on the virtual character of the other camp, the role confrontation bonus points are obtained, and the role confrontation parameter of the virtual character, that is, the total value of the bonus points, is updated according to the bonus points. When the role confrontation parameter, that is, the total value of the bonus points, reaches the first threshold, it is determined that the control of the target prop meets the activation condition, and the trigger control of the target prop in the activated state is displayed. Specifically, the above-mentioned bonus points can be a combo bonus point, that is, the game bonus points obtained by continuously defeating the virtual character of the enemy camp within a preset time.

[0065] Specifically, Figure 6 As shown, when the virtual character is controlled to aim at other virtual characters in the second camp and the shooting control 302 is triggered, the aimed virtual character is defeated. When the defeat is a combo within a predetermined time, such as the second defeat of the enemy virtual character within 30s, "Combo Bonus Points: 100 points!" is displayed on the display interface to indicate that the current virtual character obtains a point reward of 100 points. When the point threshold for activating the target item is 400, a trigger control 601 is displayed to indicate that 1 / 4 of the progress of activating the target item has been completed. Assuming that the point threshold of 400 for activating the target item is reached, the target item can be activated.

[0066] It can be understood that the combo bonus points in the above embodiment are only an example of the above character confrontation parameters. The above character confrontation parameters can also be other combat values ​​such as the total number of defeats, game virtual money, game life points, game health, etc. used to indicate the combat level of the virtual character.

[0067] Meanwhile, the above-mentioned method of indicating the activation progress of the current target item by displaying a circular ring is also an exemplary description, and the activation progress of the current target item can also be indicated by displaying a bar progress bar. The specific display method is not limited here.

[0068] Through the above-mentioned implementation mode of the present application, in response to the control operation of the virtual character in the first camp, the virtual character in the first camp is controlled to use the target attack prop to perform an attack operation on the virtual character in the second camp; when the virtual character in the first camp defeats the virtual character in the second camp using the target attack prop, the character confrontation parameter of the virtual character in the first camp is updated, and the activation progress information corresponding to the target prop trigger control in the display interface is updated; when the updated character confrontation parameter reaches the first threshold, the control method that meets the control activation condition is determined, and the activation of the target prop is restricted by the first condition to improve the balance of the game design, and the activation progress of the current target prop is indicated by the display method of the trigger control of the target prop to improve the progress indication efficiency of the target prop.

[0069] As an optional implementation, after displaying the target prop trigger control in an inactivated state, the above also includes: when the defense resource value corresponding to the virtual character in the first camp reaches zero, clearing the character confrontation parameters, and when the virtual character in the first camp meets the resurrection conditions, recalculating the character confrontation parameters.

[0070] It is understandable that in this embodiment, the game mode is a fixed game duration mode, that is, in this mode, the virtual character can be "resurrected" after being defeated to continue to participate in the game confrontation. In order to ensure the balance of the game, the accumulation of the trigger conditions of the above-mentioned target props must be achieved during the survival period of the virtual character. That is, if the virtual character dies, the accumulated character confrontation parameters are reset to zero, thereby increasing the difficulty of accumulating the character confrontation parameters, realizing the control of the use conditions of the special effect props in the game, so as to further improve the technical effect of game balance.

[0071] As an optional method, after displaying the target prop trigger control adjusted to the activated state, it also includes:

[0072] S1, comparing the camp confrontation parameters of the first camp with the camp confrontation parameters of the second camp to obtain a comparison result;

[0073] S2, when the comparison result indicates that the camp confrontation parameter of the first camp is smaller than the camp confrontation parameter of the second camp, and the difference between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp is greater than a second threshold, it is determined that the item trigger condition is met.

[0074] It is understood that the above-mentioned camp confrontation parameters are used to indicate the battle parameter values ​​obtained by the camp of the virtual character in the game through the confrontation battle of the camp components. The above-mentioned battle parameter values ​​may include but are not limited to the total game points of the game camp, the total virtual money of the camp, the total defeat value of the camp, the total combo value of the camp, the total game life value of the camp, the total game health of the camp, etc., which are used to indicate the battle level of the game camp where the virtual character is located. It is understood that the selection of the above-mentioned camp confrontation parameters and character confrontation parameters is only an exemplary description and does not constitute a limitation on the specific method in this embodiment.

[0075] Furthermore, after the target prop trigger control that is adjusted to an activated state is displayed, it is further examined whether the camp confrontation parameter reaches a target threshold, thereby determining whether the target prop is set to a state that allows it to be used.

[0076] Specifically, when the currently controlled virtual character belongs to the first camp, the camp confrontation parameters of the first camp and the second camp are compared, and when the camp confrontation parameter of the first camp is less than the camp confrontation parameter of the second camp, and the comparison result indicates that the difference between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp is greater than the second threshold, it is determined that the item triggering condition is met. That is, when the difference in the confrontation situation between the first camp and the second camp has reached a predetermined threshold, the target item is controlled to be in a usable state, that is, in this embodiment, the target item is a item that is set to only allow the weaker camp to use it when the camp situation is very different.

[0077] Through the above-mentioned embodiments of the present application, the camp confrontation parameters of the first camp are compared with the camp confrontation parameters of the second camp to obtain a comparison result; when the comparison result indicates that the difference between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp is greater than the second threshold, it is determined that the prop trigger condition is met, so as to determine that the target prop is a prop that is only allowed to be used when the situation between the camps is very different, thereby providing a control method that makes the development of the game situation more unknown, solving the technical problem of the singleness of the development of the game situation in the existing game control method, and thereby enhancing the enthusiasm of game players to participate in game battles.

[0078] As an optional implementation, when the comparison result indicates that the difference between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp is greater than the second threshold, determining that the item triggering condition is met includes one of the following:

[0079] When the camp confrontation parameter is the number of defeated people, and the number of defeated people of the second camp is greater than the number of defeated people of the first camp, the difference between the number of defeated people of the second camp and the number of defeated people of the first camp is obtained, wherein the difference degree includes the number difference; when the number difference is greater than the first difference threshold, it is determined that the item trigger condition is met;

[0080] Condition 1: When the camp confrontation parameter is the number of defeated people, and the number of defeated people of the second camp is greater than the number of defeated people of the first camp, obtain the number ratio between the number of defeated people of the second camp and the number of defeated people of the first camp, wherein the difference includes the number ratio; when the number ratio is greater than the first ratio threshold, it is determined that the item triggering condition is met;

[0081] Condition 2: When the camp confrontation parameter is the defeat reward value, and the defeat reward value of the second camp is greater than the defeat reward value of the first camp, the reward value difference between the defeat reward value of the second camp and the defeat reward value of the first camp is obtained, wherein the difference degree includes the reward value difference; when the reward value difference is greater than the second difference threshold, it is determined that the item trigger condition is met;

[0082] Condition three: When the camp confrontation parameter is the defeat reward value, and the defeat reward value of the second camp is greater than the defeat reward value of the first camp, obtain the reward value ratio between the defeat reward value of the second camp and the defeat reward value of the first camp, wherein the difference includes the reward value ratio; when the reward value ratio is greater than the second ratio threshold, it is determined that the item trigger condition is met.

[0083] like Figure 7 As shown, a game camp confrontation parameter panel is displayed, in which the game camp confrontation parameters displayed include the number of defeated people and game points. Figure 7 As shown, the number of people defeated by our side is "2", the score of our side is "200", the number of people defeated by the enemy side is "9", and the score of the enemy side is "900". It can be understood that the above camp confrontation parameters can be selected as the number of people defeated by the camp, or the game score of the camp.

[0084] Take the above camp confrontation parameter as the number of defeated people as an example. Since our number of defeated people is "2" and the enemy number of defeated people is "9", that is, the enemy number of defeated people is greater than our number of defeated people, and the ratio of the number of defeated people between the enemy and us is 9:2, which is greater than the preset threshold of 4:1. Therefore, it is determined that the current situation is very different, and the target item is controlled to be allowed to be used;

[0085] Take the case where the camp confrontation parameter is the game score as an example. Since our score is "200" and the enemy score is "900", that is, the enemy score is greater than our score, and the enemy and our score ratio is 9:2, which is greater than the preset threshold of 4:1, it is determined that the current situation is disparate, and the target prop is controlled to be allowed to be used;

[0086] Take the case where the camp confrontation parameter is the game points as an example. Since our points are "200" and the enemy points are "900", that is, the enemy points are greater than our points, and the difference in points between the enemy and us is 700, which is greater than the preset threshold of 500. Therefore, it is determined that the current situation is disparate, and the target item is controlled to be allowed to be used.

[0087] Through the above-mentioned embodiments of the present application, the prop triggering conditions are clarified, thereby automatically controlling the target props to a state where they are allowed to be used when the situations of the two camps in the game are very different, clarifying the use conditions of the target props and improving the use efficiency of the target props.

[0088] As an optional manner, displaying the target item trigger control that is adjusted to a state that allows use includes: highlighting the target item trigger control that meets the item trigger condition to prompt that the target item trigger control is adjusted to a state that allows use.

[0089] like Figure 5 As shown, the target prop trigger control 501 that meets the prop trigger condition is highlighted. In other optional embodiments, the specific highlighting effect can be highlighting the edge of the control, highlighting the entire control, or flashing the entire control. The specific highlighting method is not limited here.

[0090] Through the above-mentioned embodiments of the present application, the trigger control of the target prop that is allowed to be used is highlighted, which can prompt the player to actively use the target prop, thereby improving the use efficiency of the target prop.

[0091] As an optional implementation, controlling the triggering of a target item in a target game task includes:

[0092] S1, determining the running time of the target game task; determining a first extension time according to the running time and the first control ratio; extending the game end time of the target game task according to the first extension time; or

[0093] S2, determining the remaining time of the target game task according to the running time of the target game task; determining the second extended time according to the remaining time and the second control ratio; and extending the game end time of the target game task according to the second extended time.

[0094] In the first method, the extension time is determined according to the game time that has been run and the control ratio. Specifically, Figure 5 As shown, after the game continues for a period of time, the remaining time of this round of the game is displayed as "02:00", and when the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp reaches the prop trigger condition, such as when the camp round score has reached the second threshold, the target prop trigger control 501 adjusted to the state of allowing use is displayed. Figure 5 As shown, the control edge of the trigger control 501 of the target prop in the activated state is processed with the second display effect, indicating that the target prop can be used.

[0095] Assume that the player controlling the above virtual character is Figure 5 The trigger control 501 of the target item is triggered at the moment of , and the total game time is 5 minutes, then the game interface continues as follows Figure 3 As shown, according to the game time that has been running for 3 minutes, it is determined that the game time that needs to be extended is 2 / 3 of the game time that has been running for 3 minutes, that is, 2 minutes. That is, the remaining game time is extended to 4 minutes, and then "Round 2 Remaining Time: 04:00" is displayed in the game interface, and the trigger control is restored to the display state of the trigger control 301, indicating that the current target prop is restored to a non-activated and unusable state.

[0096] In a second embodiment, if Figure 5 As shown, after the game continues for a period of time, the remaining time of this round of the game is displayed as "02:00". The extendable game time is determined based on the remaining time "02:00", assuming that the ratio is 1 / 2, that is, the extendable game time is determined to be 1:00, and then the remaining game time can be displayed as "03:00" in the game interface.

[0097] It can be understood that the selection of the above-mentioned values ​​and ratios can be designed according to the needs of game settings, and the specific implementation method in this embodiment does not limit the above-mentioned method.

[0098] Optionally, in this embodiment, during the extended game running time, a gain effect can be provided to the virtual characters in the first camp, such as increasing the value of the damage caused by the virtual characters in the first camp attacking the virtual characters in the second camp; speeding up the firing speed of the target attack props used by the virtual characters in the first camp to attack the virtual characters in the second camp; and providing a life value recovery effect for the virtual characters in the first camp. The above gain effects are only exemplary and do not constitute a limitation.

[0099] In the case where the gain effect is to increase the damage value caused by the virtual character of the first camp attacking the virtual character of the second camp, the increased value can be increased according to a certain proportion or a certain value. The duration of the effect of the increased damage value can be an extended period of time after the target prop is triggered. For example, assuming that the value that can be caused by each attack of the attack prop of the virtual character in the first camp is 100, and the extended game time is 1 minute, then within 1 minute after the target prop is triggered, the value that can be caused by each attack of the attack prop of the virtual character in the first camp is increased to 110 (i.e., an increase of 10%).

[0100] In another optional way, the effect of the increase in damage value can decay over time. For example, assuming that the value that can be caused by the attack props of the virtual character in the first camp for each attack is 100, and the extended game time is 2 minutes, then when the target props are triggered, the damage increase caused by the attack props of the virtual character in the first camp for each attack is 50 points, that is, the total damage value of each attack is 150. After 0.5 minutes after the target props are triggered, that is, 25% of the extended game time (2 minutes) has passed, the effect of the increase in damage decays by 25%, that is, when the target props are triggered for 0.5 minutes, the damage increase caused by the attack props of the virtual character in the first camp for each attack is 37.5 (that is, the initial increase of 50 points of damage decays by 25%), and the total damage value caused by each attack is 137.5; similarly, when the target props are triggered for 1 minute, the damage increase caused by the attack props of the virtual character in the first camp for each attack is 25 (that is, the initial increase of 50 points of damage decays by 50%), and the total damage value is 125.

[0101] In this embodiment, the running time of the target game task is determined; the first extension time is determined based on the running time and the first control ratio; the game end time of the target game task is extended according to the first extension time; or the remaining time of the target game task is determined based on the running time of the target game task; the second extension time is determined based on the remaining time and the second control ratio; the extension time is determined by extending the game end time of the target game task according to the second extension time, thereby increasing the game time in the game mode that limits the game time, thereby enriching the variability of the game situation, and solving the technical problem that the existing confrontation mode is relatively single.

[0102] As an optional method, when controlling the triggering of the target prop in the target game task, the above method further includes:

[0103] S1, during the first extended time, adjusting the speed of firing auxiliary shooting objects of the target attack props used by the virtual characters in the first camp to attack the virtual characters in the second camp from the first firing speed to the second firing speed, wherein the second firing speed is greater than the first firing speed; or

[0104] S2, within the second extended time, adjusting the speed of launching the auxiliary shooting object of the target attack prop used by the virtual character in the first camp to attack the virtual character in the second camp from the first launching speed to the second launching speed, wherein the second launching speed is greater than the first launching speed.

[0105] It is understandable that after determining the extended duration by different methods, the firing speed of the auxiliary shooting object of the virtual character in the first camp using the target prop is further controlled to be increased. Specifically, the firing speed of the virtual bullet, the firing speed of the virtual bow and arrow, the firing speed of the virtual crossbow, etc. of the virtual object in the first camp can be increased during the extended duration. The specific types of the above-mentioned firing auxiliary objects are only examples, and the specific types of the firing auxiliary objects are not limited here.

[0106] Through the above-mentioned embodiments of the present application, by increasing the firing speed of the auxiliary shooting object within an extended period of time, the control efficiency of the virtual objects of the first camp using the target props over the auxiliary shooting object is improved, and the enthusiasm of the virtual objects of the first camp to participate in the game battle is improved, thereby solving the technical problem of the relatively single existing confrontation mode.

[0107] As an optional implementation, when controlling to trigger a target item in a target game task, the method further includes:

[0108] S1, determining a target time period from the trigger start time of the target item to the game end time after the target game task is updated;

[0109] S2, during the target time period, adjusting the speed of launching the auxiliary shooting object of the target attack prop used by the virtual character in the first camp to attack the virtual character in the second camp from the third launching speed to the fourth launching speed, wherein the fourth launching speed is greater than the third launching speed.

[0110] It is understandable that, in this embodiment, the duration of the increase in the firing speed of the auxiliary shooting props after using the target props is the entire game time after the game time is extended. For example, when the remaining time of the extended game is "03:00", the firing speed of the virtual bullets, the firing speed of the virtual bows and arrows, and the firing speed of the virtual crossbows of the virtual objects in the first camp can be increased within the remaining 3 minutes. The specific types of the above-mentioned firing auxiliary objects are only examples, and the specific types of the firing auxiliary objects are not limited here.

[0111] Through the above-mentioned embodiments of the present application, by determining the target time period from the trigger start time of the target prop to the game end time after the target game task is updated; within the target time period, the speed of launching the auxiliary shooting object of the target attack prop used by the virtual character in the first camp to attack the virtual character in the second camp is adjusted from the third launching speed to the fourth launching speed, wherein the fourth launching speed is greater than the third launching speed, so that during the entire extended game time, the shooting speed of the auxiliary shooting props of the virtual character in the first camp is improved, thereby solving the technical problem that the existing confrontation mode is relatively single.

[0112] As an optional real-time method, before displaying the target prop trigger control in an inactivated state in the display interface of the virtual scene displaying the target game task, the method also includes: in the configuration interface of the target game task, configuring the target prop for the virtual character in the first camp, wherein, when the target prop is in an equipped state, the target prop trigger control corresponding to the target prop will be displayed in the display interface.

[0113] It is understood that in this embodiment, the target props need to be selected in the selection interface before the game task starts to determine the configuration of the target props in the game task. If the target props are configured before the game starts, the trigger control of the target props is displayed after entering the game interface.

[0114] Through the above-mentioned implementation mode of the present application, by configuring the target props for the virtual characters in the first camp in the configuration interface of the target game task, wherein, when the target props are in the equipped state, the target prop trigger control corresponding to the target props will be displayed in the display interface, thereby determining that the target props in this embodiment need to be pre-selected and configured, that is, the control method of the game situation is increased by pre-selecting and configuring the target props, thereby solving the technical problem of a relatively single confrontation mode.

[0115] The following combination Figure 8 The method of obtaining the above-mentioned combo bonus points is explained.

[0116] like Figure 8 As shown, A, B, and C are the combo bonus scores required for the three combo bonuses from low to high, and x, y, and z are the corresponding combo bonus scores. When the score exceeds x, skill A is activated, and when it exceeds y, skill B is activated. At this time, if the player uses skill A or B, it will not affect the score, and the score will continue to accumulate. When it exceeds z, skill C is activated, and then if the score reaches x+y+z plus x, skill A is activated again, that is, it is continuously cycled. When the score accumulates to the preset value, the final hidden skill is activated.

[0117] It should be noted that if the player dies midway, the combo bonus will be reset to 0, and the combo bonus score will need to be accumulated again after resurrection.

[0118] That is to say, in the above embodiment, the above character confrontation parameter can be specifically the combo bonus points determined by the above method, and the combo bonus points are used to determine whether the first threshold for activating the above target item is reached.

[0119] Specific combination Fig. 9 The following flow chart illustrates the complete process of the prop control method provided by this application:

[0120] In any user account controlling the first virtual character (such as Figure 3 Take the virtual character corresponding to the perspective shown in as an example) After starting a shooting game mission:

[0121] As in step S902, equip the time reversal skill item;

[0122] It can be understood that the above-mentioned time reversal skill props are a specific implementation method of the above-mentioned target props, which are equipped during the game preparation time after the start of the game so as to be used in the official game battle.

[0123] Then, as in step S904, it is detected whether enough points are obtained. If enough points are obtained, step S906 is executed; if not, it returns to step S902;

[0124] Specifically, the above points may be combo bonus points obtained by the player controlling the virtual character to fight.

[0125] As in step S906, when sufficient points are obtained, the skill icon is highlighted;

[0126] Specifically, Figure 4 As shown, when the points are sufficient, the trigger control 401 is displayed, and the shadow display portion is a schematic diagram of the highlight display mode.

[0127] Then, as in step S908, it is detected whether the number of enemy defeated is more than twice of ours. If it is determined to be more than twice of ours, step S910 is executed; if it is not more than twice of ours, the process returns to step S906;

[0128] It can be understood that the number of defeats here is the total number of defeats of the camp. When the number of enemy defeats is more than twice the number of our camp defeats, it is determined that the judgment condition is met.

[0129] As in step S910, when the number of enemies defeated exceeds 2 times, the skill icon special effect is highlighted and enters the usable state;

[0130] Specifically, Figure 5 As shown, when it is determined that the target prop is allowed to be used, a trigger control 501 is displayed, and its grayscale display part is a schematic diagram of a special effect highlight display method.

[0131] In step S912, it is detected whether it is triggered. If it is determined that the target prop is triggered, step S914 is executed; if it is not triggered, it returns to step S910;

[0132] In step S914, the game time is calculated and increased according to the current time, and a skill acceleration effect is obtained;

[0133] Specifically, the extension time is determined according to the game time that has been run and the control ratio. Specifically, Figure 5 As shown, after the game continues for a period of time, the remaining time of this round of the game is displayed as "02:00", and when the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp reaches the prop trigger condition, such as when the camp round score has reached the second threshold, the target prop trigger control 501 adjusted to the state of allowing use is displayed. Figure 5 As shown, the control edge of the trigger control 501 of the target prop in the activated state is processed with the second display effect, indicating that the target prop can be used.

[0134] Assume that the player controlling the above virtual character is Figure 5 The trigger control 501 of the target item is triggered at the moment of , and the total game time is 5 minutes, then the game interface continues as follows Figure 3 As shown, according to the game time that has been running for 3 minutes, it is determined that the game time that needs to be extended is 2 / 3 of the game time that has been running for 3 minutes, that is, 2 minutes. That is, the remaining game time is extended to 4 minutes, and then "Round 2 Remaining Time: 04:00" is displayed in the game interface, and the trigger control is restored to the display state of the trigger control 301, indicating that the current target prop is restored to a non-activated and unusable state.

[0135] At the same time, during the above-mentioned additional 2 minutes, the firing speed of the auxiliary shooting props controlling the virtual character of the first camp is increased.

[0136] In step S916, it is detected whether the added time has ended. If it is determined to have ended, step S918 is executed to return to normal; if it has not ended, the process returns to step S914;

[0137] Above Fig. 9 The process shown is an example and is not limited in this embodiment.

[0138] In an embodiment of the present invention, in a display interface of a virtual scene displaying a target game task, a target prop trigger control in an inactivated state is displayed; when the character confrontation parameters obtained by the currently controlled virtual character in the target game task in the first camp meet the control activation condition, the target prop trigger control adjusted to an activated state is displayed; when the comparison result between the camp confrontation parameters of the first camp and the camp confrontation parameters of the second camp meets the prop trigger condition, the target prop trigger control adjusted to a use-allowed state is displayed; in response to an operation performed on the target prop trigger control in the use-allowed state, the target prop is controlled to be triggered in the target game task, wherein the target prop is used to extend the game end time for the target game task according to the running time of the target game task, so that when the trigger condition is met, the game task game time is extended by the target prop, thereby solving the technical problem that the existing confrontation mode is relatively single.

[0139] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity, they are all described as a series of action combinations, but those skilled in the art should know that the present invention is not limited by the described action sequence, because according to the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.

[0140] According to another aspect of the embodiments of the present invention, a prop control device for implementing the above-mentioned prop control method is also provided. Fig.10 As shown, the device comprises:

[0141] A first display unit 1002 is used to display a target prop trigger control in an inactive state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps;

[0142] The second display unit 1004 is used to display the target item trigger control adjusted to a state allowing use when the comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches the item trigger condition;

[0143] The time extension unit 1006 is used to control the triggering of the target prop in the target game task in response to the operation performed on the target prop trigger control in the allowed use state, wherein the target prop is used to extend the game end time for the target game task according to the running time of the target game task.

[0144] Optionally, in this embodiment, the embodiments to be implemented by the above-mentioned various unit modules can refer to the above-mentioned various method embodiments, which will not be repeated here.

[0145] According to another aspect of the embodiment of the present invention, an electronic device for implementing the above-mentioned prop control method is also provided. The electronic device may be Fig.11 The terminal device or server shown in the figure. This embodiment is described by taking the electronic device as a terminal device as an example. Fig.11 As shown, the electronic device includes a memory 1102 and a processor 1104. The memory 1102 stores a computer program, and the processor 1104 is configured to execute the steps in any of the above method embodiments through the computer program.

[0146] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0147] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0148] S1, displaying a target prop trigger control in an inactive state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps;

[0149] S2, when the comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches the item triggering condition, the target item triggering control adjusted to the state allowing use is displayed;

[0150] S3, in response to an operation performed on a target item triggering control in a use-permitted state, controlling the triggering of the target item in the target game task to extend the game end time of the target game task.

[0151] Alternatively, a person skilled in the art may understand that: Fig.11 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, MID), a PAD, or other terminal devices. Fig.11 The structure of the electronic device is not limited. Fig.11 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.11 Different configurations are shown.

[0152] Among them, the memory 1102 can be used to store software programs and modules, such as the program instructions / modules corresponding to the prop control method and device in the embodiment of the present invention. The processor 1104 executes various functional applications and data processing by running the software programs and modules stored in the memory 1102, that is, to implement the above-mentioned prop control method. The memory 1102 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1102 may further include a memory remotely located relative to the processor 1104, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1102 may specifically be used, but is not limited to, to store information such as attribute information of virtual characters, prop control information, and the like. As an example, such as Fig.11 As shown, the memory 1102 may include, but is not limited to, the first display unit 1002, the second display unit 1004, and the time extension unit 1006 in the prop control device. In addition, it may also include, but is not limited to, other module units in the prop control device, which will not be repeated in this example.

[0153] Optionally, the transmission device 1106 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one example, the transmission device 1106 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1106 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0154] In addition, the electronic device further includes: a display 1108 for displaying a first observation perspective image of the first virtual character in a display interface; and a connection bus 1110 for connecting various module components in the electronic device.

[0155] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes may form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as a server, terminal and other electronic devices, may become a node in the blockchain system by joining the peer-to-peer network.

[0156] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.

[0157] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0158] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned prop control method.

[0159] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0160] S1, displaying a target prop trigger control in an inactive state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps;

[0161] S2, when the comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches the item triggering condition, the target item triggering control adjusted to the state allowing use is displayed;

[0162] S3, in response to an operation performed on a target item triggering control in a use-permitted state, controlling the triggering of the target item in the target game task to extend the game end time of the target game task.

[0163] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0164] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to perform all or part of the steps of the above methods of various embodiments of the present invention.

[0165] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0166] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the above units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0167] The units described above as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0168] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0169] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A prop control method, characterized in that: include: In a display interface of a virtual scene showing a target game task, a target prop trigger control in an inactive state is displayed, wherein the virtual scene includes at least two opposing camps; When the character confrontation parameter obtained by the currently controlled virtual character in the target game task in the first camp reaches the control activation condition, the target prop trigger control adjusted to the activated state is displayed; When the comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches the item trigger condition, displaying the target item trigger control adjusted to a state allowing use; In response to an operation performed on the target item triggering control in the use-permitted state, the target item is controlled to be triggered in the target game task to extend the game end time of the target game task.

2. The method according to claim 1, characterized in that After the target prop trigger control is displayed in an inactive state, it also includes: In response to a control operation on the virtual character in the first camp, controlling the virtual character in the first camp to use a target attack prop to perform an attack operation on the virtual character in the second camp, wherein the target attack prop is an attack prop that continuously fires auxiliary shooting objects; When the virtual character in the first camp defeats the virtual character in the second camp using the target attack item, updating the character confrontation parameter of the virtual character in the first camp, and updating the activation progress information corresponding to the target item trigger control in the display interface; When the updated role confrontation parameter reaches a first threshold, it is determined that the control activation condition is met.

3. The method according to claim 2, characterized in that After the target prop trigger control is displayed in an inactive state, it also includes: When the defense resource value corresponding to the virtual character in the first camp reaches zero, the character confrontation parameter is cleared, and when the virtual character in the first camp meets the resurrection condition, the character confrontation parameter is recalculated.

4. The method according to claim 1, characterized in that After the target item triggering control whose display is adjusted to an activated state is triggered, the method further includes: comparing the camp confrontation parameter of the first camp with the camp confrontation parameter of the second camp to obtain the comparison result; When the comparison result indicates that the camp confrontation parameter of the first camp is smaller than the camp confrontation parameter of the second camp, and the difference between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp is greater than a second threshold, it is determined that the item trigger condition is met.

5. The method according to claim 4, characterized in that When the comparison result indicates that the difference between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp is greater than a second threshold, determining that the item triggering condition is met includes one of the following: When the camp confrontation parameter is the number of defeated people, and the number of defeated people of the second camp is greater than the number of defeated people of the first camp, obtaining the difference in number of defeated people of the second camp and the number of defeated people of the first camp, wherein the difference degree includes the difference in number of people; when the difference in number of people is greater than a first difference threshold, determining that the item triggering condition is met; When the camp confrontation parameter is the number of defeated people, and the number of defeated people of the second camp is greater than the number of defeated people of the first camp, obtaining a ratio of the number of defeated people of the second camp to the number of defeated people of the first camp, wherein the difference degree includes the number ratio; when the number ratio is greater than a first ratio threshold, determining that the item triggering condition is met; When the camp confrontation parameter is a defeat reward value, and the defeat reward value of the second camp is greater than the defeat reward value of the first camp, obtaining a reward value difference between the defeat reward value of the second camp and the defeat reward value of the first camp, wherein the difference degree includes the reward value difference; when the reward value difference is greater than a second difference threshold, determining that the item trigger condition is met; When the camp confrontation parameter is the defeat reward value, and the defeat reward value of the second camp is greater than the defeat reward value of the first camp, the reward value ratio between the defeat reward value of the second camp and the defeat reward value of the first camp is obtained, wherein the degree of difference includes the reward value ratio; when the reward value ratio is greater than a second ratio threshold, it is determined that the prop trigger condition is met.

6. The method according to claim 1, characterized in that The target item trigger control whose display is adjusted to a state allowing use includes: The target item trigger control that meets the item trigger condition is highlighted to prompt that the target item trigger control is adjusted to the allowed use state.

7. The method according to claim 1, characterized in that The control to trigger the target prop in the target game task includes: Determine the running time of the target game task; determine a first extension time according to the running time and the first control ratio; extend the game end time of the target game task according to the first extension time; or Determine the remaining time of the target game task according to the running time of the target game task; determine a second extended time according to the remaining time and a second control ratio; and extend the game end time of the target game task according to the second extended time.

8. The method according to claim 7, characterized in that When the control triggers the target prop in the target game task, it also includes: During the first extended time, adjusting the speed of firing auxiliary shooting objects of the target attack props used by the virtual characters in the first camp to attack the virtual characters in the second camp from a first firing speed to a second firing speed, wherein the second firing speed is greater than the first firing speed; or During the second extended time period, the speed of launching auxiliary shooting objects of the target attack props used by the virtual characters in the first camp to attack the virtual characters in the second camp is adjusted from a first launching speed to a second launching speed, wherein the second launching speed is greater than the first launching speed.

9. The method according to claim 1, characterized in that: When the control triggers the target prop in the target game task, it also includes: Determine a target time period from the trigger start time of the target item to the game end time after the target game task is updated; During the target time period, the speed of launching the auxiliary shooting object of the target attack prop used by the virtual character in the first camp to attack the virtual character in the second camp is adjusted from the third launching speed to the fourth launching speed, wherein the fourth launching speed is greater than the third launching speed.

10. The method according to any one of claims 1 to 9, characterized in that In the display interface of the virtual scene showing the target game task, before the target prop trigger control in an inactive state is displayed, the following is also included: In the configuration interface of the target game task, the target prop is configured for the virtual character in the first camp, wherein when the target prop is in an equipped state, the target prop trigger control corresponding to the target prop will be displayed in the display interface.

11. A prop control device, characterized in that: include: A first display unit, configured to display a target prop trigger control in an inactive state in a display interface of a virtual scene displaying a target game task, wherein the virtual scene includes at least two opposing camps; A second display unit is used to display the target item trigger control adjusted to a state allowing use when a comparison result between the camp confrontation parameter of the first camp and the camp confrontation parameter of the second camp reaches an item trigger condition; A time extension unit, for controlling the triggering of a target item in the target game task in response to an operation performed on the target item triggering control in the use-allowed state, so as to extend the game end time of the target game task; The device is also used to display the target prop trigger control adjusted to an activated state when the character confrontation parameters obtained by the currently controlled virtual character in the target game task in the first camp meet the control activation conditions.

12. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program executes the method described in any one of claims 1 to 10 when executed.

13. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1 to 10 are implemented.

14. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 10 through the computer program.

Citation Information

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