Method, device and computer readable storage medium for managing virtual objects
Patent Information
- Application Number
- CN202210365548.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-07
- Publication Date
- 2026-10-27
- Estimated Expiration
- 2042-04-07
AI Technical Summary
[0041]本申请实施例提供的技术方案中,通过召唤第一形态的第二虚拟对象,并将第二虚拟对象由第一形态转变为第二形态,使得第一虚拟对象装备的虚拟道具获得与第二虚拟对象的类型对应的增益效果,丰富了虚拟道具的功能。且将虚拟道具的功能与第二虚拟对象的类型关联,提高了管理虚拟对象的灵活性,扩展了第一虚拟对象使用虚拟道具的功能。
Smart Images

Figure CN116920376B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and computer-readable storage medium for managing virtual objects. Background Technology
[0002] With the rapid development of computer technology, multiplayer online games (MOBAs) are becoming increasingly popular, with more and more users enjoying them. In MOBA games, managing virtual objects within the game is essential. Summary of the Invention
[0003] This application provides a method, apparatus, device, and computer-readable storage medium for managing virtual objects, which can be used to solve problems in related technologies. The technical solution is as follows:
[0004] On one hand, embodiments of this application provide a method for managing virtual objects, the method comprising:
[0005] The game screen is displayed, which includes at least a portion of a virtual scene. The virtual scene includes a first virtual object, wherein the first virtual object is equipped with virtual items.
[0006] In response to the first target instruction, a second virtual object in a first form is summoned, the type of which is determined by the type of the target virtual resource in the virtual backpack of the first virtual object;
[0007] In response to the second target instruction, the second virtual object is transformed into the second form;
[0008] In response to the second virtual object being in the second form, the virtual prop acquires a gain effect corresponding to the type of the second virtual object.
[0009] On the other hand, embodiments of this application provide a virtual object management device, the device comprising:
[0010] A display module is used to display game screen, the game screen including at least a portion of virtual scene, the virtual scene including a first virtual object, wherein the first virtual object is equipped with virtual props;
[0011] The summoning module is used to summon a second virtual object in a first form in response to a first target instruction. The type of the second virtual object is determined according to the type of the target virtual resource in the virtual backpack of the first virtual object.
[0012] A transformation module is used to transform the second virtual object into a second form in response to a second target instruction;
[0013] A management module is configured to respond to the second virtual object being in the second form, wherein the virtual prop obtains a gain effect corresponding to the type of the second virtual object.
[0014] In one possible implementation, the device further includes:
[0015] A determination module is used to determine the special effect corresponding to the second virtual object in response to the second virtual object being in the second form;
[0016] The display module is also used to display the special effects corresponding to the second virtual object on the virtual prop.
[0017] In one possible implementation, the virtual scene further includes a third virtual object;
[0018] The device further includes:
[0019] A control module is configured to respond to a third target instruction and, when the third virtual object is selected, to control the first virtual object to attack the third virtual object using a virtual prop that provides a gain effect corresponding to the type of the second virtual object, so that the first area of the third virtual object displays the special effect corresponding to the second virtual object.
[0020] In one possible implementation, the transformation module is further configured to, in response to a fourth target instruction and a target location being selected, transform the second virtual object into a third form, wherein the second virtual object in the third form is located at the target location;
[0021] The management module is further configured to respond to the second virtual object being in the third form, the virtual prop losing the buff effect corresponding to the type of the second virtual object, the second virtual object in the third form gaining the buff effect corresponding to the type of the second virtual object, and the second area of the second virtual object in the third form displaying the special effect corresponding to the second virtual object.
[0022] In one possible implementation, a fourth virtual object exists at the target location. The control module is further configured to respond to the fourth target instruction and, when the target location is selected, control the second virtual object of the third form to attack the fourth virtual object, so that the first area of the fourth virtual object displays the special effect corresponding to the second virtual object.
[0023] In one possible implementation, the determining module is further configured to determine the life value of the second virtual object in the third form after it has been attacked, based on the fact that the second virtual object in the third form has been attacked.
[0024] The display module is further configured to display the special effects corresponding to the second virtual object in the third area of the second virtual object in the third form, based on the fact that the life value of the second virtual object in the third form after being attacked is not higher than a reference threshold. The range of the third area is greater than the range of the first area and greater than the range of the second area.
[0025] In one possible implementation, the determining module is further configured to determine the target area based on the location of the second virtual object in the third form;
[0026] The control module is also used to control the second virtual object in the third form to disappear in the target area, and the target area displays the special effects corresponding to the second virtual object.
[0027] In one possible implementation, the determining module is used to determine the target area based on the location of the second virtual object in the third region of the third form, where the duration of the special effect corresponding to the second virtual object exceeds the target duration.
[0028] In one possible implementation, the display module is further configured to display an information display area of the second virtual object in the third form in the virtual scene, the information display area being used to display object information of the second virtual object in the third form; based on the fact that the life value of the second virtual object in the third form after being attacked is not higher than the reference threshold, a trigger button is displayed in the information display area of the second virtual object in the third form, the trigger button being used to control the disappearance of the second virtual object in the third form;
[0029] The determining module is further configured to, in response to the selection of the trigger button, determine the target area based on the location of the second virtual object in the third form.
[0030] In one possible implementation, the device further includes:
[0031] The sending module is used to send an adjustment instruction to the server based on the existence of a fifth virtual object in the target area and the fact that the team to which the fifth virtual object belongs is different from the team to which the first virtual object belongs. The adjustment instruction carries the object identifier of the fifth virtual object and is used to indicate that the health value of the fifth virtual object is adjusted.
[0032] In one possible implementation, when the second virtual object is in the second form, the second virtual object in the second form is attached to the target part of the first virtual object.
[0033] In one possible implementation, the sending module is further configured to send a gain acquisition instruction to the server in response to the second virtual object being in the second form, the gain acquisition instruction carrying the identifier of the second virtual object and the item identifier of the virtual item, the gain acquisition instruction being used to acquire the attribute gain value of the virtual item;
[0034] The device further includes:
[0035] A receiving module is used to receive the attribute gain value of the virtual item returned by the server based on the gain acquisition instruction;
[0036] The determining module is further configured to determine the target attribute value of the virtual prop according to the initial attribute value of the virtual prop and the attribute gain value of the virtual prop, wherein the initial attribute value is the attribute value of the virtual prop when the virtual prop does not obtain a gain effect corresponding to the type of the second virtual object, and the target attribute value is the attribute value of the virtual prop when the virtual prop obtains a gain effect corresponding to the type of the second virtual object.
[0037] On the other hand, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores at least one piece of program code, which is loaded and executed by the processor to enable the electronic device to implement any of the virtual object management methods described above.
[0038] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement any of the above-described methods for managing virtual objects.
[0039] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned virtual object management methods.
[0040] The technical solution provided in this application has at least the following beneficial effects:
[0041] In the technical solution provided in this application embodiment, by summoning a second virtual object in a first form and transforming the second virtual object from the first form to the second form, the virtual items equipped by the first virtual object acquire a buff effect corresponding to the type of the second virtual object, thus enriching the functionality of the virtual items. Furthermore, associating the functionality of the virtual items with the type of the second virtual object improves the flexibility of managing virtual objects and expands the functionality of the first virtual object in using virtual items. Attached Figure Description
[0042] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0043] Figure 1 This is a schematic diagram illustrating the implementation environment of a virtual object management method provided in an embodiment of this application;
[0044] Figure 2 This is a flowchart of a virtual object management method provided in an embodiment of this application;
[0045] Figure 3 This is a schematic diagram of the display page of an application provided in an embodiment of this application;
[0046] Figure 4 This is a schematic diagram of a game screen provided in an embodiment of this application;
[0047] Figure 5 This is a schematic diagram illustrating the display of a target page according to an embodiment of this application;
[0048] Figure 6 This is a schematic diagram showing a second virtual object in a first form according to an embodiment of this application;
[0049] Figure 7 This is a schematic diagram showing a second virtual object in a second form according to an embodiment of this application;
[0050] Figure 8 This is a schematic diagram showing a third virtual object provided in an embodiment of this application;
[0051] Figure 9 This is a schematic diagram showing a third form of the second virtual object provided in an embodiment of this application;
[0052] Figure 10 This is a schematic diagram showing the effect of an attack on a fourth virtual object, as provided in an embodiment of this application.
[0053] Figure 11 This is a schematic diagram illustrating the display of special effects corresponding to a second virtual object in a third area of a second virtual object in a third form, provided by an embodiment of this application.
[0054] Figure 12 This is a schematic diagram of a target area provided in an embodiment of this application;
[0055] Figure 13 This is a flowchart of a virtual object management method provided in an embodiment of this application;
[0056] Figure 14 This is a schematic diagram of the structure of a virtual object management device provided in an embodiment of this application;
[0057] Figure 15 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;
[0058] Figure 16 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0059] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0060] To facilitate understanding, several terms used in the embodiments of this application will first be explained:
[0061] Game visuals, also known as virtual scenes, refer to the scenes provided (or displayed) by an application while it is running on a terminal device. These virtual scenes are created for virtual objects to interact with. Virtual scenes can be two-dimensional, 2.5-dimensional, or three-dimensional, etc. They can be simulations of the real world, semi-simulations of the real world, or purely fictional scenes. For example, the virtual scene involved in this embodiment is a three-dimensional virtual scene.
[0062] Virtual objects: Virtual objects refer to movable objects in a virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc. Interactive objects can be manipulated through peripheral components or by clicking on a touch screen. Each virtual object has its own shape and volume in the virtual scene, occupying a portion of the space within the virtual scene. For example, when the virtual scene is a three-dimensional virtual scene, the virtual objects are three-dimensional models created based on animation skeletal technology.
[0063] Figure 1 This is a schematic diagram illustrating the implementation environment of a virtual object management method provided in this application embodiment, such as... Figure 1As shown, the implementation environment includes: terminal device 101 and server 102.
[0064] The terminal device 101 has an application installed and running that can provide game screens. The terminal device 101 displays a first game screen. The terminal device 101 is used to execute the virtual object management method provided in the embodiments of this application.
[0065] This application does not limit the type of application capable of providing game visuals. For example, an application capable of providing game visuals refers to a game application. Examples include third-person shooter (TPS) games, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, and multiplayer shooting survival games. In the exemplary embodiment, the game application involved in this application is a frame-synchronized game application; that is, the virtual object management method provided in this application can be applied to frame-synchronized game applications.
[0066] Of course, besides game applications, applications that can provide game visuals can also be other types of applications, such as Virtual Reality (VR) applications, Augmented Reality (AR) applications, 3D mapping applications, scene simulation applications, social applications, interactive entertainment applications, etc.
[0067] Server 102 provides background services for the application installed on terminal device 101 that can display game graphics. In one possible implementation, server 102 undertakes the main computing work, and terminal device 101 undertakes the secondary computing work. Alternatively, server 102 undertakes the secondary computing work, and terminal device 101 undertakes the main computing work. Or, terminal device 101 and server 102 collaborate on computing using a distributed computing architecture.
[0068] Terminal device 101 is any electronic device that can interact with a user through one or more methods such as a keyboard, touchpad, touchscreen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablets, smart car systems, smart TVs, and smart speakers. Server 102 can be a single server, a server cluster consisting of multiple server units, or a cloud computing service center. Terminal device 101 and server 102 establish a communication connection via a wired or wireless network.
[0069] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.
[0070] Based on the above implementation environment, this application provides a method for managing virtual objects, in order to Figure 2 The flowchart shown in this embodiment of the present application illustrates a method for managing virtual objects. This method can be implemented by... Figure 1 The terminal device 101 in the middle executes. For example... Figure 2 As shown, the method includes the following steps:
[0071] In step 201, a game screen is displayed, which includes at least a portion of a virtual scene. The virtual scene includes a first virtual object, which is equipped with virtual items.
[0072] In the exemplary embodiments of this application, an application capable of providing virtual scenes (hereinafter referred to as the application) is installed and runs on the terminal device. This application can be of any type, and this embodiment does not limit its application. When the application is a game application, it can be a first-person perspective game or a third-person perspective game, and this embodiment also does not limit its application.
[0073] In response to the selection command of the application by the interactive object, the terminal device displays the application's display page, which includes a "Start Game" control. Optionally, the display page may also display a first virtual object corresponding to the interactive object. The first virtual object corresponding to the interactive object refers to the virtual object controlled by the interactive object in the application. The appearance of the first virtual object is set by the interactive object. The "Start Game" control is used to start the game, thereby entering the game screen provided by the application. Of course, other controls may also be displayed on the application's display page, such as settings controls, customization controls, etc., which are not limited in this embodiment. Figure 3 The image shown is a schematic diagram illustrating the display page of an application provided in an embodiment of this application. Figure 3 The screen displays the first virtual object 301 corresponding to the interactive object and the "Start Game" control 302.
[0074] In one possible implementation, a game screen is displayed in response to an interactive object's selection command of a "Start Game" control shown on the display page. The game screen includes at least a portion of a virtual scene, which includes a first virtual object equipped with virtual items. Exemplarily, the virtual items can be melee or ranged items in the game; this application does not limit this. Melee items refer to items that can only be used for close-range attacks, such as virtual knives or virtual clubs; ranged items refer to items that can be used for long-range attacks, such as virtual guns or virtual bombs. The first virtual object can be equipped with virtual items by holding them, or in other ways; this application does not limit the manner in which the first virtual object is equipped with virtual items. Figure 4 The image shown is a schematic diagram of a game screen provided in an embodiment of this application. Figure 4 The screen displays a virtual scene, which includes a first virtual object 401 holding a virtual prop 402. Of course, other virtual objects may also be displayed in the game screen; this embodiment does not limit this.
[0075] In step 202, in response to the first target instruction, a second virtual object in a first form is summoned, the type of which is determined by the type of the target virtual resource in the virtual backpack of the first virtual object.
[0076] In one possible implementation, the virtual scene includes various types of virtual resources, and a first virtual object has a virtual backpack. The first virtual object can collect various types of virtual resources in the virtual scene and place the collected virtual resources in its virtual backpack. In response to the number of target virtual resources included in the first virtual object's virtual backpack satisfying a threshold, the first virtual object can summon a second virtual object corresponding to the type of the target virtual resource. The threshold is set based on experience or adjusted according to the implementation environment; this embodiment does not limit its implementation. For example, the threshold is 10.
[0077] Optionally, in response to the first virtual object having the ability to summon the second virtual object, a notification message is displayed. The notification message informs the interactive object that the first virtual object it controls can summon the second virtual object. The content of the notification message can be arbitrary, and this embodiment does not limit it. When the interactive object knows that the first virtual object it controls can summon the second virtual object, the interactive object summons the second virtual object in a first form through a first target instruction. The type of the second virtual object is determined according to the type of the target virtual resource in the virtual backpack of the first virtual object.
[0078] The first target instruction is used to summon a second virtual object. The second virtual object can be a summoned creature, a virtual pet, or other types of virtual objects; this embodiment does not limit this. In response to the first target instruction, a target page is displayed. The target page displays at least one candidate virtual object corresponding to the type of the target virtual resource in the virtual inventory of the first virtual object. The target page can be a standalone page or a page attached to the game screen; this embodiment does not limit this. The at least one candidate virtual object displayed on the target page can be of the same or different types; this embodiment does not limit this. All at least one candidate virtual object displayed on the target page corresponds to the target virtual resource in the virtual inventory of the first virtual object. The target page may also display information such as the name, skills, and type of each candidate virtual object; this embodiment does not limit this either.
[0079] like Figure 5 The image shown is a schematic diagram illustrating the display of a target page according to an embodiment of this application. Figure 5 In this context, the target page is a page that is attached to the game screen. Figure 5The system displays three candidate virtual objects, designated as Candidate Virtual Object 1 to Candidate Virtual Object 3. Candidate Virtual Object 1 has the skill "Fire" and is of type "Big Strong"; Candidate Virtual Object 2 has the skill "Water" and is of type "Charging Monster"; and Candidate Virtual Object 3 has the skill "Ice" and is of type "Observation Monster". Optionally, other candidate virtual objects may also be displayed on the target page; this embodiment does not limit this.
[0080] The first target instruction can be a selection instruction for any key on the keyboard connected to the terminal device, or it can be a selection instruction for a control displayed on the game screen. This application embodiment does not limit this.
[0081] In response to the selection of any candidate virtual object from at least one candidate virtual object, the selected candidate virtual object is designated as the second virtual object. This then summons the second virtual object in its first form. The second virtual object in its first form can be the second virtual object itself, or it can be a transformed version of the second virtual object; this embodiment does not limit the specific type of virtual object.
[0082] like Figure 6 The diagram shown is a display schematic of a second virtual object in a first form according to an embodiment of this application. Figure 6 The first virtual object 601 is displayed in the middle. Figure 6 The system can also display a first virtual object 602 and virtual items 603 equipped by the first virtual object.
[0083] In step 203, in response to the second target instruction, the second virtual object is transformed into the second form.
[0084] In one possible implementation, the form of the second virtual object can also be changed. In response to a second target instruction, the second virtual object is transformed from its first form to its second form. Optionally, the terminal device stores a transformation animation; based on the transformation animation, the second virtual object is transformed from its first form to its second form, thus obtaining a second virtual object in its second form.
[0085] For example, according to the transformation animation, the process of transforming the second virtual object from the first form to the second form can be: breaking the second virtual object in the first form into multiple fragments, and then piecing together the multiple fragments to obtain the second virtual object in the second form. The fragments can be star-shaped, rhomboid-shaped, or other shapes, and this application embodiment does not limit them.
[0086] When the second virtual object is in its second form, the second virtual object in the second form is attached to the target part of the first virtual object. The target part can be the left arm, the right arm, or other body parts of the first virtual object; this embodiment does not limit the specific location.
[0087] In step 204, in response to the second virtual object being in the second form, the virtual props acquire a gain effect corresponding to the type of the second virtual object.
[0088] In one possible implementation, in response to the second virtual object being in a second form, the type of the second virtual object is determined, and a buff effect corresponding to the type of the second virtual object is determined. The item attributes of the virtual item are adjusted, and a buff effect corresponding to the type of the second virtual object is added to the virtual item; that is, the virtual item acquires a buff effect corresponding to the type of the second virtual object. When the first virtual object attacks using a virtual item that has acquired a buff effect corresponding to the type of the second virtual object, the attack from the virtual item will be accompanied by the buff effect corresponding to the type of the second virtual object.
[0089] Optionally, the terminal device stores a correspondence between object types and gain effects, and determines the gain effect corresponding to the type of the second virtual object based on the type of the second virtual object and the correspondence between object types and gain effects.
[0090] For example, the type of the second virtual object is the first type, and the buff effect corresponding to the type of the second virtual object is the fire buff effect. That is, when the first virtual object uses a virtual item that has obtained the fire buff effect to attack, the attack of the virtual item will be accompanied by the fire buff effect.
[0091] Optionally, when the second virtual object is in its second form, the special effect corresponding to the second virtual object is determined, and the special effect corresponding to the second virtual object is displayed on the virtual prop. The process of determining the special effect corresponding to the second virtual object includes: determining the skill corresponding to the second virtual object, and determining the special effect corresponding to the second virtual object based on the skill corresponding to the second virtual object.
[0092] The terminal device stores multiple special effects. The process of determining the special effect corresponding to the second virtual object based on its corresponding skill includes: determining the matching degree between the skill corresponding to the second virtual object and the multiple special effects; and selecting the special effect whose matching degree meets the matching requirements as the special effect corresponding to the second virtual object. For example, the special effect with the highest matching degree is selected as the special effect corresponding to the second virtual object.
[0093] In one possible implementation, the terminal device stores multiple special effects and their corresponding relationships with skills. After determining the skill corresponding to the second virtual object, the special effect matching the skill corresponding to the second virtual object is taken as the special effect corresponding to the second virtual object. For example, the terminal device stores the special effect corresponding to the fire skill as a flame effect, the special effect corresponding to the water skill as a water droplet effect, and the special effect corresponding to the ice skill as an ice block effect. The skill corresponding to the second virtual object is a fire skill, and the special effect matching the skill corresponding to the second virtual object is a flame effect; therefore, the special effect corresponding to the second virtual object is determined to be a flame effect.
[0094] like Figure 7 The diagram shown is a display schematic of a second virtual object in a second form according to an embodiment of this application. Figure 7 The display shows a first virtual object 701, a second virtual object 702 in a second form, and a virtual prop 703. The first virtual object holds a virtual prop, and the second virtual object 702 in its second form is displayed on the first virtual object's right arm. The virtual prop displays a special effect 704 corresponding to the second virtual object. Figure 7 The second virtual object displayed on the virtual prop has a flame effect.
[0095] In one possible implementation, the virtual scene also includes a third virtual object. The third virtual object can be a virtual object belonging to a different team than the first virtual object. For example, the third virtual object is an enemy virtual object, or it can be a neutral virtual object in the game. The third virtual object can also be a virtual object belonging to the same team as the first virtual object; for example, it can be a friendly virtual object. This application does not limit this aspect.
[0096] In response to a third target instruction, and with a third virtual object selected, the first virtual object is controlled to attack the third virtual object using a virtual prop that provides a buff corresponding to the type of the second virtual object, so that the first area of the third virtual object displays the special effect corresponding to the second virtual object. The first area of the third virtual object can be the location where the third virtual object is attacked, any part of the third virtual object's body, or the location of the third virtual object itself; this embodiment does not limit this.
[0097] like Figure 8 The image shown is a schematic diagram illustrating the display of a third virtual object according to an embodiment of this application. Figure 8 The screen displays a third virtual object 801, and the legs of the third virtual object 801 display the special effects (flame effects) corresponding to the second virtual object. Figure 8The device can also display a virtual prop 802 and a first virtual object 803. The right arm of the first virtual object 803 displays a second virtual object 804 in a second form. The virtual prop 802 displays the special effect (flame effect) 805 corresponding to the second virtual object.
[0098] When the first virtual object attacks the third virtual object using a virtual item that grants a buff corresponding to the type of the second virtual object, it will inflict damage on the third virtual object. Therefore, it is necessary to adjust the third virtual object's health points promptly. Before adjusting the third virtual object's health points, it is necessary to obtain the third virtual object's health points after being attacked. There are two ways to obtain the third virtual object's health points after being attacked.
[0099] The first method: Determine the attack value of the virtual item that gains the buff effect corresponding to the type of the second virtual object; based on the initial health of the third virtual object and the attack value of the virtual item that gains the buff effect corresponding to the type of the second virtual object, determine the health of the third virtual object after it is attacked.
[0100] Optionally, the attack value of a virtual item that gains a buff corresponding to the type of the second virtual object can be the same as or different from the attack value of a virtual item that does not gain a buff corresponding to the type of the second virtual object; this embodiment does not limit this. In response to the situation where the attack value of a virtual item gaining a buff corresponding to the type of the second virtual object is the same as the attack value of a virtual item that does not gain a buff corresponding to the type of the second virtual object, the attack value of the virtual item that does not gain a buff corresponding to the type of the second virtual object is used as the attack value of the virtual item that gains a buff corresponding to the type of the second virtual object; that is, the attack value of the virtual item that gains a buff corresponding to the type of the second virtual object is the initial attack value of the virtual item. For example, the attack value of the virtual item that gains a buff corresponding to the type of the second virtual object is 20.
[0101] In response to the fact that the attack value of a virtual item that gains a buff corresponding to the type of the second virtual object is different from the attack value of a virtual item that does not gain a buff corresponding to the type of the second virtual object, the attack buff value of the virtual item that gains a buff corresponding to the type of the second virtual object is obtained. The sum of the attack values of the virtual item that does not gain a buff corresponding to the type of the second virtual object and the virtual item that gains a buff corresponding to the type of the second virtual object is taken as the attack value of the virtual item that gains a buff corresponding to the type of the second virtual object. For example, if the attack value of the virtual item that does not gain a buff corresponding to the type of the second virtual object is 20, and the attack buff value of the virtual item that gains a buff corresponding to the type of the second virtual object is 10, then the attack value of the virtual item that gains a buff corresponding to the type of the second virtual object is 20 + 10 = 30.
[0102] The attack bonus value of the virtual item that obtains the buff effect corresponding to the type of the second virtual object is determined based on the skill of the second virtual object. For example, if the skill of the second virtual object is fire, the attack bonus value of the virtual item that obtains the buff effect corresponding to the type of the second virtual object is 10; if the skill of the second virtual object is water, the attack bonus value of the virtual item that obtains the buff effect corresponding to the type of the second virtual object is 5. Of course, the attack bonus value of the virtual item that obtains the buff effect corresponding to the type of the second virtual object can also be a fixed value, and this embodiment of the application does not limit this.
[0103] The initial health value of the third virtual object refers to its health value before being attacked. For example, the initial health value of the third virtual object is 90. The difference between the initial health value of the third virtual object and the attack value of the virtual item that grants the buff corresponding to the type of the second virtual object is taken as the health value of the third virtual object after being attacked. That is, the health value of the third virtual object after being attacked is 90 - 20 = 70.
[0104] The second method: The terminal device sends a life value acquisition request to the server. The server determines the life value of the third virtual object after it has been attacked based on the life value acquisition request, and then sends the life value of the third virtual object after it has been attacked to the terminal device.
[0105] The request for gaining health points carries the object identifier of a third virtual object and a warning message. The warning message indicates that the third virtual object has been attacked by a first virtual object using a virtual item that grants a buff corresponding to the type of the second virtual object. Upon receiving the health point request, the server parses it to obtain the object identifier and warning message of the third virtual object. Based on the object identifier, the server determines the initial health point of the third virtual object. Then, based on the initial health point and the attack value of the virtual item granting the buff corresponding to the type of the second virtual object, the server determines the health point of the third virtual object after the attack. This process is similar to the first method described above and will not be elaborated further.
[0106] It should be noted that any of the above methods can be used to determine the health value of the third virtual object after it has been attacked; this application embodiment does not limit this. After determining the health value of the third virtual object after it has been attacked, the current health value of the third virtual object can be adjusted to the health value after the attack, and the current health value of the third virtual object can also be displayed so that the interactive object understands the health status of the third virtual object.
[0107] After the first virtual object attacks the third virtual object using a virtual item that grants a buff corresponding to the type of the second virtual object, the first area of the third virtual object displays an effect corresponding to the second virtual object. The display duration of this effect is a reference duration. After the reference duration, the first area of the third virtual object no longer displays the effect corresponding to the second virtual object. The reference duration can be set based on experience, adjusted according to the implementation environment, or determined based on a reference virtual object; this embodiment does not limit this. For example, the reference duration is 3 seconds.
[0108] When the first area of the third virtual object displays a special effect, this effect inflicts continuous damage on the third virtual object. In other words, the third virtual object's health decreases because of the displayed effect. Therefore, the product of the damage value corresponding to the effect and the reference duration is taken as the first damage value. The difference between the damage value after the third virtual object is attacked and the first damage value is taken as the third virtual object's health when the first area does not display a special effect.
[0109] Optionally, in response to the fourth target instruction and when the target location is selected, the second virtual object is transformed into a third form, with the second virtual object in the third form located at the target location. In response to the second virtual object being in the third form, the virtual prop is a buff effect corresponding to the type of the second virtual object. The second virtual object in the third form receives the buff effect corresponding to the type of the second virtual object, and the second area of the second virtual object in the third form displays the special effect corresponding to the second virtual object. The target part of the first virtual object does not display the second virtual object in the second form, and the special effect corresponding to the second virtual object is not displayed on the virtual prop. Optionally, the second virtual object in the third form can be the second virtual object itself, or it can be a virtual object transformed from the second virtual object. This embodiment only uses the second virtual object itself in the third form as an example for explanation.
[0110] Here, "target location selected" refers to receiving an aiming operation for the target location or receiving an operation where the interactive object clicks on the target location; this embodiment of the application does not limit this. In response to the target location being selected and the detachment control being selected, it indicates that the interactive object wants to transform the second virtual object from its second form to its third form. Since the second virtual object in its second form is attached to the target part of the first virtual object, transforming the second virtual object from its second form to its third form is equivalent to detaching the second virtual object in its second form from the target part of the first virtual object.
[0111] like Figure 9 The diagram shown is a display schematic of a second virtual object in a third form according to an embodiment of this application. Figure 9 The display shows a second virtual object 901 in a third form, a virtual prop 902, and a first virtual object 903. The second virtual object in the third form is located at the target position, and a flame effect 904 is displayed on the second area (top of the head) of the second virtual object in the third form. The second virtual object in the second form is not displayed on the right arm of the first virtual object, and the virtual prop does not display the effect corresponding to the second virtual object.
[0112] In one possible implementation, if a fourth virtual object exists at the target location, then in response to a fourth target instruction and with the target location selected, the second virtual object in the third form is controlled to attack the fourth virtual object, causing the first area of the fourth virtual object to display the special effects corresponding to the second virtual object. The first area can be the location where the fourth virtual object is attacked, any body part of the fourth virtual object, or the location where the fourth virtual object is situated; this embodiment does not limit this.
[0113] like Figure 10 The diagram shown is a display illustration of a fourth virtual object after it has been attacked, according to an embodiment of this application. Figure 10 In the middle, the first area (legs) of the fourth virtual object 1001 displays a flame effect 1002.
[0114] In one possible implementation, when the second virtual object in the second form is located at the target location of the first virtual object, the first virtual object's health will decrease when attacked by other virtual objects, but the second virtual object's health will not decrease. When the second virtual object in the third form is summoned, it may be attacked by other virtual objects. When the second virtual object in the third form is attacked by other virtual objects, its health will decrease. Therefore, when the second virtual object in the third form is attacked, its health after the attack is determined. Based on the fact that the health of the second virtual object in the third form after the attack is not higher than a reference threshold, the special effect corresponding to the second virtual object is displayed in the third area of the second virtual object in the third form. The range of the third area is larger than the range of the first area and larger than the range of the second area. Exemplarily, the reference threshold is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. Exemplarily, the reference threshold is 0.
[0115] The process of determining the remaining health of the second virtual object in the third form after it has been attacked can be performed by a server or by a terminal device. The server-determined process is similar to the terminal device-determined process; this embodiment only uses the terminal device's determination of the remaining health of the second virtual object in the third form as an example. This process includes: determining the attack value of the virtual object attacking the second virtual object in the third form; and using the difference between the initial health of the second virtual object in the third form and the attack value of the virtual object attacking the second virtual object in the third form as the remaining health of the second virtual object in the third form after it has been attacked. Optionally, the initial health of the second virtual object in the third form refers to its health before it was attacked.
[0116] The third region can be the entire body of the second virtual object in the third form, or some body parts of the second virtual object in the third form, or the location of the second virtual object in the third form. This application embodiment does not limit this.
[0117] like Figure 11 The diagram shown is a schematic representation of a display of special effects corresponding to a second virtual object in a third region of a second virtual object in a third form, according to an embodiment of this application. Figure 11 In the middle, the second virtual object 1101 in the third form displays flame effects 1102 on its entire body.
[0118] Optionally, if the duration of the special effect corresponding to the second virtual object displayed in the third region of the third-form second virtual object exceeds the target duration, a target region is determined based on the location of the second virtual object in the third form. Then, the second virtual object in the third form is controlled to disappear in the target region, and the target region displays the special effect corresponding to the second virtual object. The target duration is set based on experience or adjusted according to the implementation environment; this embodiment does not limit this. For example, the target duration is 5 seconds.
[0119] An information display area is provided in the virtual scene to display the object information of the second virtual object in its third form. This information includes health points, an object avatar, and an object name. The object information may also include other information, but this embodiment does not limit this. Figure 9 Area 905 is the information display area for the second virtual object in the third form. Area 905 displays the health points, object portrait, and object name of the second virtual object in the third form.
[0120] If the health of the second virtual object in the third form does not exceed a reference threshold after being attacked, a trigger button will be displayed in the information display area of the second virtual object in the third form. The trigger button is used to control the disappearance of the second virtual object in the third form. Figure 11 Control 1103 is a trigger control used to control the disappearance of the second virtual object in the third form. In response to the selection of the trigger control, the target area is determined based on the location of the second virtual object in the third form. This then controls the second virtual object in the third form to disappear within the target area, and the target area displays the corresponding special effect of the second virtual object.
[0121] For example, the process of determining the target area based on the location of the second virtual object in the third form includes: using the location of the second virtual object in the third form as a reference point and the target length as a reference distance, determining an area, and using this area as the target area. For example, using the location of the second virtual object in the third form as the center and the target length as the radius, determining a circle, and using the area covered by this circle as the target area.
[0122] like Figure 12 The image shown is a schematic diagram illustrating the display of a target area according to an embodiment of this application. Figure 12 In the middle, the position of the second virtual object in the third form is position 1201. With the position of the second virtual object in the third form as the center and the target length as the radius, a circle is defined. The area 1202 covered by the circle is taken as the target area. Flame effect 1203 is displayed in the target area, and the second virtual object in the third form disappears in the target area.
[0123] Optionally, if a fifth virtual object exists within the target area, and the team to which the fifth virtual object belongs is different from the team to which the first virtual object belongs, then the special effects displayed within the target area will attack the fifth virtual object. Therefore, it is necessary to adjust the fifth virtual object's health. The process of the terminal device adjusting the fifth virtual object's health includes: determining the fifth virtual object's health after being attacked based on its initial health and the duration of time it was in the target area displaying special effects; and adjusting the fifth virtual object's current health to the health after being attacked.
[0124] The process of determining the fifth virtual object's remaining health after being attacked, based on its initial health and the duration it remained in the target area with displayed effects, includes: obtaining the rate of change of the fifth virtual object's health while it was in the target area with displayed effects; determining the amount of health reduction based on the rate of change and the duration it remained in the target area with displayed effects; and using the difference between the fifth virtual object's initial health and the amount of health reduction as its remaining health after being attacked. The initial health of the fifth virtual object refers to its health at the moment before the target area displayed effects.
[0125] For example, the initial health of the fifth virtual object is 50, and the rate of change of the fifth virtual object's health is 3 points / second. That is, for every second the fifth virtual object stays in the target area with the special effect, the fifth virtual object's health decreases by 3 points. If the fifth virtual object stays in the target area with the special effect for 5 seconds, then the value of the fifth virtual object's health decreases by 15 points, and thus the fifth virtual object's health after being attacked is determined to be 35 points.
[0126] Optionally, after determining the health value of the fifth virtual object after it has been attacked, the current health value of the fifth virtual object is adjusted to the health value after it has been attacked, so that the interactive object can understand the health status of the fifth virtual object.
[0127] Optionally, an adjustment command can be sent to the server. This command carries the object identifier of the fifth virtual object and is used to indicate the determination of the fifth virtual object's remaining health after being attacked. After the server determines the remaining health of the fifth virtual object, it then sends this remaining health value to the terminal device, allowing the terminal device to obtain the remaining health value. The process by which the server determines the remaining health value of the fifth virtual object is similar to the process by which the terminal device determines the remaining health value, and will not be described in detail here.
[0128] In one possible implementation, in response to the second virtual object being in its second form, a gain acquisition command can be sent to the server. This command carries the identifier of the second virtual object and the item identifier of the virtual item. The gain acquisition command is used to acquire the attribute gain of the virtual item that will receive a gain effect corresponding to the type of the second virtual object. Upon receiving the gain acquisition command, the server parses it to obtain the identifier of the second virtual object and the item identifier of the virtual item. Based on these identifiers, the server acquires the attribute gain value of the virtual item. The server then sends the attribute gain value of the virtual item to the terminal device. The terminal device determines the target attribute value of the virtual item based on its initial attribute value and the attribute gain value. The initial attribute value is the attribute value of the virtual item when it does not receive a gain effect corresponding to the type of the second virtual object, and the target attribute value is the attribute value of the virtual item when it receives a gain effect corresponding to the type of the second virtual object. In other words, the sum of the initial attribute value and the attribute gain value of the virtual item is used as the target attribute value of the virtual item.
[0129] The attributes of virtual items include, but are not limited to, attack attributes and critical hit attributes. For example, when the attribute of a virtual item is an attack attribute, the initial attribute value of the virtual item is the initial attack value of the virtual item, the attribute bonus value of the virtual item is the attack bonus value of the virtual item, and the target attribute value of the virtual item is the target attack value of the virtual item.
[0130] For example, if the attribute gain of a virtual item is 3 and the initial attribute value of the virtual item is 20, then the target attribute value of the virtual item is 23.
[0131] In one possible implementation, in response to the second virtual object being in a second state, an attribute value retrieval instruction is sent to the server. This instruction carries the identifier of the second virtual object and the item identifier of the virtual item, and is used to retrieve the target attribute value of the virtual item. Upon receiving the instruction, the server parses it to obtain the identifier of the second virtual object and the item identifier of the virtual item. Based on these identifiers, the server determines the attribute gain value corresponding to the virtual item. Based on the item identifier, the server determines the initial attribute value of the virtual item. Based on the attribute gain value and the initial attribute value, the server determines the target attribute value of the virtual item. The server then sends the target attribute value to the terminal device, causing the terminal device to adjust the attribute value of the virtual item to the target attribute value.
[0132] In one possible implementation, in response to the second virtual object being in the third form, the attribute values of the virtual item are adjusted to their initial values, i.e., the attribute values of the virtual item when it has not received any buffs corresponding to the type of the second virtual object. This process is similar to the process described above of adjusting the attribute values of the virtual item to the target attribute values, and will not be repeated here.
[0133] It should be noted that the target instruction appearing in the embodiments of this application can be a selection instruction for any key on the keyboard connected to the terminal device, or a selection instruction for a control displayed on the game screen. This application embodiment does not limit this. The function of any target instruction is different.
[0134] The above method summons a second virtual object in its first form and transforms it into its second form, allowing the virtual items equipped by the first virtual object to gain buffs corresponding to the type of the second virtual object, thus enriching the functionality of the virtual items. Furthermore, associating the functionality of the virtual items with the type of the second virtual object improves the flexibility of managing virtual objects and expands the functionality of the first virtual object in using virtual items.
[0135] When the first virtual object attacks other virtual objects using a virtual item that grants a buff corresponding to the type of the second virtual object, the first area of the other virtual objects displays the special effects corresponding to the second virtual object. This diversifies the way special effects are displayed, making the displayed effects more flexible and rich, thus improving the gaming experience.
[0136] Figure 13 The diagram shown is a flowchart of a virtual object management method provided in an embodiment of this application. The virtual object management method includes the following steps:
[0137] 1. The interactive object triggers the first target instruction, summoning the second virtual object in its first form.
[0138] 2. When the interactive object triggers the second target instruction, the terminal device transforms the second virtual object into a second form, so that the virtual item gains a buff effect corresponding to the type of the second virtual object.
[0139] 3. The terminal device displays virtual props and a first virtual object, wherein the target part of the first virtual object displays a second virtual object in a second form, and the virtual prop displays special effects corresponding to the second virtual object.
[0140] 4. The terminal device sends an adjustment command to the server, which then adjusts the attribute values of the virtual items.
[0141] 5. The server receives the adjustment instruction and adjusts the attribute values of the virtual items.
[0142] 6. The server sends the adjusted attribute values of the virtual items to the terminal device.
[0143] 7. The terminal device adjusts the attribute values of the virtual items based on the adjusted attribute values of the virtual items.
[0144] 8. The interactive object triggers a third target instruction and selects the third virtual object.
[0145] 9. The terminal device controls the first virtual object to use a virtual item that provides a gain effect corresponding to the type of the second virtual object to attack the third virtual object, so that the first area of the third virtual object displays a special effect.
[0146] 10. The interactive object triggers the fourth target instruction and selects the target location.
[0147] 11. The terminal device displays virtual props, a first virtual object, and a second virtual object in a third form. The second virtual object in the third form is located at the target position. The second area of the second virtual object in the third form displays special effects. The target part of the first virtual object does not display the second virtual object in the second form. No special effects are displayed on the virtual props.
[0148] 12. The terminal device sends an adjustment command to the server.
[0149] 13. The server receives the adjustment instruction and adjusts the attribute values of the virtual items.
[0150] 14. The server sends the adjusted attribute values of virtual items to the terminal device.
[0151] 15. The terminal device adjusts the attribute values of the virtual items based on the adjusted attribute values of the virtual items.
[0152] 16. The server obtains information that the second virtual object in the third form has been attacked, and determines the remaining health of the second virtual object in the third form after the attack.
[0153] 17. The server sends the life value of the second virtual object in the third form after it has been attacked to the terminal device.
[0154] 18. The terminal device updates the life value of the second virtual object in the third form.
[0155] 19. If the health of the second virtual object in the third form is not higher than the reference threshold, set the second virtual object in the third form to the detonation state.
[0156] 20. Terminal device controls the display effect of the third area of the second virtual object in the third form.
[0157] Figure 14The diagram shown is a structural schematic of a virtual object management device provided in an embodiment of this application. Figure 14 As shown, the device includes:
[0158] Display module 1401 is used to display game screen, which includes at least a portion of virtual scene, the virtual scene including a first virtual object, wherein the first virtual object is equipped with virtual props;
[0159] Summoning module 1402 is used to summon a second virtual object in a first form in response to a first target instruction. The type of the second virtual object is determined according to the type of the target virtual resource in the virtual backpack of the first virtual object.
[0160] Transformation module 1403 is used to transform the second virtual object into a second form in response to a second target instruction;
[0161] The management module 1404 is used to respond to the second virtual object being in the second form, so that the virtual props obtain a gain effect corresponding to the type of the second virtual object.
[0162] In one possible implementation, the device further includes:
[0163] The determination module is used to determine the special effects corresponding to the second virtual object in response to the second virtual object being in the second form.
[0164] The display module 1401 is also used to display the special effects corresponding to the second virtual object on the virtual prop.
[0165] In one possible implementation, the virtual scene also includes a third virtual object;
[0166] The device also includes:
[0167] The control module is used to respond to a third target instruction and when the third virtual object is selected, to control the first virtual object to use a virtual prop that obtains a gain effect corresponding to the type of the second virtual object to attack the third virtual object, so that the first area of the third virtual object displays the special effect corresponding to the second virtual object.
[0168] In one possible implementation, the transformation module 1403 is further configured to, in response to a fourth target instruction and with the target location selected, transform the second virtual object into a third form, wherein the second virtual object in the third form is located at the target location.
[0169] The management module 1404 is also used to respond to the second virtual object being in the third form, the virtual prop losing the buff effect corresponding to the type of the second virtual object, the second virtual object in the third form gaining the buff effect corresponding to the type of the second virtual object, and the second area of the second virtual object in the third form displaying the special effect corresponding to the second virtual object.
[0170] In one possible implementation, a fourth virtual object exists at the target location. The control module is also used to respond to the fourth target instruction and, when the target location is selected, to control the second virtual object in the third form to attack the fourth virtual object, so that the first area of the fourth virtual object displays the special effect corresponding to the second virtual object.
[0171] In one possible implementation, the determination module is also used to determine the life value of the second virtual object in the third form after it has been attacked, based on the fact that the second virtual object in the third form has been attacked.
[0172] The display module 1401 is also used to display the special effects corresponding to the second virtual object in the third area of the second virtual object in the third form when the life value of the second virtual object after being attacked is not higher than a reference threshold. The range of the third area is greater than the range of the first area and greater than the range of the second area.
[0173] In one possible implementation, the determining module is also used to determine the target area based on the location of the second virtual object in the third form;
[0174] The control module is also used to control the disappearance of the second virtual object in the third form in the target area, and to display the special effects corresponding to the second virtual object in the target area.
[0175] In one possible implementation, a determining module is used to determine the target area based on the location of the second virtual object in the third region of the second virtual object in the third form, where the duration of the special effect corresponding to the second virtual object exceeds the target duration.
[0176] In one possible implementation, the display module 1401 is further configured to display an information display area for the second virtual object in the third form in a virtual scene. The information display area is used to display the object information of the second virtual object in the third form. Based on the fact that the life value of the second virtual object in the third form is not higher than a reference threshold after being attacked, a trigger button is displayed in the information display area of the second virtual object in the third form. The trigger button is used to control the disappearance of the second virtual object in the third form.
[0177] The determination module is also used to determine the target area based on the location of the second virtual object in the third form in response to the selection of the trigger button.
[0178] In one possible implementation, the device further includes:
[0179] The sending module is used to send an adjustment command to the server based on the existence of a fifth virtual object in the target area, and the team to which the fifth virtual object belongs is different from the team to which the first virtual object belongs. The adjustment command carries the object identifier of the fifth virtual object and is used to indicate that the health value of the fifth virtual object should be adjusted.
[0180] In one possible implementation, when the second virtual object is in its second form, the second virtual object in the second form is attached to the target part of the first virtual object.
[0181] In one possible implementation, the sending module is further configured to send a gain acquisition instruction to the server in response to the second virtual object being in the second form. The gain acquisition instruction carries the identifier of the second virtual object and the item identifier of the virtual item. The gain acquisition instruction is used to acquire the attribute gain value of the virtual item.
[0182] The device also includes:
[0183] The receiving module is used to receive the attribute gain value of the virtual item returned by the server based on the gain acquisition command;
[0184] The determination module is also used to determine the target attribute value of the virtual prop according to the initial attribute value and the attribute gain value of the virtual prop. The initial attribute value is the attribute value of the virtual prop when it does not obtain the gain effect corresponding to the type of the second virtual object, and the target attribute value is the attribute value of the virtual prop when it obtains the gain effect corresponding to the type of the second virtual object.
[0185] The aforementioned device summons a second virtual object in its first form and transforms it into its second form, allowing the virtual items equipped by the first virtual object to gain buffs corresponding to the type of the second virtual object, thus enriching the functionality of the virtual items. Furthermore, associating the functionality of the virtual items with the type of the second virtual object improves the flexibility of managing virtual objects and expands the functionality of the first virtual object in using virtual items.
[0186] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0187] Figure 15The diagram illustrates a structural block diagram of a terminal device 1500 provided in an exemplary embodiment of this application. The terminal device 1500 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, touchscreen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, and smart speakers.
[0188] Typically, terminal device 1500 includes a processor 1501 and a memory 1502.
[0189] Processor 1501 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1501 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1501 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1501 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1501 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0190] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1502 are used to store at least one instruction, which is executed by the processor 1501 to implement the virtual object management method provided in the method embodiments of this application.
[0191] In some embodiments, the terminal device 1500 may also optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, memory 1502, and peripheral device interface 1503 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1503 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1509.
[0192] Peripheral interface 1503 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1501 and memory 1502. In some embodiments, processor 1501, memory 1502 and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1501, memory 1502 and peripheral interface 1503 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0193] The radio frequency (RF) circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1504 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1504 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1504 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0194] Display screen 1505 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1505 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1501 for processing. In this case, display screen 1505 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1505, disposed on the front panel of terminal device 1500; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 1500 or in a folded design; in still other embodiments, display screen 1505 may be a flexible display screen, disposed on a curved or folded surface of terminal device 1500. Furthermore, display screen 1505 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1505 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0195] The camera assembly 1506 is used to acquire images or videos. Optionally, the camera assembly 1506 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 1500, and the rear-facing camera is located on the back of the terminal device 1500. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1506 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0196] The audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1501 for processing, or input to the radio frequency circuit 1504 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the terminal device 1500. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1507 may also include a headphone jack.
[0197] Power supply 1509 is used to supply power to the various components in terminal device 1500. Power supply 1509 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1509 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0198] In some embodiments, the terminal device 1500 further includes one or more sensors 1510. The one or more sensors 1510 include, but are not limited to: an acceleration sensor 1511, a gyroscope sensor 1512, a pressure sensor 1513, an optical sensor 1515, and a proximity sensor 1516.
[0199] Accelerometer 1511 can detect the magnitude of acceleration along the three axes of a coordinate system established by terminal device 1500. For example, accelerometer 1511 can be used to detect the components of gravitational acceleration along the three axes. Processor 1501 can control display screen 1505 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1511. Accelerometer 1511 can also be used for games or for acquiring user motion data.
[0200] The gyroscope sensor 1512 can detect the orientation and rotation angle of the terminal device 1500. The gyroscope sensor 1512, in conjunction with the accelerometer sensor 1511, can collect 3D motion data from the user on the terminal device 1500. Based on the data collected by the gyroscope sensor 1512, the processor 1501 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0201] The pressure sensor 1513 can be disposed on the side bezel of the terminal device 1500 and / or on the lower layer of the display screen 1505. When the pressure sensor 1513 is disposed on the side bezel of the terminal device 1500, it can detect the user's grip signal on the terminal device 1500, and the processor 1501 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1513. When the pressure sensor 1513 is disposed on the lower layer of the display screen 1505, the processor 1501 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1505. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0202] Optical sensor 1515 is used to collect ambient light intensity. In one embodiment, processor 1501 can control the display brightness of display screen 1505 based on the ambient light intensity collected by optical sensor 1515. Specifically, when the ambient light intensity is high, the display brightness of display screen 1505 is increased; when the ambient light intensity is low, the display brightness of display screen 1505 is decreased. In another embodiment, processor 1501 can also dynamically adjust the shooting parameters of camera assembly 1506 based on the ambient light intensity collected by optical sensor 1515.
[0203] The proximity sensor 1516, also known as a distance sensor, is typically located on the front panel of the terminal device 1500. The proximity sensor 1516 is used to detect the distance between the user and the front of the terminal device 1500. In one embodiment, when the proximity sensor 1516 detects that the distance between the user and the front of the terminal device 1500 is gradually decreasing, the processor 1501 controls the display screen 1505 to switch from a screen-on state to a screen-off state; when the proximity sensor 1516 detects that the distance between the user and the front of the terminal device 1500 is gradually increasing, the processor 1501 controls the display screen 1505 to switch from a screen-off state to a screen-on state.
[0204] Those skilled in the art will understand that Figure 15 The structure shown does not constitute a limitation on the terminal device 1500, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0205] Figure 16This is a schematic diagram of the server structure provided in the embodiments of this application. The server 1600 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1601 and one or more memories 1602. The one or more memories 1602 store at least one line of program code, which is loaded and executed by the one or more processors 1601 to implement the virtual object management methods provided in the various method embodiments described above. Of course, the server 1600 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1600 may also include other components for implementing device functions, which will not be elaborated here.
[0206] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code that is loaded and executed by a processor to enable a computer to implement any of the above-described methods for managing virtual objects.
[0207] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0208] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction that is loaded and executed by a processor to enable the computer to implement any of the above-described virtual object management methods.
[0209] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the game footage involved in this application was obtained with full authorization.
[0210] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0211] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0212] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A method for managing virtual objects, characterized in that, The method includes: The game screen is displayed, which includes at least a portion of a virtual scene. The virtual scene includes a first virtual object, wherein the first virtual object is equipped with virtual items. In response to the first target instruction, a second virtual object in a first form is summoned. The type of the second virtual object is determined according to the type of the target virtual resource in the virtual backpack of the first virtual object. The second virtual object in the first form is the second virtual object itself. In response to a second target instruction, the second virtual object is transformed into a second form, and the second virtual object in the second form is attached to the target part of the first virtual object; In response to the second virtual object being in the second form, the virtual item acquires a buff effect corresponding to the type of the second virtual object; In response to a fourth target instruction and with the target location selected, the second virtual object is transformed into a third form, wherein the second virtual object in the third form is located at the target location, and the second virtual object in the third form is the second virtual object itself.
2. The method according to claim 1, characterized in that, The method further includes: In response to the second virtual object being in the second form, determine the special effect corresponding to the second virtual object; The special effects corresponding to the second virtual object are displayed on the virtual prop.
3. The method according to claim 1, characterized in that, The virtual scene also includes a third virtual object; After the virtual item receives a buff effect corresponding to the type of the second virtual object in response to the second virtual object being in the second form, the method further includes: In response to a third target instruction, and with the third virtual object being selected, the first virtual object is controlled to use a virtual prop that provides a gain effect corresponding to the type of the second virtual object to attack the third virtual object, so that the first area of the third virtual object displays the special effect corresponding to the second virtual object.
4. The method according to claim 1, characterized in that, The method further includes: In response to the second virtual object being in the third form, the virtual prop loses the buff effect corresponding to the type of the second virtual object, the second virtual object in the third form gains the buff effect corresponding to the type of the second virtual object, and the second area of the second virtual object in the third form displays the special effect corresponding to the second virtual object.
5. The method according to claim 4, characterized in that, After a fourth virtual object exists at the target location, and the second virtual object in the third form obtains a gain effect corresponding to the type of the second virtual object, the method further includes: In response to the fourth target instruction, and with the target location selected, the second virtual object in the third form is controlled to attack the fourth virtual object, so that the first area of the fourth virtual object displays the special effects corresponding to the second virtual object.
6. The method according to claim 4, characterized in that, The virtual scene also includes a third virtual object; after transforming the second virtual object into the third form, the method further includes: Based on the attack on the second virtual object in the third form, determine the health value of the second virtual object in the third form after the attack. Based on the fact that the health value of the second virtual object in the third form is not higher than a reference threshold after being attacked, the special effect corresponding to the second virtual object is displayed in the third area of the second virtual object in the third form. The range of the third area is greater than the range of the first area and greater than the range of the second area. The first area includes at least one of the following: the location where the third virtual object was attacked, any body part of the third virtual object, or the location where the third virtual object is located.
7. The method according to claim 6, characterized in that, After displaying the special effects corresponding to the second virtual object in the third region of the second virtual object in the third form, the method further includes: The target area is determined based on the location of the second virtual object in the third form; The second virtual object in the third form is controlled to disappear in the target area, and the target area displays the special effects corresponding to the second virtual object.
8. The method according to claim 7, characterized in that, The step of determining the target area based on the location of the second virtual object in the third form includes: The duration of the special effect corresponding to the second virtual object displayed in the third region of the third form exceeds the target duration. The target region is determined based on the location of the second virtual object in the third form.
9. The method according to claim 7, characterized in that, After transforming the second virtual object into the third form, the method further includes: An information display area for displaying the second virtual object of the third form in the virtual scene, the information display area being used to display object information of the second virtual object of the third form; Based on the fact that the health value of the second virtual object in the third form is not higher than the reference threshold after being attacked, a trigger button is displayed in the information display area of the second virtual object in the third form. The trigger button is used to control the disappearance of the second virtual object in the third form. The step of determining the target area based on the location of the second virtual object in the third form includes: In response to the selection of the trigger button, the target area is determined based on the location of the second virtual object in the third form.
10. The method according to any one of claims 7 to 9, characterized in that, The method further includes: Based on the existence of a fifth virtual object within the target area, and the fact that the team to which the fifth virtual object belongs is different from the team to which the first virtual object belongs, an adjustment instruction is sent to the server. The adjustment instruction carries the object identifier of the fifth virtual object and is used to instruct the adjustment of the health value of the fifth virtual object.
11. The method according to any one of claims 1 to 9, characterized in that, The method further includes: In response to the second virtual object being in the second form, a gain acquisition instruction is sent to the server. The gain acquisition instruction carries the identifier of the second virtual object and the item identifier of the virtual item. The gain acquisition instruction is used to acquire the attribute gain value of the virtual item. Receive the attribute gain value of the virtual item returned by the server based on the gain acquisition instruction; The target attribute value of the virtual item is determined based on its initial attribute value and its attribute gain value. The initial attribute value is the attribute value of the virtual item when it does not receive a gain effect corresponding to the type of the second virtual object. The target attribute value is the attribute value of the virtual item when it receives a gain effect corresponding to the type of the second virtual object.
12. A virtual object management device, characterized in that, The device includes: A display module is used to display game screen, the game screen including at least a portion of virtual scene, the virtual scene including a first virtual object, wherein the first virtual object is equipped with virtual props; The summoning module is used to summon a second virtual object in a first form in response to a first target instruction. The type of the second virtual object is determined according to the type of the target virtual resource in the virtual backpack of the first virtual object. The second virtual object in the first form is the second virtual object itself. A transformation module is used to transform the second virtual object into a second form in response to a second target instruction, wherein the second virtual object in the second form is attached to the target part of the first virtual object; The management module is configured to respond to the second virtual object being in the second form, wherein the virtual prop obtains a gain effect corresponding to the type of the second virtual object; The transformation module is further configured to, in response to a fourth target instruction and when a target location is selected, transform the second virtual object into a third form, wherein the second virtual object in the third form is located at the target location, and the second virtual object in the third form is the second virtual object itself.
13. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing at least one line of program code, which is loaded and executed by the processor to enable the electronic device to implement the virtual object management method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the virtual object management method as described in any one of claims 1 to 11.