A virtual prop control method, related device, equipment and storage medium

CN116764216BActive Publication Date: 2026-10-09SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202210962948.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-11
Publication Date
2026-10-09
Estimated Expiration
2042-08-11

AI Technical Summary

Technical Problem

[0004]发明人发现现有方案中至少存在如下问题,由于“生化人”只能发起近战攻击,因此,当人类角色在游戏地图上找到一个无法被攻击的卡点位置来躲避生化攻击时,会导致“生化人”的攻击无法起到效果,从而降低了游戏体验,影响游戏效果

Benefits of technology

[0083] This application provides a method for controlling virtual items. A first game character and a second game character are displayed on a game interface. The first game character holds a first virtual item, and a first infection range is a closed area centered on the location of the second game character. Based on this, the first game character is controlled to throw the first virtual item. If the first virtual item is attached to the second game character, a first detonation control is displayed on the game interface corresponding to the first game character's game account. When the player selects the first detonation control, the first virtual item explodes on the second game character, triggering a continuous attack by the second game character within the first infection range. Thus, after the first game character attaches the first virtual item to the second game character (i.e., the "cyborg"), the first virtual item can be detonated to trigger the second game character (i.e., the "cyborg") to launch a bio-attack on other game characters within the first infection range. This avoids the limitations of melee attacks, increases the competitiveness and intensity of the game, and enhances the user's gaming experience.

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Abstract

The application discloses a virtual prop control method, and application scenarios at least include various terminals, such as mobile phones, computers, vehicle-mounted terminals and the like. The application comprises: displaying a game picture corresponding to a target visual field of a first game character, wherein the game picture comprises a second game character; controlling the first game character to perform a throwing operation on a first virtual prop; in response to the first virtual prop being adsorbed on the second game character, displaying a first detonation control on a game interaction interface corresponding to a game account of the first game character; and in response to a trigger operation on the first detonation control, controlling the first virtual prop to explode on the second game character to trigger a sustained attack within a first infection range. The application also provides a device, equipment and storage medium. The application can avoid the limitation of close combat attack, increase the competitiveness and intensity of a game match, and improve the user game experience.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method for controlling virtual props, related devices, equipment, and storage media. Background Technology

[0002] With the popularization of the internet, the variety of games has gradually increased. Some first-person shooter (FPS) games have added a zombie mode. In zombie mode, the two sides include the "zombie" faction and the human character faction. The "zombies" hunt down human characters and try to infect all human characters and turn them into "zombies", while the human characters need to avoid being infected by the "zombies" or eliminate the "zombies".

[0003] In the traditional biohazard mode, "biohazards" primarily infect human characters through melee attacks. That is, when a "biohazard" approaches a human character and launches a melee attack, the attacked human character will suffer biohazard damage. If a human character is defeated by a "biohazard," then the human character will transform into a "biohazard."

[0004] The inventors discovered that the existing solutions have at least the following problems: since the "cyborgs" can only launch melee attacks, when human characters find an unassailable spot on the game map to avoid the cyborgs' attacks, the "cyborgs'" attacks will be ineffective, thus reducing the gaming experience and affecting the game's overall performance. Summary of the Invention

[0005] This application provides a method, related apparatus, device, and storage medium for controlling virtual items. It is evident that this application can avoid the limitations of melee attacks, increase the competitiveness and intensity of game matches, and enhance the user's gaming experience.

[0006] In view of this, this application provides a method for controlling virtual props, including:

[0007] The game screen displays the target field of view of the first game character. The game screen includes the second game character. The first game character holds a first virtual item. The first game character corresponds to the first character attribute. The second game character corresponds to the second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely. The game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0008] Control the first game character to perform a throwing operation on the first virtual item;

[0009] In response to the first virtual item being attached to the second game character, a first detonation control is displayed on the game interface corresponding to the game account of the first game character;

[0010] In response to a trigger operation on the first detonation control, the system controls the first virtual item to explode on the second game character, thereby triggering a persistent attack within the first infection range. This persistent attack is used to convert the character attributes of the game character corresponding to the first character attribute into the second character attribute.

[0011] This application also provides a method for controlling virtual props, including:

[0012] The game screen corresponding to the target field of view of the second game character is displayed. The game screen includes the first game character. The first game character and the second game character belong to the same player faction. The first game character holds the first virtual item. The first game character corresponds to the first character attribute. The second game character corresponds to the second character attribute. The game character corresponding to the first character attribute has the ability to attack from a distance. The game character corresponding to the second character attribute does not have the ability to attack from a distance. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0013] In response to the first virtual item being attached to the second game character, a second detonation control is displayed on the game interface corresponding to the game account of the second game character, wherein the first virtual item is thrown by the first game character;

[0014] In response to a trigger operation on the second detonation control, the first virtual item is controlled to explode on the second game character to trigger a persistent attack within the first infection range. The persistent attack is used to convert the character attributes of the game character corresponding to the first character attribute into the second character attribute.

[0015] Another aspect of this application provides a virtual prop control device, comprising:

[0016] The display module is used to display the game screen corresponding to the target field of view of the first game character. The game screen includes the second game character. The first game character holds a first virtual item. The first game character corresponds to a first character attribute. The second game character corresponds to a second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely. The game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0017] The control module is used to control the first game character to perform a throwing operation on the first virtual item;

[0018] The display module is also used to display the first detonation control on the game interface corresponding to the game account of the first game character in response to the first virtual prop being attached to the second game character;

[0019] The control module is also used to respond to a trigger operation on the first detonation control, control the first virtual item to explode on the second game character, so as to trigger a continuous attack within the first infection range. The continuous attack is used to convert the character attributes of the game character corresponding to the first character attribute into the second character attribute.

[0020] In one possible design, in another implementation of another aspect of the embodiments of this application, the control method is applied to a game session;

[0021] A game match involves at least two player factions, where the first game character and the second game character belong to the same player faction;

[0022] or,

[0023] The game consists of player factions and non-player character factions. The first game character belongs to the player faction, and the second game character belongs to the non-player character faction.

[0024] In one possible design, in another implementation of another aspect of the embodiments of this application, at least two player factions include the target player faction and at least one other player faction;

[0025] The virtual prop control device also includes a determination module:

[0026] The determination module is used to determine if the target player's faction wins the game if all game characters in each other player's faction have the second character attribute.

[0027] or,

[0028] The determination module is also used to determine if the target player's faction wins the game if all game characters in each of the other players' factions are dead.

[0029] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0030] The control module is also used to control the first game character to perform a throwing operation on the second virtual item after the first detonation control is displayed on the game interface corresponding to the game account of the first game character.

[0031] The display module is also used to display a first detonation control on the game interface corresponding to the game account of the first game character in response to the second virtual item being attached to the third game character, wherein the third game character corresponds to the attributes of the second character;

[0032] The control module is also used to respond to a selection operation on the first detonation control, and to control the second virtual item to explode on the third game character to trigger a continuous attack within the second infection range.

[0033] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0034] The control module is also used to control the first game character to perform a throwing operation on the second virtual item after the first detonation control is displayed on the game interface corresponding to the game account of the first game character.

[0035] The display module is also used to respond to the second virtual item being attached to the third game character and to display the third detonation control on the game interface corresponding to the game account of the first game character, wherein the third game character corresponds to the attributes of the second character;

[0036] The control module is also used to respond to a selection operation on the third detonation control, controlling the second virtual item to explode on the third game character to trigger a continuous attack within the second infection range.

[0037] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0038] The display module is also used to highlight the first infection range on the game's interactive interface;

[0039] The display module is also used to respond to a continuous attack when the duration of the first game character's entry into the first infection range is greater than or equal to a first duration threshold, and to continuously reduce the first game character's health at a first rate within an initial preset duration.

[0040] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0041] The display module is also used to display a timing control on the game interface when the first game character enters the first infection range. The timing control is used to display the duration of time that the game character has been in the infection range.

[0042] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0043] The display module is also used to display a countdown control on the game interface when the first game character enters the first infection range. The countdown control is used to display a countdown based on a first duration threshold and the duration the game character has been in the infection range.

[0044] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0045] The control module is also used to pause the countdown control when the first game character leaves the first infection range after the countdown control is displayed on the game interface.

[0046] The control module is also used to control the countdown control to continue the countdown display when the first game character re-enters the first infection range if the first game character's departure time is less than or equal to the second time threshold.

[0047] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0048] The control module is also used to pause the countdown control when the first game character leaves the first infection range after the countdown control is displayed on the game interface.

[0049] The control module is also used to reset the countdown control and control the countdown control to start displaying the countdown again when the first game character re-enters the first infection range if the first game character's departure time exceeds the second time threshold.

[0050] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0051] The display module is also used to respond to the trigger operation of the first detonation control, control the first virtual item to explode on the second game character, and after triggering a continuous attack within the first infection range, highlight the first infection range on the game interface.

[0052] The display module is also used to continuously reduce the health of the first game character at a first rate within an initial preset duration when the first game character is within the first infection range, in response to a continuous attack.

[0053] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0054] The control module is also used to switch the first game character's attributes from the first character attribute to the second character attribute if the first game character's health is reduced to the lower limit value when the first game character's health is continuously reduced at the first rate within the initial preset time.

[0055] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0056] The display module is also used to display the infection icon corresponding to the first game character when the first game character's health is continuously reduced at a first rate within an initial preset time period;

[0057] The display module is also used to stop displaying the infection icon corresponding to the first game character if the initial preset time is reached and the first game character's health value has not been reduced to the lower limit.

[0058] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0059] The display module is also used to display the infection icon corresponding to the first game character when the first game character's health is continuously reduced at a first rate within an initial preset time period;

[0060] The display module is also used to stop displaying the infection icon corresponding to the first game character if the first game character enters the safe zone within the initial preset time.

[0061] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0062] The display module is also used to shorten the initial preset time and continuously reduce the first game character's health at the first rate when the health of the first game character is continuously reduced within the initial preset time. If the user responds to the selection operation for the virtual antibody item, the user can also reduce the initial preset time and continuously reduce the health of the first game character at the first rate.

[0063] or,

[0064] The display module is also used to, when continuously reducing the health of the first game character at a first rate within an initial preset duration, shorten the initial preset duration and continuously reduce the health of the first game character at a second rate in response to a selection operation for a virtual antibody item, wherein the second rate is less than the first rate.

[0065] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0066] The display module is also used to stop reducing the first game character's health when the first game character's health is reduced to the health protection value.

[0067] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0068] The display module is also used to display at least one of the following on the game interface when the first game character is in a protected state: the remaining protection time, the protection status icon, and the protection effect.

[0069] The display module is also used to highlight the first infection range on the game's interactive interface;

[0070] The display module is also used to maintain the health of the first game character when the first game character is in a protected state and the duration of the first game character's stay within the first infection range is greater than or equal to a first duration threshold.

[0071] Another aspect of this application provides a virtual prop control device, comprising:

[0072] The display module is used to display the game screen corresponding to the target field of view of the second game character. The game screen includes the first game character, wherein the first game character and the second game character belong to the same player faction. The first game character holds a first virtual item. The first game character corresponds to a first character attribute, and the second game character corresponds to a second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely, while the game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0073] The display module is also used to display a second detonation control on the game interface corresponding to the game account of the second game character in response to the first virtual item being attached to the second game character, wherein the first virtual item is thrown by the first game character;

[0074] The control module is used to respond to the trigger operation of the second detonation control, and control the first virtual item to explode on the second game character to trigger a continuous attack within the first infection range. The continuous attack is used to convert the character attributes of the game character corresponding to the first character attribute into the second character attribute.

[0075] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0076] The display module is also used to display that the second game character has entered a dead state when the first virtual item explodes on the second game character.

[0077] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0078] The control module is also used to control the second game character to perform melee attacks on other game characters, where the other game characters and the second game character belong to the same player faction, or the other game characters and the second game character belong to different factions.

[0079] In another aspect, this application provides a computer device including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the methods described above.

[0080] Another aspect of this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the methods described above.

[0081] Another aspect of this application provides a computer program product, including a computer program that, when executed by a processor, implements the methods described above.

[0082] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0083] This application provides a method for controlling virtual items. A first game character and a second game character are displayed on a game interface. The first game character holds a first virtual item, and a first infection range is a closed area centered on the location of the second game character. Based on this, the first game character is controlled to throw the first virtual item. If the first virtual item is attached to the second game character, a first detonation control is displayed on the game interface corresponding to the first game character's game account. When the player selects the first detonation control, the first virtual item explodes on the second game character, triggering a continuous attack by the second game character within the first infection range. Thus, after the first game character attaches the first virtual item to the second game character (i.e., the "cyborg"), the first virtual item can be detonated to trigger the second game character (i.e., the "cyborg") to launch a bio-attack on other game characters within the first infection range. This avoids the limitations of melee attacks, increases the competitiveness and intensity of the game, and enhances the user's gaming experience. Attached Figure Description

[0084] Figure 1 This is a schematic diagram of an implementation environment for the virtual prop control method in this application embodiment;

[0085] Figure 2 This is a schematic diagram of another implementation environment for the virtual prop control method in this application;

[0086] Figure 3 This is a flowchart illustrating a virtual prop control method in an embodiment of this application;

[0087] Figure 4 This is a schematic diagram of the game interaction interface in an embodiment of this application;

[0088] Figure 5 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0089] Figure 6 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0090] Figure 7 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0091] Figure 8 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0092] Figure 9 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0093] Figure 10 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0094] Figure 11 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0095] Figure 12 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0096] Figure 13 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0097] Figure 14 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0098] Figure 15 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0099] Figure 16 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0100] Figure 17 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0101] Figure 18 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0102] Figure 19 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0103] Figure 20This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0104] Figure 21 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0105] Figure 22 This is a flowchart illustrating the use of virtual antibody props in different states in an embodiment of this application;

[0106] Figure 23 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0107] Figure 24 This is a flowchart illustrating the display of the lock-in effect under different states in an embodiment of this application;

[0108] Figure 25 This is a flowchart illustrating the response to biochemical poisoning under different states in an embodiment of this application.

[0109] Figure 26 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0110] Figure 27 This is a flowchart illustrating a virtual prop control method in an embodiment of this application;

[0111] Figure 28 This is another schematic diagram of the game interaction interface in the embodiments of this application;

[0112] Figure 29 This is a schematic diagram of a virtual prop control device in an embodiment of this application;

[0113] Figure 30 This is another schematic diagram of the virtual prop control device in the embodiments of this application;

[0114] Figure 31 This is a schematic diagram of the structure of a terminal in an embodiment of this application. Detailed Implementation

[0115] This application provides a method, related apparatus, device, and storage medium for controlling virtual items. It is evident that this application can avoid the limitations of melee attacks, increase the competitiveness and intensity of game matches, and enhance the user's gaming experience.

[0116] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0117] The gameplay of biohazard-themed games has become increasingly diverse, evolving from simple human characters defeating "biohazards" to more competitive biohazard infection gameplay. After numerous shooting games incorporated biohazard gameplay, it's easy to see that the core of almost all biohazard-themed gameplay is similar: it's based on the infection of human characters by "biohazards." Regardless of the abilities of the "biohazards" or the virtual attack tools used by the human characters, the human characters must infect them through melee attacks by the "biohazards," while the human characters must survive while defeating the opposing faction's "biohazards."

[0118] Based on this, this application proposes a virtual item control method to address the problem of monotonous gameplay in biohazard-themed games. The method provided in this application can be applied to... Figure 1 or Figure 2 The implementation environment shown, in which, Figure 1 For the implementation environment of online games, Figure 2 This is the implementation environment for single-player games.

[0119] Please see Figure 1 The implementation environment includes a terminal 110 and a server 120, which are connected via a communication network 330. The terminal 110 and server 120 can communicate via a communication network 130. The communication network 130 uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), mobile, private networks, or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0120] The terminal 110 involved in this application includes, but is not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, vehicle terminals, and aircraft. The client is deployed on the terminal 110 and can run on the terminal 110 via a browser or as a standalone app. The server 120 involved in this application can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and AI platforms.

[0121] Combination Figure 1 In the provided implementation environment, terminal 110 sends a command to server 120 via communication network 130 to detonate a first virtual item, which has been attached to a second game character. Server 120 can then trigger a persistent attack (e.g., releasing poisonous mist) within the first infection range. Server 120 then reports the response to the persistent attack to terminal 110 via communication network 130, i.e., reports the attack result.

[0122] Combination Figure 2 In the provided implementation environment, the player controls the detonation of a first virtual item via terminal 110, which has been attached to a second game character. Terminal 110 can then trigger a continuous attack (e.g., releasing toxic mist) within the first infection range, thereby generating and displaying the corresponding attack results.

[0123] Based on the above introduction, the following section will describe the control method of virtual items in this application from the perspective of the first game character. Please refer to [link / reference needed]. Figure 3 In this application, the method for controlling virtual props can be completed independently by the terminal, or it can be completed independently by the terminal and in cooperation with the server. The method provided in this application includes:

[0124] 210. Display the game screen corresponding to the target field of view of the first game character. The game screen includes the second game character. The first game character holds the first virtual item. The first game character corresponds to the first character attribute. The second game character corresponds to the second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely. The game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0125] In one or more embodiments, a second game character is displayed in the game screen provided by the target game application. This game screen is within the target field of view of the first game character.

[0126] The target game applications include, but are not limited to, first-person shooter (FPS) and third-person shooter (TPS) games. The game modes supported by the target game applications include, but are not limited to, multiplayer online battle arena (MOBA) and single-player games. The presentation methods of the target game applications include, but are not limited to, two-dimensional (2D), three-dimensional (3D), virtual reality (VR), augmented reality (AR), and mixed reality (MR).

[0127] Specifically, players can log in to the target game application running on the client using their game account and control a first game character. The corresponding game screen is displayed on the terminal where the client running the target game application is located. In a third-person perspective, the first game character controlled by the player is displayed in this game screen; in a first-person perspective, the first game character may not be displayed. The first game character has a first character attribute, and the game character corresponding to the first character attribute has the ability to attack remotely. Other game characters can also be displayed on the game screen, including a second game character. The second game character corresponds to a second character attribute and does not have the ability to attack remotely. Simultaneously, the second game character also has the ability to automatically trigger a continuous attack on a first infection range, where the first infection range represents a closed area centered on the location of the second game character (e.g., a circular area, a rectangular area, or an elliptical area). Taking a human character as the first game character and a "cyborg" as the second game character as an example, the "cyborg" has the ability to release poisonous mist. Typically, the second game character will cause damage to human characters who remain within the first infection range for a certain period of time. For example, if a human character remains within the first infection zone for more than 5 seconds, they will be damaged by the poison mist.

[0128] It is understandable that a game character with a second attribute can use melee attacks to convert the attribute of a game character with a first attribute into the same second attribute. Therefore, situations where a game character with a first attribute is infected include, but are not limited to, being killed by a melee attack from another game character with a second attribute, or being poisoned after being attacked by a melee attack from another game character with a second attribute, continuously losing health until death. If a game character with a first attribute is killed by a game character with a second attribute and then revives, their attribute will be converted from the first attribute to the second attribute.

[0129] It should be noted that sustained attacks refer to attacks by game characters that cause damage to other game characters over a period of time based on their own attributes. For example, a game character with toxicity (e.g., a "cyborg") will automatically release poison mist, or a game character with magical powers (e.g., a "magician") will automatically cast spells. Non-sustained attacks refer to attacks performed by the player-controlled game character, such as the player controlling a game character (e.g., a human character) to perform ranged shooting or melee attacks.

[0130] 220. Control the first game character to perform a throwing operation on the first virtual item;

[0131] In one or more embodiments, a player touches a terminal running a target game application, causing the target game application to detect a throwing operation triggered by the player, thereby controlling a first game character to throw a first virtual item. The following will describe feasible methods for triggering a throwing operation with reference to illustrations. In addition, other methods can also be used to trigger a throwing operation.

[0132] For example, to facilitate understanding, let's take a human character as the first game character. Please refer to [link / reference]. Figure 4 , Figure 4 This is a schematic diagram of a game interface in an embodiment of this application. As shown in the figure, A1 indicates the first game character controlled by the player. A2 indicates that the first game character holds a first virtual item, which includes, but is not limited to, the shape of an incendiary bomb. A3 indicates the second game character. Based on this, the player presses the location of the first virtual item and drags it backward to adjust the throwing direction of the first virtual item. When the finger is released, the first virtual item is thrown.

[0133] For example, to facilitate understanding, let's take a human character as the first game character. Please refer to [link / reference]. Figure 5 , Figure 5This is another schematic diagram of the game interface in this application embodiment. As shown in the figure, A1 indicates the first game character controlled by the player. A2 indicates that the first game character holds a first virtual item, which includes, but is not limited to, the shape of an incendiary bomb. A3 indicates the second game character. A4 indicates the direction wheel. A5 indicates the throwing control. Based on this, the player adjusts the throwing direction of the first virtual item by operating the direction wheel, and throws the first virtual item when the throwing control is touched.

[0134] 230. In response to the first virtual item being attached to the second game character, a first detonation control is displayed on the game interface corresponding to the game account of the first game character;

[0135] In one or more embodiments, if a player throws a first virtual item that touches a second game character, the first virtual item will be attached to the second game character. At this time, a first detonation control is displayed on the game interface corresponding to the first game character's game account. This first detonation control is used to control the detonation state of the first virtual item.

[0136] 240. In response to the trigger operation of the first detonation control, control the first virtual item to explode on the second game character to trigger a continuous attack within the first infection range. The continuous attack is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0137] In one or more embodiments, a player triggers a selection operation on a first detonation control, causing the target game application to detect the player's detonation operation and thereby control a first virtual item to explode on a second game character. This triggers the second game character to inflict a continuous attack on other game characters (e.g., human characters) within the first infection range at the moment the first virtual item detonates.

[0138] Understandably, since the continuous attacks generated by the second game character based on its own attributes require a certain waiting time, players can detonate the first virtual item attached to the second game character, allowing the second game character to immediately inflict damage on human characters within the first infection range without needing to wait.

[0139] Specifically, in one game scenario, a human character will enter a bio-poisoned state if attacked by a "bio-engineered human" or if they are in close proximity to a "bio-engineered human" for a period of time. Entering the bio-poisoned state inflicts a continuous health loss debuff. A human character will transform into a "bio-engineered human" if they are directly killed by a "bio-engineered human" or die from bio-poisoning. After becoming a "bio-engineered human," the player can continue playing, but cannot perform ranged attacks, only melee attacks, and also possesses the ability to attack with poison mist, infecting enemy or friendly characters to continue supporting their team. While transformed into a "bio-engineered human," they will not enter a bio-poisoned state even if attacked by other "bio-engineered humans." The condition for victory is that all other characters besides those of the player's own faction die or become "bio-engineered humans."

[0140] This application provides a method for controlling virtual items. As can be seen, after a first game character attaches a first virtual item to a second game character (i.e., a "cyborg"), the first virtual item can be detonated to trigger the second game character (i.e., the "cyborg") to launch a bio-attack on other game characters within a first infection range. This avoids the limitations of melee attacks, increases the competitiveness and intensity of the game, and enhances the user's gaming experience.

[0141] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, the control method is applied to a game game;

[0142] A game match involves at least two player factions, where the first game character and the second game character belong to the same player faction;

[0143] or,

[0144] The game consists of player factions and non-player character factions. The first game character belongs to the player faction, and the second game character belongs to the non-player character faction.

[0145] In one or more embodiments, a method for classifying game characters into factions is described. As can be seen from the foregoing embodiments, the second game character has the ability to automatically trigger a continuous attack on the first infection range. This second game character can be a player-controlled game character or a non-player character (NPC) in the game. Based on this, the faction division will be explained below in conjunction with game gameplay.

[0146] I. Player versus player versus environment (PvPvE)

[0147] For example, in a PvPvE match, there are at least two player factions and an NPC faction. In addition to the player factions needing to fight against each other, they also need to fight against the NPC faction.

[0148] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 6 , Figure 6 This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, B1 is used to indicate the first game character controlled by the player. B2 is used to indicate the second game character, wherein the first game character and the second game character belong to the same player faction, that is, the first game character and the second game character are teammates. B3 is used to indicate the first virtual item attached to the second game character. B4 is used to indicate game characters of other player factions. B5 is used to indicate NPCs. B6 is used to indicate the first detonation control, wherein the first detonation control is used to detonate the first virtual item indicated by B3.

[0149] II. Player versus player (PvP);

[0150] For example, in a PvP match, there are at least two player factions. Player factions need to compete against each other.

[0151] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 7 , Figure 7 This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, B1 is used to indicate the first game character controlled by the player. B2 is used to indicate the second game character, wherein the first game character and the second game character belong to the same player faction, that is, the first game character and the second game character are teammates. B3 is used to indicate the first virtual item attached to the second game character. B4 is used to indicate game characters of other player factions. B6 is used to indicate the first detonation control, wherein the first detonation control is used to detonate the first virtual item indicated by B3.

[0152] It should be noted that there are at least two player factions, including a target player faction and at least one other player faction. Therefore, the target player faction can win if all game characters in the other player factions (excluding the target player faction) either die or are reverted to a secondary character attribute (e.g., becoming a "cyborg").

[0153] III. Player versus environment (PvE);

[0154] For example, in a PvE match, there are player factions and NPC factions. The player faction needs to fight against the NPC faction.

[0155] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 8 , Figure 8 This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, B1 is used to indicate the first game character controlled by the player, which belongs to the player's faction. B7 is used to indicate the second game character, which belongs to the NPC faction. B3 is used to indicate the first virtual item attached to the second game character. B6 is used to indicate the first detonation control, which is used to detonate the first virtual item indicated by B3.

[0156] Secondly, this application provides a method for classifying game characters into factions. It can be seen that after a virtual item is attached to a teammate or NPC, a detonation control can be provided to the player who placed the virtual item, allowing the player to decide when to trigger a continuous attack, thereby increasing the diversity and flexibility of gameplay and improving the control efficiency of the virtual item.

[0157] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after displaying the first detonation control on the game interface corresponding to the game account of the first game character, it may further include:

[0158] Control the first game character to perform a throwing operation on the second virtual item;

[0159] In response to the second virtual item being attached to the third game character, a first detonation control is displayed on the game interface corresponding to the game account of the first game character, wherein the third game character corresponds to the attributes of the second character;

[0160] In response to the selection action of the first detonation control, control the second virtual item to explode on the third game character to trigger a continuous attack within the second infection range.

[0161] In one or more embodiments, a detonation method is described when multiple virtual items are attracted. As can be seen from the foregoing embodiments, the player can also control a first game character to throw a second virtual item. If the second virtual item is attracted to a third game character, a first detonation control is displayed on the game interface used by the player controlling the first game character, and the third game character corresponds to the attributes of the second character.

[0162] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 9 , Figure 9This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, D1 indicates the first game character controlled by the player. D2 indicates the second game character. D3 indicates the first virtual item attached to the second game character. D4 indicates the third game character. D5 indicates the second virtual item attached to the third game character. D6 indicates the first detonation control, wherein the first detonation control is used to detonate the first virtual item indicated by D3, or to detonate the second virtual item indicated by D5.

[0163] For example, suppose a player first controls a first game character to throw a first virtual item, and the first virtual item attaches to a second game character. The player then controls the first game character to throw a second virtual item, and the second virtual item attaches to a third game character. Therefore, when the player first triggers the selection action for the first detonation control, the second virtual item is preferentially detonated on the third game character. This causes the third game character to inflict a continuous attack (e.g., releasing poison mist) on other game characters (e.g., human characters) within the second infection range at the moment the second virtual item detonates. Here, the second infection range represents a closed area centered on the location of the third game character (e.g., a circular, rectangular, or elliptical area). When the player triggers the selection action for the first detonation control a second time, the first virtual item will detonate on the second game character, thereby triggering the second game character to inflict a continuous attack (e.g., releasing poison mist) on other game characters (e.g., human characters) within the first infection range at the moment the first virtual item detonates.

[0164] Secondly, this application provides a detonation method for multiple virtual items when they are attracted. As can be seen, the player-controlled game character can throw virtual items at multiple other game characters, and the virtual items are detonated sequentially according to the attraction order. Therefore, only one detonation control is needed to control multiple virtual items, thereby reducing the difficulty of controlling virtual items.

[0165] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after displaying the first detonation control on the game interface corresponding to the game account of the first game character, it may further include:

[0166] Control the first game character to perform a throwing operation on the second virtual item;

[0167] In response to the second virtual item being attached to the third game character, a first detonation control is displayed on the game interface corresponding to the game account of the first game character, wherein the third game character corresponds to the attributes of the second character;

[0168] In response to the selection action of the first detonation control, control the second virtual item to explode on the third game character to trigger a continuous attack within the second infection range.

[0169] In one or more embodiments, a detonation method is described when multiple virtual items are attracted. As can be seen from the foregoing embodiments, the player can also control a first game character to throw a second virtual item. If the second virtual item is attracted to a third game character, then a first detonation control and a third detonation control are simultaneously displayed on the game interface used by the player controlling the first game character. The third game character corresponds to the attributes of the second character.

[0170] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 10 , Figure 10 This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, E1 is used to indicate the first game character controlled by the player. E2 is used to indicate the second game character. E3 is used to indicate the first virtual item attached to the second game character. E4 is used to indicate the third game character. E5 is used to indicate the second virtual item attached to the third game character. E6 is used to indicate the first detonation control, wherein the first detonation control is used to detonate the first virtual item indicated by E3. E7 is used to indicate the third detonation control, wherein the third detonation control is used to detonate the second virtual item indicated by E5.

[0171] For example, a player controls a first game character to throw a first virtual item, which then attaches to a second game character. The player controls the first game character to throw a second virtual item, which then attaches to a third game character. When the player selects a first detonation control, the first virtual item explodes on the second game character, triggering a continuous attack (e.g., releasing poison mist) by the second game character on other game characters (e.g., human characters) within a first infection range at the time of the first virtual item's detonation. When the player selects a third detonation control, the second virtual item explodes on the third game character, triggering a continuous attack (e.g., releasing poison mist) by the third game character on other game characters (e.g., human characters) within a second infection range at the time of the second virtual item's detonation. The second infection range refers to a closed area (e.g., a circular area, a rectangular area, or an elliptical area) centered on the location of the third game character.

[0172] Secondly, this application embodiment provides a detonation method for situations where multiple virtual items are attracted. As can be seen, the game character controlled by the player can throw virtual items at multiple other game characters, and a corresponding number of detonation controls are displayed according to the number attracted. Therefore, the player can select the virtual items they want to detonate, thereby improving the control flexibility of the virtual items.

[0173] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, controlling the first game character to perform a throwing operation on the first virtual item may specifically include:

[0174] When a throw selection operation is detected for the first virtual item, the state of the first virtual item is set to the ready-to-throw state, and the throwing trajectory for the first virtual item is displayed on the game interface.

[0175] When a throwing action is detected for the first virtual item, control the first game character to throw the first virtual item along the throwing path.

[0176] In one or more embodiments, a method for displaying the throwing trajectory is described. As can be seen from the foregoing embodiments, the player can control the throwing direction and throwing distance of the first virtual item.

[0177] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 11 , Figure 11 This is another schematic diagram of the game interface in this embodiment. As shown, F1 is used to indicate the first game character controlled by the player. F2 is used to indicate the first virtual item. F3 is used to indicate the throwing trajectory of the first virtual item. When the player selects the first virtual item and adjusts the throwing direction and throwing distance, that is, a throwing selection operation for the first virtual item is triggered. This sets the state of the first virtual item to a ready-to-throw state, and the throwing trajectory for the first virtual item is displayed on the game interface. When the player triggers a throwing release operation for the first virtual item, the first game character throws the first virtual item along the throwing trajectory.

[0178] Secondly, this application provides a method for displaying the throwing trajectory. As can be seen, when a player throws a virtual item, the corresponding throwing trajectory can be displayed, allowing the player to perceive the landing point, thereby achieving a better throwing prompt effect and facilitating player operation.

[0179] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0180] Highlight the first infection zone in the game's interface;

[0181] When the duration of time the first game character is within the first infection range is greater than or equal to the first duration threshold, in response to the continuous attack, the first game character's health will be continuously reduced at the first rate within the initial preset duration.

[0182] In one or more embodiments, a scenario where a game character is injured is described. As can be seen from the foregoing embodiments, the second game character has the ability to automatically trigger a continuous attack on the first infection range, and other game characters (e.g., human characters) will enter a biochemical poisoning state if they enter the first infection range and remain there for a period of time.

[0183] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 12 , Figure 12 This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, G1 is used to indicate the second game character. G2 is used to indicate the first infection range centered on the location of the second game character. G3 is used to indicate the first game character controlled by the player. G4 and G5 are used to indicate other game characters, respectively. G6 and G7 are used to indicate infection icons. Optionally, the infection icon can be used to indicate that the game character has entered the first infection range, or alternatively, the infection icon can be used to indicate that the game character has entered a biochemical poisoning state.

[0184] For example, if the duration of time a first game character is within the first infection range is greater than or equal to a first duration threshold (e.g., 5 seconds), the first game character responds with a continuous attack and continuously reduces its own health at a first rate within an initial preset duration. Here, the initial preset duration represents the initial duration of entering the bio-poison state (e.g., 20 seconds), and the first rate represents the rate at which health is deducted upon entering the bio-poison state (e.g., 10 health points are deducted every 5 seconds). Optionally, the first game character entering the bio-poison state will also emit a contagious aura. Optionally, when the first game character is within the first infection range, the infection icon indicated by G6 will be displayed. Optionally, when the first game character enters the bio-poison state, the infection icon indicated by G6 will be displayed.

[0185] For example, if the duration of time the first game character is within the first infection range is less than a first duration threshold, then it has not entered the biohazard poisoning state. For example, although the game character indicated by G4 has entered the first infection range, it has not entered the biohazard poisoning state because the duration of time within the first infection range is less than the first duration threshold. Optionally, when the game character indicated by G4 is within the first infection range, the infection icon indicated by G7 will be displayed. Optionally, when the game character indicated by G4 enters the biohazard poisoning state, the infection icon indicated by G7 will be displayed.

[0186] For example, the game character indicated by G5 did not enter the first infection range, therefore, the game character indicated by G5 did not enter the biochemical poisoning state.

[0187] It should be noted that the first and second game characters can belong to the same faction or different factions. Furthermore, the initial preset duration can be fixed or variable, and the first rate can also be fixed or variable. The values ​​of the first duration threshold, the initial preset duration, and the first rate can be set according to the actual situation and are not limited here.

[0188] Secondly, this application embodiment provides a scenario where a game character is injured. It is evident that since a human character will enter a biohazard state if they remain within the infection range for a certain period, this biohazard infection method makes the entire game more intense and prevents players from getting stuck at certain points, thus improving the game experience. Furthermore, highlighting the infection range allows for more intuitive player feedback, thereby enhancing the gaming experience.

[0189] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0190] When the first game character enters the first infection range, a timer control is displayed on the game interface. The timer control is used to display the duration of time that the game character has been in the infection range.

[0191] In one or more embodiments, a timing strategy for entering the infection range is provided. As described in the foregoing embodiments, a game character (e.g., a human character) enters the infection range and remains there for a first duration threshold, at which point it enters a state of biochemical poisoning. Therefore, when a game character enters the infection range, a timing control can also be displayed to indicate the duration the game character has been within the infection range.

[0192] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 13 , Figure 13This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, H1 is used to indicate the second game character. H2 is used to indicate the first infection range centered on the location of the second game character. H3 is used to indicate the first game character controlled by the player. H4 is used to indicate the timer control.

[0193] For example, when the first game character enters the first infection range for the first time, a timer control can be displayed on the game interface, and the timer control starts counting from "00.00". Assuming that "02.45" is displayed in the timer control indicated by H4, it means that the cumulative time for the first game character to enter the first infection range is 2.45 seconds.

[0194] Furthermore, this application embodiment provides a timing strategy for entering the infection range. As can be seen, based on the displayed timing control, players can understand in real time the remaining time before their game character enters the biohazard state, facilitating timely actions and thus enhancing gameplay flexibility.

[0195] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after displaying the countdown control on the game interface, it may further include:

[0196] When the first game character leaves the first infection area, the timer control pauses the timer.

[0197] If the time the first game character is away is less than or equal to the second time threshold, when the first game character re-enters the first infection range, the timer control will continue to display the time.

[0198] In one or more embodiments, a strategy for pausing the timer control is described. As can be seen from the foregoing embodiments, when a game character (e.g., a human character) enters the infection range, a timer control can also be displayed to indicate how long the game character has been in the infection range.

[0199] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 14 , Figure 14 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 14 As shown in Figure (A), I1 indicates the second game character. I2 indicates the first infection range centered on the location of the second game character. I3 indicates the first game character controlled by the player. I4 indicates the timer control.

[0200] For example, when the first game character leaves the first infection range at "02:45", the timer control indicated by I4 pauses the timer; that is, the timer control stops at "02:45". Optionally, Figure 14 The timing control shown in Figure (A) may not appear on the game's interactive interface. For example... Figure 14 As shown in Figure (B), if the duration for which the first game character leaves the first infection zone is less than or equal to the second duration threshold (e.g., 2 seconds), then when the first game character re-enters the first infection zone, the timer control will continue to display the time, that is, the timer control will continue to start timing from "02:46". Optionally, the timer control can also continue to start timing from "02:45".

[0201] It should be noted that the value of the second duration threshold can be set according to the actual situation, and there is no limitation here.

[0202] Furthermore, this application embodiment provides a strategy for pausing the timer using a timer control. As can be seen, players can control their game character to leave the infection area in a timely manner based on the displayed timer control, thus pausing the timer. However, if the character re-enters the infection area before the departure time reaches a second duration threshold, the timer will resume. This increases the diversity and richness of gameplay, enhancing the game's tension.

[0203] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after displaying the countdown control on the game interface, it may further include:

[0204] When the first game character leaves the first infection area, the timer control pauses the timer.

[0205] If the time the first game character is away exceeds the second time threshold, when the first game character re-enters the first infection range, the timer control is reset and the timer control is restarted to display the timer.

[0206] In one or more embodiments, a strategy for resetting the timing control is described. As can be seen from the foregoing embodiments, when a game character (e.g., a human character) enters the infection range, a timing control can also be displayed to indicate how long the game character has been in the infection range.

[0207] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 15 , Figure 15 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 15As shown in Figure (A), J1 indicates the second game character. J2 indicates the first infection range centered on the location of the second game character. J3 indicates the first game character controlled by the player. J4 indicates the timer control.

[0208] For example, when the first game character leaves the first infection range at "02:45", the timer control indicated by H4 pauses the timer; that is, the timer control stops at "02:45". Optionally, Figure 15 The timing control shown in Figure (A) may not appear on the game's interactive interface. For example... Figure 15 As shown in Figure (B), if the duration of the first game character leaving the first infection range is greater than the second duration threshold (e.g., 2 seconds), then when the first game character re-enters the first infection range, the timing control will be reset and the timing control will be controlled to start timing again, that is, the timing control will continue to start timing from "00.00".

[0209] Furthermore, this application embodiment provides a strategy for resetting the timer control. As can be seen, based on the displayed timer control, the player can control the game character to leave the infection range in a timely manner and pause the timer. If the player re-enters the infection range after the departure time exceeds a second duration threshold, the timer will restart. This increases the diversity and richness of the gameplay.

[0210] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0211] When the first game character enters the first infection range, a countdown control is displayed on the game interface. The countdown control is used to display a countdown based on a first duration threshold and the duration the game character has been in the infection range.

[0212] In one or more embodiments, another timing strategy for entering the infection range is provided. As described in the foregoing embodiments, a game character (e.g., a human character) enters the infection range and remains there for a first duration threshold, at which point it enters a state of biochemical poisoning. Therefore, when a game character enters the infection range, a countdown control can also be displayed to indicate the remaining time the game character has been within the infection range.

[0213] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 16 , Figure 16This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, K1 is used to indicate the second game character. K2 is used to indicate the first infection range centered on the location of the second game character. K3 is used to indicate the first game character controlled by the player. K4 is used to indicate the countdown control.

[0214] For example, assuming the first duration threshold is 5 seconds, when the first game character first enters the first infection range, a countdown control can be displayed on the game interface, and the countdown control starts counting from "05.00". Assuming "03.15" is displayed in the countdown control indicated by G4, it means that the first game character has 3.15 seconds left before entering the bio-infection state.

[0215] Furthermore, this application embodiment provides another timing strategy for entering the infection range. As can be seen, based on the displayed countdown control, players can know in real time the remaining time before their game character enters the biohazard state, facilitating timely actions and thus enhancing gameplay flexibility.

[0216] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after displaying the countdown control on the game interface, it may further include:

[0217] When the first game character leaves the first infection area, the countdown timer will pause.

[0218] If the time the first game character is away is less than or equal to the second time threshold, when the first game character re-enters the first infection range, the countdown control continues to display the countdown.

[0219] In one or more embodiments, another strategy for pausing the countdown control is introduced. As can be seen from the foregoing embodiments, when a game character (e.g., a human character) enters the infection range, a countdown control can also be displayed to indicate the remaining time that the game character has entered the infection range.

[0220] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 17 , Figure 17 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 17 As shown in Figure (A), L1 indicates the second game character. L2 indicates the first infection range centered on the location of the second game character. L3 indicates the first game character controlled by the player. L4 indicates the countdown control.

[0221] For example, when the first game character leaves the first infection area at "03:15", the countdown control indicated by L4 pauses the countdown; that is, the countdown control stops at "03:15". Optionally, Figure 17 The countdown control shown in Figure (A) may not appear on the game's interactive interface. For example... Figure 17 As shown in Figure (B), if the duration for which the first game character leaves the first infection zone is less than or equal to the second duration threshold (e.g., 2 seconds), then when the first game character re-enters the first infection zone, the countdown control will continue to display the countdown, that is, the countdown control will continue to count from "03.14". Optionally, the countdown control can also continue to count from "03.15".

[0222] Furthermore, this application embodiment provides another strategy for pausing the countdown control. As can be seen, based on the displayed countdown control, the player can control the game character to leave the infection area in a timely manner and pause the countdown. However, if the player re-enters the infection area before the second duration threshold has elapsed, the countdown will resume. This increases the diversity and richness of gameplay, enhancing the game's tension.

[0223] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after displaying the countdown control on the game interface, it may further include:

[0224] When the first game character leaves the first infection area, the countdown timer will pause.

[0225] If the duration of the first game character's absence exceeds the second duration threshold, when the first game character re-enters the first infection range, the countdown timer of the countdown control is reset, and the countdown control is controlled to start displaying the countdown again.

[0226] In one or more embodiments, a strategy for resetting the countdown control is described. As can be seen from the foregoing embodiments, when a game character (e.g., a human character) enters the infection range, a countdown control can also be displayed to indicate the remaining time that the game character has been in the infection range.

[0227] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to relevant documentation]. Figure 18 , Figure 18 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 18As shown in Figure (A), M1 indicates the second game character. M2 indicates the first infection range centered on the location of the second game character. M3 indicates the first game character controlled by the player. M4 indicates the countdown control.

[0228] For example, when the first game character leaves the first infection area at "03:15", the countdown control indicated by M4 pauses the countdown; that is, the countdown control stops at "03:15". Optionally, Figure 18 The countdown control shown in Figure (A) may not appear on the game's interactive interface. For example... Figure 18 As shown in Figure (B), if the duration of the first game character's departure from the first infection range exceeds the second duration threshold (e.g., 2 seconds), then when the first game character re-enters the first infection range, the countdown control will be reset, and the countdown control will restart its display. Assuming the first duration threshold is 5 seconds, the countdown control will continue counting from "05.00".

[0229] It should be noted that the value of the second duration threshold can be set according to the actual situation, and there is no limitation here.

[0230] Furthermore, this application embodiment provides a strategy for resetting the countdown control. As can be seen, based on the displayed countdown control, the player can control the game character to leave the infection area in a timely manner and pause the countdown. If the player re-enters the infection area after the departure time exceeds a second duration threshold, the countdown will restart. This increases the diversity and richness of the gameplay.

[0231] Optionally, in the above Figure 3 Based on the corresponding embodiments, in another optional embodiment provided by this application, after responding to the selection operation of the first detonation control and controlling the first virtual item to explode on the second game character to trigger the second game character's continuous attack within the first infection range, it may further include:

[0232] Highlight the first infection zone in the game's interface;

[0233] When the first game character is within the first infection range, in response to the continuous attack, the first game character's health will be continuously reduced at the first rate within the initial preset duration.

[0234] In one or more embodiments, a different scenario where a game character is injured is described. As can be seen from the foregoing embodiments, the player can control a first virtual item to explode on a second game character. At this time, other game characters (e.g., human characters) within the first infection range will directly enter a state of biochemical poisoning.

[0235] Specifically, let's take the example of the first game character being a human and the second game character being a "cyborg". For easier understanding, please refer to [link to previous text]. Figure 12 As shown in the figure, when the first virtual item explodes on the second game character, since the first game character indicated by G3 and the other game characters indicated by G4 are within the first infection range indicated by G2, they will immediately enter a state of biochemical poisoning. For the first game character, their corresponding health points will continuously decrease at a first rate over the initial preset duration.

[0236] Secondly, this application embodiment provides another scenario where the game character is injured. It is evident that when a human character is within the infection range, if a "bio-engineered human" within that range is detonated, the human character will immediately enter a state of bio-poisoning. Therefore, this bio-poisoning infection method makes the entire game rhythm more intense. This can prevent players from getting stuck and affecting the game. Furthermore, highlighting the infection range allows for a more intuitive understanding based on player prompts, thereby improving the gaming experience.

[0237] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0238] If the first game character's health is continuously reduced at the first rate within the initial preset time, and the first game character's health is reduced to the lower limit, then the first game character will be switched from the first character attribute to the second character attribute.

[0239] In one or more embodiments, a scenario where character attributes switch is described. As described in the foregoing embodiments, a first game character possesses a first character attribute at the start of the game, and this first game character can be a human character. Therefore, if the first game character is directly killed by a "cyborg," or if the first game character dies due to entering a state of biochemical poisoning, the first game character will switch to a second character attribute.

[0240] Specifically, for ease of understanding, please refer to Figure 19 , Figure 19 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 19 As shown in Figure (A), N1 indicates a first game character (e.g., a human character) with a first character attribute. N2 indicates the first game character's health bar. For example, the first game character has a total health of 100 and a current health of 20. When the first game character enters a biohazard poisoning state, its health will continuously decrease at a first rate over an initial preset duration.

[0241] For example, taking a rate at which 10 health points are deducted every 5 seconds as an example, and assuming the minimum health is 0, let's assume the first game character currently has 20 health points. After 10 seconds, the first game character's current health will be 0, at which point the first game character's health will be reduced to the minimum health. Based on this, the first game character's attributes will be switched from the first character attribute to the second character attribute. For example... Figure 19 As shown in Figure (B), N3 is used to indicate the first game character with second character attributes (e.g., "cyborg"). N2 is used to indicate the first game character's health bar. Optionally, Figure 19 The health bar shown in Figure (B) may not appear on the game interface.

[0242] Furthermore, this application embodiment provides a scenario where character attributes are switched. It is evident that if a player-controlled game character dies due to a bio-attack, their character attributes will change, and they will be given new attack skills (i.e., the ability to trigger continuous attacks), thereby increasing the diversity and richness of gameplay.

[0243] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0244] If the health of the first game character is continuously reduced at the first rate within the initial preset time, the infection icon corresponding to the first game character will be displayed.

[0245] If the initial preset time is reached and the first game character's health has not decreased to the minimum health threshold, then the infection icon corresponding to the first game character will stop being displayed.

[0246] In one or more embodiments, a method for removing the biohazard infection state is described. As can be seen from the foregoing embodiments, the infection icon can be used to indicate that a game character has entered a biohazard infection state.

[0247] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 20 , Figure 20 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 20 As shown in Figure (A), O1 indicates the first game character controlled by the player. O2 indicates the first game character's health bar. For example, the first game character has a total health of 100 and a current health of 50. When the first game character enters the biohazard poisoning state, its health will continuously decrease at a first rate within an initial preset duration. O3 indicates the infection icon corresponding to the first game character.

[0248] For example, taking a rate at which 10 health points are deducted every 5 seconds, and assuming a minimum health of 0, and an initial preset duration of 15 seconds, assuming the first game character's current health is 50, after 15 seconds, the first game character's current health will be 20. Figure 20 As shown in Figure (B), at this time, the first game character's health has not been reduced to the minimum health value, and the infection icon corresponding to the first game character is no longer displayed.

[0249] Furthermore, this application provides a method for removing the biohazard poisoning state. Therefore, if the player-controlled game character's health has not decreased to the minimum health threshold after the biohazard poisoning state ends, the player can continue to control the game character and play, thereby increasing the diversity and richness of gameplay.

[0250] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0251] If the health of the first game character is continuously reduced at the first rate within the initial preset time, the infection icon corresponding to the first game character will be displayed.

[0252] If the first game character enters the safe zone within the initial preset time, the infection icon corresponding to the first game character will stop being displayed.

[0253] In one or more embodiments, another method for removing the biohazard infection state is described. As can be seen from the foregoing embodiments, the infection icon can be used to indicate that a game character has entered a biohazard infection state.

[0254] Specifically, taking the first game character as a human character as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 21 , Figure 21 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 21 As shown in Figure (A), P1 indicates the first game character controlled by the player. P2 indicates the first game character's health bar. For example, the first game character has a total health of 100 and a current health of 50. When the first game character enters the biohazard poisoning state, its health will continuously decrease at a first rate over an initial preset duration. P3 indicates the infection icon corresponding to the first game character. P4 indicates the safe zone, which includes, but is not limited to, the shape of flames.

[0255] For example, taking a rate at which 10 health points are deducted every 5 seconds as an example, taking a minimum health value of 0 as an example, and taking an initial preset duration of 15 seconds as an example, assuming the first game character's current health value is 50, and assuming the first game character enters the safe zone within 5 seconds, based on this, if... Figure 21 As shown in Figure (B), at this time, the first character's health is 40, and the infection icon corresponding to the first character is no longer displayed.

[0256] Furthermore, this application provides another method for removing the biochemical poisoning state. It is evident that entering a safe zone can remove the biochemical poisoning state, thus making the outcome of the enemy using virtual items more interesting. This is because virtual items, in addition to causing damage to game characters, can also remove damage in certain ways, so more attention needs to be paid to the timing of using virtual items, thereby making the entire game process more interesting.

[0257] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0258] If the first game character's health is continuously reduced at a first rate within the initial preset duration, and a selection operation for a virtual antibody item is performed, the initial preset duration is shortened, and the first game character's health is continuously reduced at the first rate.

[0259] or,

[0260] It may also include:

[0261] If the first game character's health is continuously reduced at a first rate within an initial preset duration, and a selection operation for a virtual antibody item is performed, the initial preset duration is shortened, and the first game character's health is continuously reduced at a second rate, wherein the second rate is less than the first rate.

[0262] In one or more embodiments, a method for reducing biohazard damage using virtual antibody items is described. As can be seen from the foregoing embodiments, game characters can receive biohazard antibody treatment when they enter a biohazard poisoning state, but game characters that already have secondary character attributes (e.g., "biohazard humans") cannot receive biohazard antibody treatment.

[0263] For easier understanding, please refer to Figure 22 , Figure 22 This is a flowchart illustrating the use of virtual antibody props in different states in an embodiment of this application. As shown in the figure, taking the player controlling the first game character as an example, and specifically, taking the first game character as a human character:

[0264] In step 310, the player controls the first game character through the client to use virtual antibody items.

[0265] In step 320, the client sends information to the server about the player's use of virtual antibody items. This information includes, but is not limited to, the player's game account and an identifier indicating whether the first game character has entered a biohazard poisoning state. Thus, the server can determine whether the first game character has entered a biohazard poisoning state after receiving the information.

[0266] In step 330, if the server determines that the first game character has entered a biohazard poisoning state, it notifies the client to reduce the duration of the biohazard poisoning state. Furthermore, it can reduce the amount of health deducted when entering the biohazard poisoning state. At the same time, a health lock state can also be added.

[0267] In step 340, after receiving the notification from the server, the client will display relevant content on the game interface, including but not limited to the remaining protection time (i.e., the animation effect of the remaining time being shortened) and the invincibility icon (i.e., the icon related to the survival status, through which the player can know that he has the invincibility buff).

[0268] In step 350, if the server determines that the first game character has not entered the biohazard poisoning state, it notifies the client player that a protective buff has been added to the first game character. At the same time, it can also inform the client of the duration of the protective buff.

[0269] In step 360, after receiving the notification from the server, the client will display relevant content on the game interface, including but not limited to the remaining protection time, the protection status icon (that is, the player can know that he has the invincibility buff through the icon), and protection effects.

[0270] Based on this, please refer to Figure 23 , Figure 23 This is another schematic diagram of the game interface in this application embodiment. As shown in the figure, Q1 is used to indicate the first game character controlled by the player. Q2 is used to indicate the health progress bar of the first game character. For example, the total health of the first game character is 100, and the current health is 50. When the first game character enters the biochemical poisoning state, the health of the first game character will continuously decrease at a first rate within an initial preset duration. Q3 is used to indicate the virtual antibody item, which is not limited to the shape of a syringe.

[0271] For example, let's take a first rate at which 10 health points are deducted every 5 seconds, and an initial preset duration of 15 seconds. When the first game character enters the biohazard poisoning state, their health points will continuously decrease at the first rate within the initial preset duration. If the player chooses to use a virtual antibody item within the initial preset duration, the initial preset duration will be shortened, for example, from 15 seconds to 10 seconds. One implementation is to continue deducting the first game character's health points at the first rate within the shortened initial preset duration. Another implementation is to continue deducting the first game character's health points at a second rate within the shortened initial preset duration, where the second rate is less than the first rate. The second rate represents the rate at which health points are deducted within the shortened initial preset duration (for example, deducting 5 health points every 5 seconds).

[0272] As can be seen, if the first rate is to deduct 10 health points every 5 seconds, then the first rate is "2 health points / second". If the second rate is to deduct 5 health points every 5 seconds, then the first rate is "1 health point / second". That is, the second rate is less than the first rate.

[0273] Furthermore, this application provides a method for reducing biohazard damage using virtual antibody props. As can be seen, the gameplay incorporates a biohazard antibody function. Simultaneously, because players can perceive the difference before and after using the virtual antibody props, the possibility of players making tactical choices in advance is increased, making the game experience more strategic and thus enhancing the gameplay's fun.

[0274] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0275] When the first character's health drops to the health protection value, stop reducing the first character's health.

[0276] In one or more embodiments, a method for a game character to enter a state of invulnerability is described. As described in the foregoing embodiments, when a game character enters a state of biochemical poisoning, biochemical antibody treatment can be administered. This reduces the damage caused by entering the state of biochemical poisoning, including but not limited to reducing the duration of the state of biochemical poisoning, reducing the health deduction effect of the state of biochemical poisoning, and possessing a state of invulnerability. Specifically, the state of invulnerability indicates that when the damage caused to the game character by the state of biochemical poisoning reaches a certain level, health deduction will cease. For example, when the game character's health drops to a health protection value (e.g., a health protection value of 50), the reduction of the game character's health stops.

[0277] For easier understanding, please refer to Figure 24 , Figure 24This is a flowchart illustrating the display of the invincibility effect under different states in an embodiment of this application. As shown in the figure, taking the player controlling the first game character as an example, and specifically, taking the first game character as a human character:

[0278] In step 410, when the first game character controlled by the player enters the biohazard poisoning state, its health will continuously decrease at the first rate, that is, health will be deducted at regular intervals.

[0279] In step 420, the client sends information about the deducted health points to the server. This information includes, but is not limited to, the player's game account and an indicator of whether the first game character has entered a biohazard poisoning state. Upon receiving this information, the server can then determine whether the first game character has entered a biohazard poisoning state and whether the first game character has used a virtual antibody item.

[0280] In step 430, if the server determines that the first game character has entered a biochemical poisoning state and has used a virtual antibody item, but the first game character's health has not yet been reduced to the health protection value, then the server informs the client to continuously reduce the health at a first rate or a second rate within a shortened initial preset time.

[0281] In step 440, after receiving the notification from the server, the client will display the corresponding health deduction effect on the game interface.

[0282] In step 450, if the server determines that the first game character has entered a biochemical poisoning state, and has used a virtual antibody item, and the first game character's health has been reduced to the health protection value, then the server informs the client that the maximum reduction is to the health protection value.

[0283] In step 460, after receiving the notification from the server, the client will display an effect on the game interface that stops reducing the first game character's health. Optionally, a health-locking effect can also be displayed.

[0284] In step 470, if the server determines that the first game character has entered a biohazard poisoning state but has not used a virtual antibody item, it informs the client that the character's health will continue to decrease at a first rate within the initial preset duration. If the first game character's health drops to the minimum health threshold, the client is notified that the first game character with the first character attribute has been defeated.

[0285] In step 480, after receiving the notification from the server, the client will display an effect on the game interface where health points are continuously decreasing at a first rate. If the first game character has already died, the corresponding animation effect will play.

[0286] Furthermore, in this embodiment of the application, a method is provided for a game character to enter a state of invincibility. It is evident that a biochemical antibody function has been added to the gameplay; by using virtual antibody items, game characters can avoid death due to biochemical poisoning, thereby making the game experience more strategic and enhancing the gameplay's fun.

[0287] Optionally, in the above Figure 3 Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0288] When the first game character is in a protected state, at least one of the following should be displayed on the game interface: remaining protection time, protection status icon, and protection effect;

[0289] Highlight the first infection zone in the game's interface;

[0290] When the first game character is in a protected state, if the first game character enters the first infection range for a duration greater than or equal to the first duration threshold, the first game character's health will be maintained.

[0291] In one or more embodiments, a method for a game character to take preventative measures is described. As described in the foregoing embodiments, a game character can take preventative measures against biochemical poisoning before entering a biochemical poisoning state. For example, it takes a certain amount of time for a game character to use a virtual antibody item (i.e., the time required to inject the antibody). If the game character uses the virtual antibody item before entering a biochemical poisoning state, then the game character will not enter a biochemical poisoning state during the period of protection, and will not experience any effect when entering the infection range. The game character's attributes will not change after being killed.

[0292] For easier understanding, please refer to Figure 25 , Figure 25 This is a flowchart illustrating a response to biochemical poisoning under different states in an embodiment of this application. As shown in the figure, taking a player controlling a first game character as an example, and specifically, taking the first game character as a human character:

[0293] In step 510, the player controls the first game character through the client to enter the first infection range.

[0294] In step 520, the client sends player-related information to the server, which includes, but is not limited to, the player's game account and whether the first game character has used the virtual antibody item.

[0295] In step 530, if the server determines that the first game character has already used the virtual antibody item, it notifies the client that it is unaffected.

[0296] In step 540, after receiving the notification from the server, the client does not need to display any corresponding effects on the game interface (e.g., no health deduction, no infection icon display, etc.). That is, the first game character is in a protected state, and when the first game character enters the first infection range for a duration greater than or equal to the first duration threshold, the first game character's health is still maintained.

[0297] In step 550, if the server determines that the first game character has used the virtual antibody item, it notifies the client that it is affected.

[0298] In step 560, after receiving the notification from the server, the client will display relevant content on the game interface, including but not limited to deducting health points and displaying an infection icon. This informs the player that they have entered a biohazard infection state.

[0299] Based on this, please refer to Figure 26 , Figure 26 This is another schematic diagram of the game interaction interface in the embodiments of this application, such as... Figure 26 As shown in Figure (A), R1 indicates the first game character controlled by the player. R2 indicates the first game character's health bar. For example, the first game character's total health is 100, and its current health is 90. R3 indicates the virtual antibody item.

[0300] For example, the player selects the virtual antibody item indicated by R3, causing the first game character to use the virtual antibody item. While the virtual antibody item is active, the first game character is in a protected state. Based on this, as... Figure 26 As shown in Figure (B), R4 indicates the second game character. R5 indicates the first infection range centered on the location of the second game character. R6 indicates the remaining protection time (e.g., 59 seconds shown in the figure). R7 indicates the protection status icon. Optionally, a protection effect can also be displayed, such as a green shadow around the first game character. Therefore, when the first game character is in a protected state, even if the duration within the first infection range is greater than or equal to a first duration threshold, it will not enter a biohazard poisoning state; that is, the first game character will not suffer a reduction in health due to biohazard poisoning.

[0301] Secondly, this application provides a method for game characters to take precautions in advance. It can be seen that the gameplay has added a biochemical antibody function. By using virtual antibody props in advance, the effect of preventing biochemical poisoning can be achieved. Players need to master the appropriate timing of prop use, so as to make the game experience more strategic and thus enhance the fun of the gameplay.

[0302] Optionally, in the above Figure 3Based on the corresponding embodiments, another optional embodiment provided in this application may further include:

[0303] When the first game character is in a protected state, at least one of the following should be displayed on the game interface: remaining protection time, protection status icon, and protection effect;

[0304] In response to a selection operation on the first detonation control, controlling the first virtual item to explode on the second game character to trigger a sustained attack by the second game character within the first infection range may further include:

[0305] Highlight the first infection zone in the game's interface;

[0306] If the first game character is in a protected state, maintain the first game character's health when the first game character is within the first infection range.

[0307] In one or more embodiments, a method for pre-emptively protecting game characters is described. As can be seen from the foregoing embodiments, game characters can be protected with biochemical antibodies before entering a state of biochemical poisoning. Based on this, even if a virtual item explodes on a game character, other game characters (e.g., human characters) within the infection range and in a protected state will not enter a state of biochemical poisoning.

[0308] It should be noted that this example uses a player controlling the first game character, specifically a human character. When the first game character is in a protected state, at least one of the following can be displayed: remaining protection time, a protection status icon, and a protection effect. If the player detonates the first virtual item, triggering a continuous attack from the second game character within the first infection range, the first game character in the protected state will not enter a biohazard poisoning state; that is, the first game character will not suffer a decrease in health due to biohazard poisoning.

[0309] Secondly, this application provides a method for game characters to take precautions in advance. It can be seen that the gameplay has added a biochemical antibody function. By using virtual antibody props in advance, the effect of preventing biochemical poisoning can be achieved. Players need to master the appropriate timing of prop use, so as to make the game experience more strategic and thus enhance the fun of the gameplay.

[0310] Based on the above introduction, the following section will describe the control method of virtual items in this application from the perspective of a second game character. Please refer to [link / reference]. Figure 27 In this application, the method for controlling virtual props can be completed independently by the terminal, or it can be completed independently by the terminal and in cooperation with the server. The method provided in this application includes:

[0311] 610. Display the game screen corresponding to the target field of view of the second game character. The game screen includes the first game character. The first game character and the second game character belong to the same player faction. The first game character holds the first virtual item. The first game character corresponds to the first character attribute. The second game character corresponds to the second character attribute. The game character corresponding to the first character attribute has the ability to attack from a distance. The game character corresponding to the second character attribute does not have the ability to attack from a distance. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0312] In one or more embodiments, a first game character is displayed in a game screen provided by the target game application. This game screen is within the target field of view of a second game character, wherein the first game character and the second game character belong to the same player faction.

[0313] Specifically, players can log in to the target game application running on the client using their game account and control a second game character. The corresponding game screen is displayed on the terminal where the client running the target game application is located. In a third-person perspective, the game screen displays the player-controlled second game character; in a first-person perspective, the game screen may not display the player-controlled second game character. The second game character has second character attributes, and the game character corresponding to these attributes does not have ranged attack capabilities. Other game characters can also be displayed on the game screen, including the first game character. The first game character corresponds to first character attributes and has ranged attack capabilities. Simultaneously, the second game character also has the ability to automatically trigger a continuous attack on a first infection range, where the first infection range represents a closed area centered on the location of the second game character (e.g., a circular area, a rectangular area, or an elliptical area).

[0314] It should be noted that the second game character can be a game character that is killed and resurrected by another game character with the same attributes as the second character, or a game character that is infected by an exploding virtual item, is poisoned and continuously loses health until death, and then resurrects, or a game character that is killed by a melee attack from another game character with the same attributes as the second character, and then resurrects.

[0315] Understandably, while the second game character cannot perform ranged attacks, it still possesses melee attack capabilities. Therefore, players can control the second game character to launch melee attacks against other game characters, which can be characters from the same faction as the second game character, characters from the opposing faction, or NPCs.

[0316] 620. In response to the first virtual item being attached to the second game character, a second detonation control is displayed on the game interface corresponding to the game account of the second game character, wherein the first virtual item is thrown by the first game character;

[0317] In one or more embodiments, a teammate touches a terminal running a target game application, causing the target game application to detect a throwing operation triggered by the player, thereby controlling a first game character to throw a first virtual item. If the first virtual item thrown by the teammate touches a second game character, the first virtual item will be attached to the second game character. At this time, a second detonation control is displayed on the game interface corresponding to the second game character's game account. This second detonation control is used to control the detonation state of the first virtual item.

[0318] 630. In response to the trigger operation of the second detonation control, control the first virtual item to explode on the second game character to trigger a continuous attack within the first infection range. The continuous attack is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0319] In one or more embodiments, a player triggers a selection operation on a second detonation control, causing the target game application to detect the player-triggered detonation operation, thereby controlling the first virtual item to explode on the second game character. This triggers the second game character to continuously attack other game characters (e.g., human characters) within the first infection range at the moment the first virtual item detonates. After the first virtual item is detonated, the second game character also enters a dead state. Therefore, if a game character corresponding to the first game attribute dies due to a biohazard attack, it can play the game with the second character attribute after resurrection, and the game character's appearance may change, but it cannot perform ranged attacks. If a game character corresponding to the second game attribute dies, it cannot be resurrected.

[0320] Specifically, taking the first game character as a "cyborg" as an example, for easier understanding, please refer to [link to relevant documentation]. Figure 28 , Figure 28This is another schematic diagram of the game interface in an embodiment of this application. As shown in the figure, C1 is used to indicate the second game character controlled by the player. C2 is used to indicate the first virtual item attached to the second game character. C3 is used to indicate the second detonation control, wherein the second detonation control is used to detonate the first virtual item indicated by C2. The second game character controlled by the player can infiltrate the enemy camp, and then the player can trigger a selection operation for the second detonation control to control the first virtual item to explode on the second game character. This triggers the second game character to cause continuous attacks (e.g., release poison mist) on other game characters (e.g., human characters) within the first infection range at the moment the first virtual item detonates. At the same time, the second game character controlled by the player will die.

[0321] This application provides a method for controlling virtual items. As can be seen, if a virtual item is attached to a game character controlled by a teammate, it not only provides a detonation control for the player who placed the virtual item, but also provides a detonation control for the teammate controlling the game character. This allows the teammate to detonate the virtual item on themselves, thereby increasing the diversity of gameplay and improving the control flexibility of the virtual item.

[0322] The virtual prop control device in this application is described in detail below. Please refer to [link / reference]. Figure 29 , Figure 29 This is a schematic diagram of one embodiment of the virtual item control device in this application. The virtual item control device 70 includes:

[0323] Display module 710 is used to display the game screen corresponding to the target field of view of the first game character. The game screen includes a second game character. The first game character holds a first virtual item. The first game character corresponds to a first character attribute. The second game character corresponds to a second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely. The game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0324] Control module 720 is used to control the first game character to perform a throwing operation on the first virtual prop;

[0325] The display module 710 is also used to display a first detonation control on the game interface corresponding to the game account of the first game character in response to the first virtual prop being attached to the second game character;

[0326] The control module 720 is also used to respond to a trigger operation on the first detonation control, control the first virtual item to explode on the second game character, so as to trigger a continuous attack within the first infection range, the continuous attack being used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0327] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual item control device 70 provided in this application, the control method is applied to a game.

[0328] A game match involves at least two player factions, where the first game character and the second game character belong to the same player faction;

[0329] or,

[0330] The game consists of player factions and non-player character factions. The first game character belongs to the player faction, and the second game character belongs to the non-player character faction.

[0331] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual item control device 70 provided in this application, at least two player factions include the target player faction and at least one other player faction;

[0332] The virtual prop control device also includes a determination module 730:

[0333] Module 730 is used to determine if the target player's faction wins the game if all game characters in each other player's faction have the second character attribute.

[0334] or,

[0335] The determination module 730 is also used to determine if the target player's faction wins the game if all game characters in each of the other players' factions are dead.

[0336] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0337] The control module 720 is also used to control the first game character to perform a throwing operation on the second virtual item after the first detonation control is displayed on the game interface corresponding to the game account of the first game character.

[0338] The display module 710 is also used to display a first detonation control on the game interface corresponding to the game account of the first game character in response to the second virtual item being attached to the third game character, wherein the third game character corresponds to the attributes of the second character;

[0339] The control module 720 is also used to respond to a selection operation on the first detonation control to control the second virtual item to explode on the third game character, thereby triggering a continuous attack within the second infection range.

[0340] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0341] The control module 720 is also used to control the first game character to perform a throwing operation on the second virtual item after the first detonation control is displayed on the game interface corresponding to the game account of the first game character.

[0342] The display module 710 is also used to display a third detonation control on the game interface corresponding to the game account of the first game character in response to the second virtual prop being attached to the third game character, wherein the third game character corresponds to the attributes of the second character;

[0343] The control module 720 is also used to respond to a selection operation on the third detonation control to control the second virtual prop to explode on the third game character to trigger a continuous attack within the second infection range.

[0344] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0345] Display module 710 is also used to highlight the first infection range on the game interaction interface;

[0346] The display module 710 is also used to continuously reduce the health of the first game character at a first rate within an initial preset duration when the duration of the first game character's entry into the first infection range is greater than or equal to a first duration threshold, in response to a continuous attack.

[0347] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0348] The display module 710 is also used to display a timing control on the game interface when the first game character enters the first infection range. The timing control is used to display the duration of time that the game character has been in the infection range.

[0349] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0350] The display module 710 is also used to display a countdown control on the game interaction interface when the first game character enters the first infection range. The countdown control is used to display a countdown based on the first duration threshold and the duration the game character has been in the infection range.

[0351] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0352] The control module 720 is also used to pause the countdown control when the first game character leaves the first infection range after the countdown control is displayed on the game interaction interface;

[0353] The control module 720 is also used to control the countdown control to continue the countdown display when the first game character re-enters the first infection range, provided that the timeout duration of the first game character is less than or equal to the second duration threshold.

[0354] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0355] The control module 720 is also used to pause the countdown control when the first game character leaves the first infection range after the countdown control is displayed on the game interaction interface;

[0356] The control module 720 is also used to reset the countdown of the countdown control and control the countdown control to start displaying the countdown again when the first game character re-enters the first infection range if the first game character's departure time exceeds the second time threshold.

[0357] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0358] The display module 710 is also used to respond to a trigger operation on the first detonation control, control the first virtual item to explode on the second game character, and after triggering a continuous attack within the first infection range, highlight the first infection range on the game interface.

[0359] The display module 710 is also used to, in response to a persistent attack, continuously reduce the health of the first game character at a first rate within an initial preset duration when the first game character is within the first infection range.

[0360] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0361] The control module 720 is also used to switch the first game character from the first character attribute to the second character attribute if the first game character's health value is reduced to the lower limit value when the first game character's health value is continuously reduced at the first rate within the initial preset time.

[0362] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0363] The display module 710 is also used to display the infection icon corresponding to the first game character when the health value of the first game character is continuously reduced at a first rate within an initial preset time period.

[0364] The display module 710 is also used to stop displaying the infection icon corresponding to the first game character if the initial preset time is reached and the health value of the first game character has not been reduced to the lower limit of health.

[0365] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0366] The display module 710 is also used to display the infection icon corresponding to the first game character when the health value of the first game character is continuously reduced at a first rate within an initial preset time period.

[0367] The display module 710 is also used to stop displaying the infection icon corresponding to the first game character if the first game character enters the safe zone within the initial preset time.

[0368] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0369] The display module 710 is also used to shorten the initial preset time and continuously reduce the health of the first game character at the first rate when the health of the first game character is continuously reduced within the initial preset time. If the selection operation for the virtual antibody item is responded to, the initial preset time is shortened and the health of the first game character is continuously reduced at the first rate.

[0370] or,

[0371] The display module 710 is further configured to, when continuously reducing the life value of the first game character at a first rate within an initial preset duration, shorten the initial preset duration and continuously reduce the life value of the first game character at a second rate in response to a selection operation for a virtual antibody item, wherein the second rate is less than the first rate.

[0372] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0373] The display module 710 is also used to stop reducing the health of the first game character when the health of the first game character is reduced to the health protection value.

[0374] Optionally, in the above Figure 29 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 70 provided in this application,

[0375] The display module 710 is also used to display at least one of the following on the game interface when the first game character is in a protected state: the remaining protection time, the protection status icon, and the protection effect.

[0376] The display module 710 is also used to highlight the first infection range on the game interface;

[0377] The display module 710 is also used to maintain the health of the first game character when the first game character is in a protected state and the duration of the first game character's entry into the first infection range is greater than or equal to a first duration threshold.

[0378] The virtual prop control device in this application is described in detail below. Please refer to [link / reference]. Figure 30 , Figure 30 This is a schematic diagram of another embodiment of the virtual item control device in this application. The virtual item control device 80 includes:

[0379] Display module 810 is used to display the game screen corresponding to the target field of view of the second game character. The game screen includes the first game character, wherein the first game character and the second game character belong to the same player faction. The first game character holds a first virtual item. The first game character corresponds to a first character attribute, and the second game character corresponds to a second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely, while the game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0380] The display module 810 is also used to display a second detonation control on the game interface corresponding to the game account of the second game character in response to the first virtual prop being attached to the second game character, wherein the first virtual prop is thrown by the first game character;

[0381] The control module 820 is used to respond to the trigger operation of the second detonation control, and control the first virtual item to explode on the second game character to trigger a continuous attack within the first infection range. The continuous attack is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

[0382] Optionally, in the above Figure 30 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 80 provided in this application,

[0383] The display module 810 is also used to display that the second game character has entered a dead state when the first virtual item explodes on the second game character.

[0384] Optionally, in the above Figure 30 Based on the corresponding embodiments, in another embodiment of the virtual prop control device 80 provided in this application,

[0385] The control module 820 is also used to control the second game character to perform melee attacks on other game characters, wherein the other game characters and the second game character belong to the same player faction, or the other game characters and the second game character belong to different factions.

[0386] This application also provides a terminal, such as... Figure 31 As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. In the embodiments of this application, a mobile phone is used as an example for illustration:

[0387] Figure 31 This is a block diagram illustrating a portion of the structure of a mobile phone related to the terminal provided in the embodiments of this application. (Reference) Figure 31 The mobile phone includes components such as a radio frequency (RF) circuit 910, a memory 920, an input unit 930, a display unit 940, a sensor 950, an audio circuit 960, a wireless fidelity (WiFi) module 970, a processor 980, and a power supply 990. Those skilled in the art will understand that... Figure 31 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0388] The following is combined Figure 31 A detailed introduction to each component of a mobile phone:

[0389] RF circuit 910 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 980; additionally, it transmits uplink data to the base station. Typically, RF circuit 910 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), and a duplexer. Furthermore, RF circuit 910 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Message Service (SMS).

[0390] The memory 920 can be used to store software programs and modules. The processor 980 executes various functions and data processing of the mobile phone by running the software programs and modules stored in the memory 920. The memory 920 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 920 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0391] The input unit 930 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 930 may include a touch panel 931 and other input devices 932. The touch panel 931, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 931), and drive the corresponding connected devices according to a pre-set program. Optionally, the touch panel 931 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 980, and can also receive and execute commands sent by the processor 980. In addition, the touch panel 931 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 931, the input unit 930 may also include other input devices 932. Specifically, other input devices 932 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), mouse, joystick, etc.

[0392] The display unit 940 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 940 may include a display panel 941, which may optionally be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar form. Further, a touch panel 931 may cover the display panel 941. When the touch panel 931 detects a touch operation on or near it, it transmits the information to the processor 980 to determine the type of touch event. Subsequently, the processor 980 provides corresponding visual output on the display panel 941 based on the type of touch event. Although in Figure 31 In this embodiment, the touch panel 931 and the display panel 941 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 931 and the display panel 941 can be integrated to realize the input and output functions of the mobile phone.

[0393] The mobile phone may also include at least one sensor 950, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 941 according to the ambient light level, and the proximity sensor can turn off the display panel 941 and / or backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity, which can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0394] Audio circuit 960, speaker 961, and microphone 962 provide an audio interface between the user and the mobile phone. Audio circuit 960 converts received audio data into electrical signals and transmits them to speaker 961, where speaker 961 converts them into sound signals for output. On the other hand, microphone 962 converts collected sound signals into electrical signals, which are received by audio circuit 960, converted into audio data, and then processed by processor 980 before being transmitted via RF circuit 910 to, for example, another mobile phone, or the audio data can be output to memory 920 for further processing.

[0395] WiFi is a short-range wireless transmission technology. Mobile phones using the WiFi module 970 can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 31 The WiFi module 970 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.

[0396] The processor 980 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes various functions and processes data by running or executing software programs and / or modules stored in the memory 920, and by calling data stored in the memory 920. Optionally, the processor 980 may include one or more processing units; optionally, the processor 980 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into the processor 980.

[0397] The phone also includes a power supply 990 (such as a battery) that supplies power to various components. Optionally, the power supply can be logically connected to the processor 980 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0398] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0399] The steps performed by the terminal in the above embodiments can be based on this Figure 31 The terminal structure shown.

[0400] This application also provides a computer device, including a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, it implements the steps of the methods described in the foregoing embodiments.

[0401] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0402] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0403] It is understood that in the specific embodiments of this application, data related to user operation information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0404] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0405] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0406] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0407] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0408] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, 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. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a server or terminal, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0409] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A method for controlling virtual props, characterized in that, include: The game screen displays the target field of view of the first game character. The game screen includes a second game character. The first game character holds a first virtual item. The first game character corresponds to a first character attribute. The second game character corresponds to a second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely. The game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute. When the first virtual item is selected and the throwing direction and throwing distance are adjusted, a throwing selection operation for the first virtual item is triggered; the method of adjusting the throwing direction includes: pressing the position of the first virtual item on the game interface and dragging it backward to adjust the throwing direction of the first virtual item, or operating the direction wheel on the game interface to adjust the throwing direction of the first virtual item. When a throw selection operation for the first virtual item is detected on the game interaction interface, the state of the first virtual item is set to the throwable state, and the throwing route for the first virtual item is displayed on the game interaction interface. When a throwing operation is detected for the first virtual item, the first game character is controlled to throw the first virtual item along the throwing path; if the first virtual item touches the second game character, the first virtual item is attached to the second game character and displayed on the game interface. In response to the first virtual item being attached to the second game character, a first detonation control is displayed on the game interface corresponding to the game account of the first game character; the first detonation control is used to control the detonation state of the first virtual item. In response to detecting a trigger operation on the first detonation control on the game interface, the system controls the first virtual item to explode on the second game character to trigger a continuous attack within a first infection range, and highlights the first infection range on the game interface. The continuous attack is used to convert the character attributes of the game character corresponding to the first character attribute into the second character attribute.

2. The control method according to claim 1, characterized in that, The control method is applied during game sessions; The game match includes at least two player factions, wherein the first game character and the second game character belong to the same player faction; or, The game match includes a player faction and a non-player character faction, wherein the first game character belongs to the player faction and the second game character belongs to the non-player character faction.

3. The control method according to claim 2, characterized in that, The at least two player factions include the target player faction and at least one other player faction; The method further includes: If all game characters in each other player's faction have the second character attribute, then the target player's faction is determined to win the game. or, If all game characters in each of the other players' factions are dead, then the target player's faction wins the game.

4. The control method according to claim 1, characterized in that, After displaying the first detonation control on the game interface corresponding to the game account of the first game character, the method further includes: Control the first game character to perform a throwing operation on the second virtual item; In response to the second virtual item being attached to the third game character, the first detonation control is displayed on the game interface corresponding to the game account of the first game character, wherein the third game character corresponds to the second character attribute; In response to a selection operation on the first detonation control, the second virtual item is controlled to explode on the third game character to trigger a continuous attack within the second infection range.

5. The control method according to claim 1, characterized in that, After displaying the first detonation control on the game interface corresponding to the game account of the first game character, the method further includes: Control the first game character to perform a throwing operation on the second virtual item; In response to the second virtual item being attached to the third game character, a third detonation control is displayed on the game interface corresponding to the game account of the first game character, wherein the third game character corresponds to the attributes of the second character; In response to a selection operation on the third detonation control, the second virtual item is controlled to explode on the third game character to trigger a continuous attack within the second infection range.

6. The control method according to claim 1, characterized in that, The method further includes: When the duration of time the first game character is within the first infection range is greater than or equal to the first duration threshold, in response to the persistent attack, the health of the first game character is continuously reduced at a first rate within an initial preset duration.

7. The control method according to claim 6, characterized in that, The method further includes: When the first game character enters the first infection range, a timer control is displayed on the game interaction interface, wherein the timer control is used to time and display the duration of time that the game character has been in the infection range.

8. The control method according to claim 6, characterized in that, The method further includes: When the first game character enters the first infection range, a countdown control is displayed on the game interaction interface. The countdown control is used to display a countdown based on the first duration threshold and the duration the game character has been in the infection range.

9. The control method according to claim 8, characterized in that, After displaying the countdown control on the game interface, the method further includes: When the first game character leaves the first infection range, the countdown control is paused. If the time the first game character is away is less than or equal to the second time threshold, when the first game character re-enters the first infection range, the countdown control is controlled to continue the countdown display.

10. The control method according to claim 8, characterized in that, After displaying the countdown control on the game interface, the method further includes: When the first game character leaves the first infection range, the countdown control is paused. If the duration of the first game character's absence exceeds the second duration threshold, when the first game character re-enters the first infection range, the countdown of the countdown control is reset, and the countdown control is controlled to restart the countdown display.

11. The control method according to claim 1, characterized in that, The response is based on the triggering operation of the first detonation control. After controlling the first virtual item to explode on the second game character, the method further includes: When the first game character is within the first infection range, in response to the continuous attack, the first game character's health is continuously reduced at a first rate within an initial preset duration.

12. The control method according to any one of claims 6 to 11, characterized in that, The method further includes: If the first game character's health is continuously reduced at the first rate within the initial preset time period, and the first game character's health is reduced to the lower limit, then the first game character will be switched from the first character attribute to the second character attribute.

13. The control method according to any one of claims 6 to 11, characterized in that, The method further includes: If the health of the first game character is continuously reduced at the first rate within the initial preset time period, an infection icon corresponding to the first game character is displayed. If the initial preset time is reached and the first game character's health has not decreased to the minimum health value, then the infection icon corresponding to the first game character will stop being displayed.

14. The control method according to any one of claims 6 to 11, characterized in that, The method further includes: If the health of the first game character is continuously reduced at the first rate within the initial preset time period, an infection icon corresponding to the first game character is displayed. If the first game character enters the safe zone within the initial preset time period, the infection icon corresponding to the first game character will stop being displayed.

15. The control method according to any one of claims 6 to 11, characterized in that, The method further includes: If the health of the first game character is continuously reduced at the first rate within the initial preset duration, and if a selection operation for a virtual antibody item is performed, the initial preset duration is shortened, and the health of the first game character is continuously reduced at the first rate. or, The method further includes: If the health of the first game character is continuously reduced at the first rate within the initial preset duration, and a selection operation for a virtual antibody item is performed, the initial preset duration is shortened, and the health of the first game character is continuously reduced at a second rate, wherein the second rate is less than the first rate.

16. The control method according to claim 15, characterized in that, The method further includes: When the first game character's health points are reduced to the health protection value, the reduction of the first game character's health points will stop.

17. The control method according to claim 1, characterized in that, The method further includes: When the first game character is in a protected state, at least one of the following is displayed on the game interaction interface: remaining protection time, protection status icon, and protection effect; When the first game character is in a protected state, if the duration of time the first game character is within the first infection range is greater than or equal to a first duration threshold, the health of the first game character is maintained.

18. A virtual prop control device, characterized in that, include: The display module is used to display the game screen corresponding to the target field of view of the first game character. The game screen includes a second game character. The first game character holds a first virtual item. The first game character corresponds to a first character attribute. The second game character corresponds to a second character attribute. The game character corresponding to the first character attribute has the ability to attack remotely. The game character corresponding to the second character attribute does not have the ability to attack remotely. The melee attack of the game character corresponding to the second character attribute is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute. The control module is configured to trigger a throwing selection operation for the first virtual item when the first virtual item is selected and the throwing direction and throwing distance are adjusted; the method of adjusting the throwing direction includes: adjusting the throwing direction of the first virtual item by pressing the position of the first virtual item on the game interface and dragging it backward, or adjusting the throwing direction of the first virtual item by operating the direction wheel on the game interface; when a throwing selection operation for the first virtual item is detected on the game interface, the state of the first virtual item is set to a ready-to-throw state, and the throwing route for the first virtual item is displayed on the game interface; when a throwing release operation for the first virtual item is detected, the control module controls the first game character to perform a throwing operation on the first virtual item along the throwing route; The display module is further configured to, if the first virtual item touches the second game character, then the first virtual item is attached to the second game character and displayed on the game interface; in response to the first virtual item being attached to the second game character, a first detonation control is displayed on the game interface corresponding to the game account of the first game character; the first detonation control is used to control the detonation state of the first virtual item; The control module is further configured to respond to the detection of a trigger operation on the first detonation control on the game interface, control the first virtual item to explode on the second game character to trigger a continuous attack within the first infection range, and highlight the first infection range on the game interface. The continuous attack is used to convert the character attribute of the game character corresponding to the first character attribute into the second character attribute.

19. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the control method according to any one of claims 1 to 17.

20. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps of the control method according to any one of claims 1 to 17.

21. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the steps of the control method according to any one of claims 1 to 17.

Citation Information

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