Method, apparatus, device, medium and program product for generating virtual object
By randomly generating special virtual objects with different attributes during the virtual object generation process, the problem of the monotonous growth mode of virtual objects is solved, and a richer growth experience and more fun are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-09-23
- Publication Date
- 2026-05-01
AI Technical Summary
The growth pattern of virtual objects in existing technologies is singular and lacks randomness, resulting in a lack of fun in the process of players controlling virtual objects in battle.
By randomly generating special virtual objects that differ from ordinary virtual objects, the second virtual object has different object attributes, participates in virtual battles and gains experience points to grow, breaking through the inherent growth pattern.
It increases the randomness in the growth process of virtual objects, making the growth patterns of virtual objects more diverse and enhancing the fun and topicality of controlling virtual objects.
Smart Images

Figure CN117797477B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of interface interaction, and in particular to a method, apparatus, device, medium, and program product for generating virtual objects. Background Technology
[0002] Strategy games are games themed around achieving victory in various forms. In war-themed strategy games, players need to think about various complex problems and control different virtual objects to fight in order to achieve victory.
[0003] In related technologies, the combat attributes of virtual objects are related to factors such as the type of virtual object, the level of the player controlling the current virtual object, and the faction to which the virtual object belongs. The growth of a virtual object depends on factors such as the growth of the level of the player controlling the current virtual object and the growth of the level of the faction to which the virtual object belongs.
[0004] However, the growth pattern of virtual objects is fixed. Virtual objects of the same type, level, and faction have basically the same combat attributes, making the growth process of virtual objects relatively monotonous and lacking in randomness. The process of players controlling virtual objects to fight is not very interesting. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and program product for generating virtual objects, which can increase the randomness of the virtual object's growth process and enrich the growth patterns of virtual objects. The technical solution is as follows:
[0006] On the one hand, a method for generating virtual objects is provided, the method comprising:
[0007] Receive object generation operation, the object generation operation is used to instruct the generation of a virtual object group containing a specified number of virtual objects, the virtual object group is used to receive control from the master account to conduct virtual battles;
[0008] In response to the object generation operation, a first object generation result is displayed, which indicates the generation result of the first virtual object in the virtual object group;
[0009] In response to the existence of a second virtual object in the virtual object group, the generation result of the second object is displayed, wherein the total number of the first virtual object and the second virtual object is the specified number, the second virtual object is an object randomly generated in the virtual object group, and the first object attribute corresponding to the first virtual object is different from the second object attribute corresponding to the second virtual object.
[0010] On the other hand, a device for generating virtual objects is provided, the device comprising:
[0011] The receiving module receives an object generation operation, which is used to instruct the generation of a virtual object group containing a specified number of virtual objects. The virtual object group is used to receive control from the master account to conduct virtual battles.
[0012] The display module, in response to the object generation operation, displays a first object generation result, which is used to indicate the generation result of the first virtual object in the virtual object group;
[0013] The display module, in response to the existence of a second virtual object in the virtual object group, displays the generation result of the second object, wherein the total number of the first virtual object and the second virtual object is the specified number, the second virtual object is an object randomly generated in the virtual object group, and the first object attribute corresponding to the first virtual object is different from the second object attribute corresponding to the second virtual object.
[0014] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the virtual object generation method as described in any of the embodiments of this application above.
[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual object generation method as described in any of the embodiments of this application above.
[0016] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the virtual object generation methods described in the above embodiments.
[0017] The beneficial effects of the technical solutions provided in this application include at least the following:
[0018] By randomly generating a second virtual object during the training and generation of the first virtual object, the second virtual object possesses attributes and appearance distinct from the first. This increases the randomness in the virtual object's growth process, enriches its growth patterns, and enhances the fun and topicality of controlling the virtual object. Attached Figure Description
[0019] 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.
[0020] Figure 1 This is a schematic diagram illustrating the generation of a virtual object provided in an exemplary embodiment of this application;
[0021] Figure 2 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application;
[0022] Figure 3 This is a schematic diagram of an implementation environment provided by an exemplary embodiment of this application;
[0023] Figure 4 This is a flowchart of a method for generating virtual objects provided in an exemplary embodiment of this application;
[0024] Figure 5 This is a schematic diagram of a method for generating virtual objects provided in an exemplary embodiment of this application;
[0025] Figure 6 Based on Figure 4 A flowchart illustrating the method for displaying the second virtual object generation result provided in the illustrated embodiment;
[0026] Figure 7 This is a schematic diagram illustrating the display of prompt information corresponding to a second virtual object, provided in an exemplary embodiment of this application.
[0027] Figure 8 This is a schematic diagram showing the second virtual object located at the center of the arrangement of the first virtual objects, according to an exemplary embodiment of this application.
[0028] Figure 9 This is a flowchart of a logical method for generating a first virtual object and a second virtual object, provided in another exemplary embodiment of this application;
[0029] Figure 10 This is a logical diagram illustrating the random generation of a second virtual object provided in another exemplary embodiment of this application;
[0030] Figure 11 This is a flowchart of a growth method for a second virtual object after participating in a virtual battle, provided in another exemplary embodiment of this application;
[0031] Figure 12This is a schematic diagram illustrating the provision of N times the empirical value to the second object attribute of the second virtual object, provided by another exemplary embodiment of this application;
[0032] Figure 13 This is a schematic diagram illustrating how a virtual object of one faction defeats a virtual object of the opposing faction, provided in another exemplary embodiment of this application.
[0033] Figure 14 This is a schematic diagram of a battle reward information generation logic provided by another exemplary embodiment of this application;
[0034] Figure 15 This is a structural block diagram of a virtual object generation apparatus provided in an exemplary embodiment of this application;
[0035] Figure 16 This is a structural block diagram of a virtual object generation apparatus provided in another exemplary embodiment of this application;
[0036] Figure 17 This is a structural block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0037] 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.
[0038] In game applications or some applications based on virtual scenes, players can usually control virtual objects to perform various actions in the virtual scene, or control virtual objects to interact with other virtual objects in the virtual scene, or control the growth of virtual objects.
[0039] In a demonstrative sense, players can control their main virtual object to engage in virtual battles and interactions with other players' virtual objects in the virtual scene; they can also control their main virtual object to interact with non-player characters (NPCs) in the virtual scene.
[0040] Players can also control the main virtual object to interact with other virtual objects using various virtual props in the virtual scene, such as using virtual props to attack hostile virtual objects.
[0041] Players can also enhance the virtual object's attributes by increasing its level, allowing the virtual object to grow.
[0042] Taking the growth of virtual objects controlled by players as an example, players can make virtual objects grow and level up in sync by increasing their own level, the level of the region they manage, and the level of their faction.
[0043] However, in related technologies, during the growth of virtual objects, the level of virtual objects of the same type depends on the player's own level, the level of the region the player is operating in, and the level of the player's faction. In other words, the growth of virtual objects is fixed, as these factors increase. Furthermore, virtual objects of the same type, level, and faction have essentially identical object attributes, making their growth process rather monotonous and lacking in randomness. This makes the process of players controlling virtual objects in combat less engaging.
[0044] In this embodiment, a special virtual object, namely a second virtual object, is randomly generated to distinguish it from ordinary virtual objects, namely the first virtual object. The second virtual object possesses object attributes distinct from those of the first virtual object; these attributes can be superior or inferior to those of the first virtual object. The second virtual object can grow by participating in virtual battles and gaining experience points for its object attributes. This breaks through the inherent growth pattern of virtual objects, increases the randomness of the growth process, enriches the growth patterns of virtual objects, and enhances the fun and topicality of controlling virtual objects.
[0045] Indicative, such as Figure 1 As shown, the virtual scene includes a virtual training camp 100. After receiving the object generation instruction, i.e. the training instruction, the virtual training camp 100 will train a preset number of virtual objects and generate different types of virtual objects. For example, the virtual training camp 100 trains the first virtual object 110 and the second virtual object 120.
[0046] The second virtual object 120 is randomly generated. Typically, the training results of the virtual training camp 100 contain at most one second virtual object 120, while the rest are the first virtual object 110.
[0047] The first virtual object 110 possesses first object attributes, and the second virtual object 120 possesses second object attributes, which are different from the first object attributes. The second object attributes can be superior or inferior to the first object attributes. The first virtual object 110 and the second virtual object 120 currently owned by the controlling account are located within their respective factions 130.
[0048] Upon receiving the virtual battle command, the virtual object in this faction 130 will engage in a virtual battle with the virtual object in the opposing faction 140. If this faction 130 wins the virtual battle and the second virtual object 120 survives, the second object attribute of the second virtual object 120 will gain corresponding experience points and grow. If the gained experience points reach a preset threshold, the second virtual object 120 will level up.
[0049] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal has an application that supports virtual scenes installed and running, such as an application that supports 3D virtual scenes. This application can be any of the following: a virtual reality application, a 3D mapping application, a strategy game (SLG), or a multiplayer online battle arena game (MOBA). Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.
[0050] Figure 2 A structural block diagram of an electronic device provided in an exemplary embodiment of this application is shown. The electronic device 200 includes an operating system 220 and an application program 222.
[0051] Operating system 220 is the foundational software that provides application 222 with secure access to computer hardware.
[0052] Application 222 is an application that supports virtual scenes. Optionally, application 222 is an application that supports three-dimensional virtual scenes. Application 222 can be any of the following: virtual reality application, three-dimensional map application, TPS game, FPS game, MOBA game, or SLG game. Application 222 can be a standalone application, such as a standalone three-dimensional game application, or a network-based application.
[0053] Figure 3 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 300 includes: a first device 320, a server 340, and a second device 360.
[0054] The first device 320 has an application installed and running that supports the virtual scene. This application can be any of the following: a virtual reality application, a 3D mapping application, a TPS game, an FPS game, a MOBA game, or an SLG game. The first device 320 is the device used by the first user, who uses the first device 320 to control a first virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these. Illustratively, the first virtual object is a first virtual character, such as a realistic or anime character.
[0055] The first device 320 is connected to the server 340 via a wireless network or a wired network.
[0056] Server 340 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 340 is used to provide background services for applications supporting 3D virtual scenes. Optionally, server 340 undertakes the main computing work, and the first device 320 and the second device 360 undertake secondary computing work; or, server 340 undertakes secondary computing work, and the first device 320 and the second device 360 undertake the main computing work; or, server 340, the first device 320, and the second device 360 collaborate on computing using a distributed computing architecture.
[0057] The second device 360 has an application installed and running that supports virtual scenes. This application can be any of the following: virtual reality application, 3D mapping application, FPS game, MOBA game, or SLG game. The second device 360 is a device used by a second user, who uses the second device 360 to control a second virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these. Illustratively, the second virtual object is a second virtual character, such as a realistic or anime character.
[0058] Optionally, the first virtual character and the second virtual character are in the same virtual scene. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different teams, different organizations, or two hostile groups.
[0059] Optionally, the applications installed on the first device 320 and the second device 360 are the same, or the applications installed on the two devices are the same type of application from different control system platforms. The first device 320 can refer to one of multiple devices, and the second device 360 can refer to one of multiple devices; this embodiment only uses the first device 320 and the second device 360 as examples. The device types of the first device 320 and the second device 360 may be the same or different, and these device types include at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer. The following embodiment uses a desktop computer as an example.
[0060] Those skilled in the art will understand that the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.
[0061] It's worth noting that the aforementioned server 340 can be implemented as a physical server or a cloud server. Cloud technology refers to a hosting technology that unifies hardware, software, and network resources within a wide area network (WAN) or local area network (LAN) to achieve data computation, storage, processing, and sharing. Cloud technology is a collective term for network technology, information technology, integration technology, management platform technology, and application technology applied to the cloud computing business model. It can form resource pools, providing flexibility and convenience on demand. Cloud computing technology will become a crucial support. Backend services of technical network systems require substantial computing and storage resources, such as video websites, image websites, and many portal websites. With the rapid development and application of the internet industry, every item may have its own identification mark in the future, requiring transmission to a backend system for logical processing. Data at different levels will be processed separately, and various industry data will require robust system support, which can be achieved through cloud computing.
[0062] Optionally, the aforementioned server 340 can also be implemented as a node in a blockchain system.
[0063] In some embodiments, the method provided in this application can be applied to cloud gaming scenarios, thereby enabling the cloud server to perform data logic calculations during the game process, while the terminal is responsible for displaying the game interface.
[0064] 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 data involved in this application was obtained with full authorization.
[0065] Based on the above description of the terminology and implementation environment, the method for generating virtual objects provided in this application embodiment will be explained. Please refer to [link / reference]. Figure 4 It illustrates a flowchart of a virtual object generation method provided in an exemplary embodiment of this application, using the application of this method in a terminal as an example for explanation. Figure 4 As shown, the method includes:
[0066] Step 401: Receive object creation operation.
[0067] Here, "object" refers to a virtual object. Virtual objects reside in a virtual scene, and each virtual object is controlled by its corresponding master account, executing the operations specified by the master account.
[0068] The object generation operation is used to instruct the generation of a virtual object group containing a specified number of virtual objects, that is, the number of virtual objects in the virtual object group is a pre-set value.
[0069] Optionally, the number of virtual objects in the virtual object group is a user-defined value; or, it is a value automatically set by the system. This embodiment uses the case where the preset value is a user-defined value as an example for explanation.
[0070] The virtual object group is used to receive control from the master account to conduct virtual battles and execute operations specified by the master account. For example, the virtual object group receives control from the master account and conducts virtual battles with other virtual object groups.
[0071] Optionally, the virtual scene includes a virtual training barracks and virtual objects. A virtual training barracks is a virtual building. The virtual training barracks contains candidate virtual objects, which can be trained to generate a group of virtual objects containing a specified number of virtual objects; the virtual training barracks can also train candidate virtual objects to improve their level, object attributes, skills, etc.
[0072] After receiving the object generation operation, the virtual training camp will be instructed to train the candidate virtual objects in the virtual training camp, and a virtual object group A will be generated. This is an illustration; virtual object group A includes 20 virtual objects. Virtual object group A can be controlled by the main account for virtual battles.
[0073] Virtual objects in virtual object group A can be individually controlled by the main account for virtual battles or other operations; alternatively, they can be uniformly controlled for virtual battles or other operations. Virtual objects in virtual object group A can be combined with existing virtual objects of the main account to form a new virtual object group B. Virtual objects in virtual object group B can be individually controlled by the main account for virtual battles or other operations; alternatively, they can be uniformly controlled for virtual battles or other operations.
[0074] It is worth noting that the virtual scene described above may include, but is not limited to, at least one of the following: virtual buildings, virtual objects, virtual facilities, virtual cities, virtual items, etc. This embodiment does not limit this.
[0075] After receiving the object generation operation, the virtual object group can be generated by training candidate virtual objects through a virtual training barracks, or it can be generated without training candidate virtual objects through a virtual training barracks. If the virtual object group needs to be generated by training virtual objects through a virtual training barracks after receiving the object generation operation, then the process of generating the virtual object group includes, but is not limited to, the following two situations:
[0076] 1. When there are already virtual objects in the virtual training barracks, the existing candidate virtual objects in the virtual training barracks can be trained to generate a virtual object group. The virtual object group contains a preset number of virtual objects. At this time, the virtual objects in the virtual object group are different from the candidate virtual objects that have not been trained in the virtual training barracks.
[0077] 2. When there are no candidate virtual objects in the virtual training barracks, a preset number of virtual objects can be generated directly through training, thereby generating a virtual object group.
[0078] If, after receiving the object generation operation, it is not necessary to train the candidate virtual objects through a virtual training camp to generate a virtual object group, then the virtual object group is generated directly, and the virtual objects contain a preset number of virtual objects; this embodiment does not limit this.
[0079] It is worth noting that the number of virtual objects in the virtual object group can be any preset value; the virtual object group can receive control from the master account to perform any operation, including but not limited to: virtual battles, building virtual buildings, virtual training, etc., which are not limited in this embodiment.
[0080] Step 402: In response to the object creation operation, display the first object creation result.
[0081] The first object generation result is used to indicate the generation result of the first virtual object in the virtual object group.
[0082] The virtual object group contains at least one type of virtual object.
[0083] This embodiment describes the case where the virtual object group contains two types of virtual objects, one of which is the first virtual object.
[0084] Optionally, the unit type of the first virtual object can be any one of ordinary infantry, ordinary cavalry, ordinary chariot soldiers, or ordinary sailors. This embodiment uses the case where the unit type of the first virtual object is ordinary infantry as an example for illustration.
[0085] Optionally, the number of first virtual objects in the virtual object group is 19, and each first virtual object has the same characteristics and appearance. The appearance of the first virtual object is a virtual character holding a virtual weapon.
[0086] It is worth noting that the first virtual object in the virtual object group can be any type of soldier, including but not limited to any one of ordinary infantry, ordinary cavalry, ordinary chariot soldiers, and ordinary sailors; when the virtual object group contains other types of virtual objects, the other types of virtual objects can be any type of soldier, and this embodiment does not limit this.
[0087] The number of virtual objects in the virtual object group can be any preset value. If it includes a first virtual object, the number of the first virtual object can also be any value. The appearance of the first virtual object can be any virtual character. If the first virtual object is holding a virtual weapon, the type of virtual weapon held by the first virtual object can also be arbitrary. This embodiment does not limit this.
[0088] Step 403: In response to the existence of a second virtual object in the virtual object group, display the result of the second object generation.
[0089] Each virtual object group contains at least one type of virtual object. Each virtual object has its own corresponding object attributes, used to identify the characteristics of each virtual object; each object attribute has its own corresponding experience value, used to identify the object attribute level of each virtual object. Each virtual object also has its own skill attributes, used to represent the attack or defense methods that each virtual object can use during virtual combat.
[0090] Among them, the object attribute types and object attribute levels of virtual objects are mainly used to reflect the combat level and defense level of virtual objects; or, based on the object attribute types and object attribute levels of virtual objects, the combat situation is judged when virtual objects are engaged in virtual combat.
[0091] Optionally, based on the type and value of the object attributes of the virtual object, the virtual object can inflict corresponding damage on the enemy virtual object during virtual combat; or, it can perform corresponding defense when receiving damage from the enemy virtual object.
[0092] For virtual objects of the same type, each virtual object has the same type of object attribute, and each object attribute has the same experience value. That is, virtual objects of the same type have the same object attribute level.
[0093] Optionally, the virtual object group includes two types of virtual objects, namely, the virtual object group includes a first virtual object and a second virtual object.
[0094] Optionally, the virtual object group contains 20 virtual objects, with 19 being the first virtual object and 1 being the second virtual object.
[0095] The total number of the first virtual object and the second virtual object is the specified number of virtual objects included in the virtual object group, which is 20. The second virtual object is an object randomly generated in the virtual object group.
[0096] The first object attribute corresponding to the first virtual object is different from the second object attribute corresponding to the second virtual object, including but not limited to at least one of the following situations:
[0097] 1. The number of attribute types of the first object is different from the number of attribute types of the second object: the first object has more attribute types than the second object; or, the first object has fewer attribute types than the second object.
[0098] 2. The first object has the same type of attribute as the second object, but the values of each attribute type of the first object are different from the values of each attribute type of the second object: the values of each attribute type of the first object are partially different from the values of each attribute type of the second object; or, the values of each attribute type of the first object are completely different from the values of each attribute type of the second object.
[0099] Virtual objects have various object attributes, including but not limited to health, attack power, mana, attack speed, armor, and magic resistance. Typically, virtual objects possess at least one of these object attributes.
[0100] Among them, health points represent the virtual object's health points, which are used to indicate the degree of damage the virtual object receives from enemy virtual objects when participating in virtual battles: if the health points are the initial value X, it means that the virtual object has not been damaged; if the health points are 0, it means that the virtual object has been damaged and eliminated; if the health points are a value within the range of 0 to X, it means that the virtual object has been damaged but survived.
[0101] Armor represents the defense level of a virtual object, used to reduce the damage a virtual object receives from enemy virtual objects when participating in virtual battles; typically, the armor of a virtual object is a fixed value during virtual battles.
[0102] Among them, attack power represents the attack level of a virtual object, which is used to indicate the degree of damage a virtual object inflicts on an enemy virtual object when the virtual object participates in virtual battles; usually, the attack power of a virtual object is a fixed value during virtual battles.
[0103] Attack speed represents the attack speed of a virtual object. It is used to indicate the number of times a virtual object deals damage to an enemy virtual object within a certain period of time when the virtual object participates in virtual battles. Usually, the attack speed of a virtual object is a fixed value during virtual battles.
[0104] Mana represents the skill release level of a virtual object. When a virtual object participates in a virtual battle, it consumes mana to use its own skills to attack enemy virtual objects and cause damage. Usually, during a virtual battle, the mana of a virtual object is a fixed value.
[0105] Magic resistance represents the magic defense level of a virtual object, which is used to reduce the damage caused by enemy virtual objects' skills when the virtual object participates in virtual battles; usually, the magic resistance of a virtual object is a fixed value during virtual battles.
[0106] Optionally, all first virtual objects in the virtual object group are of the same type: ordinary infantry. Each first virtual object includes the following six first object attributes: health, attack power, mana, attack speed, armor, and magic resistance.
[0107] Optionally, the value of each first object attribute is 100, that is, the first object experience value corresponding to the health, attack power, mana, attack speed, armor, and magic resistance of each first virtual object is 100.
[0108] Optionally, the second virtual object in the virtual object group is a hero infantry unit. The second virtual object includes the following six attributes: health, attack power, mana, attack speed, armor, and magic resistance.
[0109] Optionally, the value of each second object attribute is 200, that is, the experience value of each second virtual object corresponding to its health, attack power, mana, attack speed, armor, and magic resistance is 200.
[0110] The appearance of the second virtual object is different from that of the first virtual object.
[0111] Optionally, the shape of the first virtual object is smaller than that of the second virtual object, the outline of the first virtual object does not have a halo, and the outline of the second virtual object has a halo.
[0112] It is worth noting that the number and types of virtual objects in the virtual object group can be arbitrary. The virtual object group can include any virtual object, that is, it can include a first virtual object and a second virtual object, or it can include only one of the first virtual object or the second virtual object, or it can exclude either the first virtual object or the second virtual object. The number of virtual objects in the virtual object group can be any value. If the virtual object group includes a first virtual object and a second virtual object, then the number of the first virtual object and the number of the second virtual object can be any value that does not exceed the number of virtual objects in the virtual object group. This embodiment does not limit this.
[0113] It is worth noting that the number of types of first object attributes of the first virtual object can be arbitrary, including but not limited to at least one of the object attributes such as health, attack power, mana, attack speed, armor, and magic resistance. The first object attributes of the first virtual object can also include other object attributes besides the above-mentioned object attributes. The numerical values corresponding to the first object attributes of the first virtual object can be arbitrary values. The first skill attribute possessed by the first virtual object can be any skill. This embodiment does not limit this.
[0114] It is worth noting that the number and types of the second object attributes of the second virtual object can be arbitrary, including but not limited to at least two of the object attributes such as health, attack power, mana, attack speed, armor, and magic resistance. The second object attributes of the second virtual object can also include other object attributes besides those mentioned above. The numerical values corresponding to the second object attributes of the second virtual object can be arbitrary values. The second skill attribute possessed by the second virtual object can be any skill. This embodiment does not limit this.
[0115] It is worth noting that different types of virtual objects have different appearances. The first virtual object and the second virtual object have different appearances. In the example above, the first virtual object is smaller than the second virtual object, the first virtual object's outline does not have a halo, while the second virtual object's outline does have a halo. In some embodiments, the differences in appearance between the virtual object and the second virtual object include, but are not limited to, any at least one of the following: color, size, shape, held props, whether it has a halo, and whether it is highlighted. Other kinds of appearance differences may also exist, and this embodiment does not limit them.
[0116] It is worth noting that the second object attribute of the second virtual object can be superior to or inferior to the first object attribute of the first virtual object; this embodiment does not limit this.
[0117] Indicative Figure 5 This is a schematic diagram of a virtual object generation method provided in an exemplary embodiment of this application, such as... Figure 5 As shown:
[0118] In the virtual scene 500, there exists a virtual training camp 510. After receiving an object generation operation, the virtual training camp 510 begins to train virtual objects and generates a preset number of first virtual objects 520 and one second virtual object 530. The appearance of the second virtual object 530 is different from that of the first virtual object 520, that is, the appearance of the second virtual object 530 is larger than that of the first virtual object 520.
[0119] In summary, by receiving object generation operations, a first virtual object can be generated during the training process of virtual objects, and a second virtual object can be randomly generated. The second virtual object possesses second object attributes and a different appearance from the first virtual object. The object attributes of the second virtual object can be superior or inferior to those of the first virtual object. This increases the randomness of the virtual object generation process, enriches the variety of virtual objects, and enhances the fun and topicality of controlling virtual objects to perform various operations.
[0120] In some embodiments, when there is a second virtual object in the virtual object group that is different from the first virtual object, when displaying the result generated by the second virtual object, it is necessary to arrange all the virtual objects in the virtual object group in a preset order to highlight the second virtual object. Figure 6 This is a flowchart of a method for displaying the generation result of a second virtual object, provided in another exemplary embodiment of this application. The method is illustrated using an application to a terminal as an example. Figure 6 As shown, step 403 above can also be implemented as steps 4031 to 4034 below.
[0121] Step 4031: In response to the existence of a second virtual object in the virtual object group, display the second virtual object located at the center of the first virtual object arrangement.
[0122] Optionally, the virtual object group contains 20 virtual objects, of which 19 are first virtual objects and 1 is a second virtual object.
[0123] The second virtual object, located at the center of the first virtual object arrangement, is displayed in a highlight mode. The highlight mode includes at least one of the following: zoom-in display mode, highlight display mode, edge blinking display mode, and marker display mode.
[0124] Optionally, the second virtual object is positioned at the center of the arrangement of the first virtual object in a magnified display mode.
[0125] It is worth noting that the number of virtual objects in the virtual object group can be any value. When there are different numbers of virtual objects in the virtual object group, the display order of the first virtual object and the second virtual object will be different, but the second virtual object is still located in the center of the first virtual object arrangement. This embodiment does not limit this.
[0126] It is worth noting that when a second virtual object exists in the virtual object group, the second virtual object is located in the center of the arrangement of the first virtual objects in a highlighted mode. The appearance of the second virtual object is different from that of the first virtual object. The highlighted mode of the second virtual object includes, but is not limited to, at least one of the following: magnified display mode, highlight display mode, edge blinking display mode, and marker display mode. Other types of highlighted modes may also be included, but this embodiment does not limit them.
[0127] Step 4032: Display the prompt message corresponding to the second virtual object.
[0128] The prompt information corresponding to the second virtual object includes an identification code corresponding to the second virtual object. The identification code is used to uniquely indicate the second virtual object. The prompt information is mainly used to indicate that a second virtual object has been generated in the virtual object group after receiving the object generation operation.
[0129] Optionally, the prompt message corresponding to the second virtual object is a text prompt message "Obtain the second virtual object", which is displayed in the center of the top of the screen.
[0130] Optionally, the prompt message includes an identification code corresponding to the second virtual object. This identification code is a unique number representing the generation order of the second virtual object. The unique number is 0089029 and consists of 7 digits.
[0131] It is worth noting that the prompt information corresponding to the second virtual object can be displayed at any position on the screen, including but not limited to the center of the top of the screen, the upper left corner of the screen, the upper right corner of the screen, the lower left corner of the screen, and the lower right corner of the screen, or other positions on the screen; the prompt information corresponding to the second virtual object can be any form of prompt information, including but not limited to at least one type of prompt information such as text prompt information, animated prompt information, and audio prompt information; if it is text prompt information, the text content of the text prompt information can be at least one of any Chinese characters, English characters, special symbols, or other text content; if it is animated prompt information, the animation content in the animated prompt information can be any scene, and the duration, color, and special effects of the animated prompt information can be arbitrary; if it is audio prompt information, the audio content in the audio prompt information can be at least one of any sound effects, music, voice clips, and dialogue; this embodiment does not limit this.
[0132] It is worth noting that the identifier code corresponding to the second virtual object can be any information identifier that can uniquely indicate the second virtual object, including but not limited to the number of the second virtual object's generation order, the number of the second virtual object's generation parameters, etc.; if the identifier code corresponding to the second virtual object is a unique number of the second virtual object's generation order, then the unique number can be a number composed of any number, punctuation marks, English characters, etc.; if the unique number is composed of a number of digits with a preset number of digits, then the number of digits can be any number of digits; this embodiment does not limit this.
[0133] Indicative Figure 7 This is a schematic diagram illustrating the display of prompt information corresponding to a second virtual object, provided in an exemplary embodiment of this application. Figure 7 As shown:
[0134] In the virtual scene 700, there is a virtual training camp 710. After receiving the object generation operation, the virtual training camp 710 generates a group of virtual objects. The group of virtual objects contains a preset number of virtual objects, including a first virtual object 720 and a second virtual object 730. After the second virtual object 730 is generated, the corresponding prompt information 740 is a text prompt message "Second virtual object obtained" and "Unique number: 0089028", which is displayed in the center of the top of the screen to indicate that the second virtual object 730 has been generated and to display the identification code of the second virtual object 730.
[0135] Step 4033: Receive formation arrangement operation.
[0136] The formation arrangement operation is used to configure the arrangement of the first and second virtual objects in the virtual object group.
[0137] In response to the object creation operation, a preset number of virtual objects are generated in the virtual object group. When the virtual object group includes a first virtual object and a second virtual object, since the first and second virtual objects have different appearances, their numbers are usually inconsistent. Therefore, it is necessary to arrange the virtual objects in the virtual object group in a formation before displaying the arranged virtual objects.
[0138] Optionally, the virtual object group contains 20 virtual objects, including 19 first virtual objects and 1 second virtual object. After receiving the formation arrangement operation, the arrangement of the virtual objects in the virtual object group is configured.
[0139] Optionally, the arrangement of the virtual objects is such that the second virtual object is located at the center of all the virtual objects, and the first virtual objects are distributed symmetrically around the second virtual object.
[0140] It is worth noting that when configuring the arrangement of virtual objects in the virtual object group after receiving the formation arrangement operation, the arrangement of virtual objects can be arbitrary. That is, the second virtual object can be located at the center of all virtual objects or at other positions; the first virtual object can surround the second virtual object or at other positions; this embodiment does not limit this.
[0141] Step 4034: In response to the formation arrangement operation, display the virtual object arrangement result of the virtual object group.
[0142] In response to the formation arrangement operation, the virtual objects in the virtual object group are arranged in a formation according to the formation arrangement operation instructions. After the formation arrangement is configured, all virtual objects in the virtual object group are displayed based on the formation arrangement.
[0143] Optionally, the virtual object group contains 20 virtual objects, including 19 first virtual objects and 1 second virtual object. The arrangement of the virtual objects is such that the second virtual object is located at the center of all the virtual objects, and the first virtual objects are distributed symmetrically around the second virtual object.
[0144] Indicative Figure 8 This is a schematic diagram where a second virtual object is located at the center of the arrangement of the first virtual objects, as shown below. Figure 8 As shown:
[0145] The virtual object group contains 19 first virtual objects 810 and 1 second virtual object 820. Both the first virtual objects 810 and the second virtual object 820 are located in the virtual scene 800. The second virtual object 820 is located at the center of the arrangement of all the first virtual objects 810, and the first virtual objects 810 are distributed symmetrically around the second virtual object 820. The second virtual object 820 is larger than the first virtual object 810, that is, the second virtual object 820 is located at the center of the first virtual objects 810 in a magnified display mode.
[0146] In summary, the method provided in this application, by arranging the first and second virtual objects in the virtual object group, adjusting the array of virtual objects, and by giving the second virtual object a highlighting mode, can highlight the second virtual object located in the first virtual object, thereby improving the neatness of the virtual object group displayed on the screen and enhancing the player's experience of controlling virtual objects through the main control account.
[0147] The method provided in this embodiment, when a second virtual object exists in the virtual object group, displays the second virtual object located at the center of the first virtual object arrangement and displays a prompt message corresponding to the second virtual object to indicate the existence of a second virtual object in the virtual object group. The prompt message also includes an identification code corresponding to the second virtual object. The identification code can be used to uniquely indicate the second virtual object, making the process of generating virtual objects in the virtual object group full of randomness, and the master account can also obtain information related to the second virtual object in a timely manner.
[0148] The method provided in this embodiment displays the second virtual object, which is located in the center of the first virtual object arrangement, in a highlighted mode when there is a second virtual object in the virtual object group. This makes the second virtual object more intuitive to be seen among the many first virtual objects, and makes the appearance of the second virtual object clearly different from that of the first virtual objects. The main control account can also obtain relevant information about the second virtual object in a timely manner.
[0149] The method provided in this embodiment displays the second object generation result when a second virtual object exists in the virtual object group. After displaying the first and second virtual objects on the screen, it continues to receive the formation arrangement operation. Through the formation arrangement operation, the arrangement of the first and second virtual objects in the virtual object group is configured, and the first and second virtual objects after the configuration arrangement is displayed. This improves the neatness of the generation result of virtual objects in the virtual object group and makes the second virtual object located in the first virtual object stand out more.
[0150] In some embodiments, after receiving the object generation operation, the generated virtual object group typically does not include a second virtual object; that is, whether the virtual object group includes a second virtual object is random. Figure 9 This is a flowchart of a logical method for generating a first virtual object and a second virtual object, provided in another exemplary embodiment of this application. The method is illustrated using an example of its application to a terminal. Figure 9 As shown, the method includes:
[0151] Step 901: Obtain the first number of second virtual objects generated within a preset historical time period.
[0152] The preset historical time period refers to a past period of time, the duration of which is a fixed preset value. Within the preset historical time period, in addition to receiving object generation operation instructions sent by the master account to perform the virtual object generation process, the server terminal will also receive object generation operation instructions sent by other accounts.
[0153] Get the total number of second virtual objects generated by virtual object groups corresponding to all accounts within a preset historical time period. Second virtual objects can appear in virtual object groups corresponding to any account.
[0154] Optionally, the preset time period is 24 hours, and the first number of all second virtual objects generated within the historical time period is 1, that is, only 1 second virtual object was generated in the previous 24 hours.
[0155] It is worth noting that the duration of the preset time period can be any preset duration; if the preset time period is 24 hours, the preset historical time period can be the previous 24 hours or an earlier historical time period; the first number of all second virtual objects generated within the historical time period can be any value, that is, any number of second virtual objects can be generated within the historical time period; this embodiment does not limit this.
[0156] Step 902: Obtain the second number of the first virtual objects generated within the preset historical time period.
[0157] Get the total number of first virtual objects generated by virtual object groups corresponding to all accounts within a preset historical time period. The first virtual object can appear in the virtual object group corresponding to any account.
[0158] Optionally, the preset time period is 24 hours, and the first number of all first virtual objects generated within the historical time period is 499, that is, 499 first virtual objects were generated in the previous 24 hours.
[0159] It is worth noting that the duration of the preset time period can be any preset duration; if the preset time period is 24 hours, the preset historical time period can be the previous 24 hours or an earlier historical time period; the first number of all first virtual objects generated within the historical time period can be any value, that is, any number of first virtual objects can be generated within the historical time period; this embodiment does not limit this.
[0160] Step 903: Determine the sum of the first quantity and the second quantity.
[0161] Optionally, all virtual objects generated in the virtual object groups corresponding to all accounts within a preset historical time period are of the first virtual object and the second virtual object type. That is, all virtual objects generated within the preset historical time period only include the first virtual object and the second virtual object.
[0162] Optionally, a total of 500 virtual objects are generated within a preset historical time period, of which 1 is the second virtual object and 499 are the first virtual objects. That is, the sum of the first and second numbers is 500.
[0163] It is worth noting that any number of virtual objects can be generated within the preset historical time period. The number of the first virtual object and the number of the second virtual object can both be arbitrary, and this embodiment does not limit this.
[0164] Step 904: Determine the generation probability of the second virtual object based on the ratio between the first quantity and the sum of quantities.
[0165] The virtual objects generated within a preset historical time period are designated as the first virtual object and the second virtual object. The number of the second virtual objects is designated as the first quantity. The sum of the numbers of the first and second virtual objects is the total number of virtual objects. The ratio between the first quantity and the sum of the quantities is the probability of generating the second virtual object in the next preset time period.
[0166] Step 905: Mark each of the generated first virtual objects in sequence.
[0167] If an object generation operation is received within the current preset time period, the virtual object group corresponding to each account will generate a first virtual object. According to the generation time order of each first virtual object, the first virtual object is marked based on the generation probability of the second virtual object, so that each first virtual object has a unique number identifier, which is used to uniquely identify the first virtual object.
[0168] Optionally, a total of 500 virtual objects are generated within the preset historical time period, including 499 first virtual objects and 1 second virtual object. Therefore, the probability of generating the second virtual object within the current preset time period is (1 / 500).
[0169] Alternatively, the marking rules are as follows:
[0170] The first virtual object generated is identified by the number (1 / 500), indicating that this virtual object is the first virtual object generated.
[0171] The second generated first virtual object is identified by the number (1 / 501), indicating that this virtual object is the second generated first virtual object;
[0172] The third generated first virtual object is identified by the number (1 / 502), indicating that this virtual object is the third generated first virtual object;
[0173] The fourth generated first virtual object is identified by the number (1 / 503), indicating that this virtual object is the fourth generated first virtual object;
[0174] Similarly, the Nth generated first virtual object is identified by its number (1 / 499+N), indicating that this virtual object is the Nth generated first virtual object.
[0175] It is worth noting that the number of first virtual objects and the number of second virtual objects generated within the aforementioned preset historical time period can be arbitrary, and the generation probability of the second virtual object can be any non-negative value, wherein the generation probability of the second virtual object does not exceed 1. Within the current preset historical time period, the marking pattern for the first virtual objects can be arbitrary; that is, each first virtual object can be marked sequentially based on the generation probability of the second virtual object; it can also be marked sequentially based on other patterns; or it can be marked without any order. Each first virtual object has a unique identifier, and each first virtual object's identifier is different. This identifier can be any value or symbol that can be used to uniquely identify the first virtual object; this embodiment does not limit this.
[0176] Step 906: Based on the generation probability and the tag number of the first virtual object, a second virtual object is randomly generated.
[0177] The process of generating the second virtual object is random. The generation probability of the second virtual object is obtained based on the ratio of the number of second virtual objects to the total number of virtual objects within a preset historical time period. The server terminal then randomly generates a second virtual object based on the generation probability of the second virtual object.
[0178] Typically, at most one second virtual object is generated within a preset time period.
[0179] Optionally, the preset time period is 24 hours. If the virtual object is generated starting from the beginning of this preset time period, and a second virtual object is generated in the 18th hour of the preset time period, then no second virtual object will be generated for the rest of the preset time period; only the first virtual object will continue to be generated.
[0180] It is worth noting that the duration of the preset time period can be arbitrary; within the preset time period, a second virtual object can be generated or not; if a second virtual object is generated, the time point at which the second virtual object is generated can be any time point within the preset time period; this embodiment does not limit this.
[0181] Indicative Figure 10 This is a logical diagram illustrating the random generation of a second virtual object provided in an embodiment of this application, such as... Figure 10 As shown:
[0182] Players A, B, and C on client 1000 send object generation commands, specifying the preset number of virtual objects to be generated. For example, player A receives 100 virtual objects, player B receives 150, and player C receives 200. Server 1010 receives these commands and generates virtual objects through a training process. The generated virtual objects are categorized into two types: a first type and a second type.
[0183] Server 1010 obtains the generation probability (1 / X) of the second virtual object within the previous preset historical time period, and marks the generated first virtual object based on the generation probability (1 / X).
[0184] like Figure 10 As shown, after receiving the object generation operation instruction, the first virtual object generated is the first virtual object 1011, and is marked with the generation probability (1 / X) as the unique identifier of the first virtual object 1011; the second virtual object generated is also the first virtual object 1011, and is marked with (1 / X+1); and so on, the Nth first virtual object 1011 is marked with (1 / X+N-1).
[0185] The 180th generated virtual object is the second virtual object 1012. This second virtual object 1012 is the first and only second virtual object 1012 within the preset time period. It can be marked with (1 / X+179), and the number of the second virtual object 1012 is preset to 1.
[0186] After the second virtual object 1012 is generated, the server 1010 will return a prompt message 1020 to the client 1000. The prompt message 1020 is used to notify all players that the second virtual object 1012 has been generated at a certain player's location and that the second virtual object 1012 will not be generated again within the preset time period.
[0187] When the preset time period ends, based on the number of the first virtual object 1011 and the second virtual object 1012 generated during the time period, the generation probability of the second virtual object 1012 is calculated, and the generation probability is used as a reference for the next preset time period.
[0188] It is worth noting that the number of players in client 1000 is arbitrary, including but not limited to player A, player B, and player C; the number of virtual objects generated for each player is any non-negative integer; the duration of the preset time period can be arbitrary; the number of second virtual objects 1012 generated within the preset time period is at most one; the form of marking all first virtual objects based on the generation probability (1 / X) of the second virtual object 1012 can be arbitrary; the second virtual object 1012 can be marked based on the generation probability (1 / X) of the second virtual object, or it can be marked based on other information; this embodiment does not limit this.
[0189] In summary, the method provided in this application, by obtaining the number of first virtual objects and the number of second virtual objects within a preset historical time period, calculates the generation probability of the second virtual object, marks all first virtual objects within the next preset time period based on the generation probability, and randomly generates a second virtual object, so that each virtual object has a unique identifier, can better predict the generation result of virtual objects in the next preset time period, and notifies all players whether a second virtual object has been generated by returning a prompt message, helping players to better judge whether to continue the object generation operation, reasonably arrange subsequent operations, and improve the randomness and fun of the virtual object generation process.
[0190] The method provided in this embodiment calculates the generation probability of the second virtual object by obtaining the number of the first virtual object and the number of the second virtual object within a preset historical time period. This probability can be used as a unique identifier to mark all virtual objects and provide a basis for the generation of the second virtual object in the next preset time period.
[0191] The method provided in this embodiment marks the first virtual objects according to the order in which they are generated, and randomly generates a second virtual object, thereby improving the randomness and fun of the virtual object generation process.
[0192] In some embodiments, after a second virtual object is generated, it is typically controlled to participate in virtual battles, improving its secondary object attributes and gaining experience points, thus allowing the second virtual object to grow stronger. Figure 11 This is a flowchart of a growth method for a second virtual object after participating in a virtual battle, provided in another exemplary embodiment of this application. The method is illustrated using an application to a terminal as an example. Figure 11 As shown, the method includes:
[0193] Step 1101: Receive battle assignment operation.
[0194] Among them, the battle assignment operation is used to control the first and second virtual objects in the virtual object group to participate in virtual battles, that is, virtual objects in this camp and virtual objects in the opposing camp engage in virtual battles.
[0195] Here, "this faction" refers to the player faction corresponding to the main control account, including virtual objects generated by the main control account.
[0196] This faction includes a first virtual object and a second virtual object, while the opposing faction may include at least one of the first virtual object and the second virtual object.
[0197] Optionally, the appearance of the second virtual object in this camp is larger than that of the first virtual object, that is, the appearance of the second virtual object is different from that of the first virtual object.
[0198] Optionally, the first virtual object in this faction's virtual object group is a regular infantry unit. The first virtual object includes the following six attributes: health, attack power, mana, attack speed, armor, and magic resistance.
[0199] Optionally, the value of each first object attribute is 100, that is, the first object experience value corresponding to the health, attack power, mana, attack speed, armor, and magic resistance of each first virtual object is 100.
[0200] Optionally, the second virtual object in this faction's virtual object group is a hero infantry unit. The second virtual object includes the following six attributes: health, attack power, mana, attack speed, armor, and magic resistance.
[0201] Optionally, when the first object attribute type of the first virtual object and the second object attribute type of the second virtual object are the same, in order to balance the characteristics between the second virtual object and the first virtual object, the second object attribute of the second virtual object can be given N times the experience value, and the N times attribute can be freely allocated to each second object attribute.
[0202] Optionally, if N is 20, randomly assigning 20 times the experience value to the 6 second object attributes can be done as follows:
[0203] 1. Second virtual object A: Health ×2, Attack Power ×5, Mana ×3, Attack Speed ×5, Armor ×2, Magic Resistance ×3; that is, the value of health is 200, the value of attack power is 500, the value of mana is 300, the value of attack speed is 500, the value of armor is 200, and the value of magic resistance is 300.
[0204] 2. Second virtual object B: Health ×5, Attack Power ×3, Mana ×3, Attack Speed ×2, Armor ×5, Magic Resistance ×2; that is, the value of health is 500, the value of attack power is 300, the value of mana is 300, the value of attack speed is 200, the value of armor is 500, and the value of magic resistance is 200.
[0205] That is, if the second virtual object is given N1 times the experience value for health, N2 times the experience value for attack power, N3 times the experience value for mana, N4 times the experience value for attack speed, N5 times the experience value for armor, and N6 times the experience value for magic resistance, then N = N1 + N2 + N3 + N4 + N5 + N6.
[0206] Indicative Figure 12 This is a diagram illustrating how to provide N times the experience value to the second object's second object attribute, such as... Figure 12 As shown:
[0207] Provide the second virtual object with N times the experience points of the second object: Health × N1, Attack Power × N2, Mana × N3, Attack Speed × N4, Armor × N5, Magic Resistance × N6.
[0208] Where N = N1 + N2 + N3 + N4 + N5 + N6.
[0209] It is worth noting that the appearance of the second virtual object and the appearance of the first virtual object can be arbitrary, but the appearance of the second virtual object must be different from the appearance of the first virtual object; when the second object attribute of the second virtual object is the same as the first object attribute of the first virtual object, the empirical value provided to the second object attribute can be any multiple; this embodiment does not limit this.
[0210] Step 1102: In response to the end of the virtual battle and the fact that the second virtual object survived the virtual battle, display the battle reward information.
[0211] The battle reward information is used to indicate the reward experience points gained by the second virtual object in this virtual battle, while the first virtual object does not receive any rewards in the virtual battle.
[0212] When the second virtual object survives in the virtual battle, it can receive rewards in this virtual battle; when the second virtual object is defeated in the virtual battle, it no longer exists and cannot be respawned, nor can it receive rewards.
[0213] Indicative Figure 13 This is a schematic diagram illustrating how a virtual object of one faction defeats a virtual object of the opposing faction, as described in an embodiment of this application. Figure 13 As shown:
[0214] The left side shows virtual object group 1310 of our faction, and the right side shows virtual object group 1320 of the opposing faction. After receiving the battle assignment, virtual object group 1310 of our faction and virtual object group 1320 of the opposing faction will engage in a virtual battle. If virtual object group 1310 of our faction wins and the second virtual object survives, battle reward information 1330 will be displayed. Battle reward information 1330 includes the following text: "Winned" and "Second virtual object received a reward!", which is used to indicate the reward obtained by the second virtual object in this virtual battle.
[0215] The calculation logic for battle reward information is as follows:
[0216] 1. Obtain the campaign scale of the virtual battle. The campaign scale is based on the number of virtual objects in the virtual battle, that is, the total number of virtual objects participating in this virtual battle, including virtual objects of your own faction and virtual objects of the opposing faction.
[0217] 2. Obtain the participation level of the second virtual object in the virtual battle. The participation level is based on the number of opposing virtual objects defeated by the second virtual object.
[0218] 3. Display battle reward information based on the scale of the battle and the level of participation.
[0219] Indicative Figure 14 This is a schematic diagram of a battle reward information generation logic according to an embodiment of this application, such as... Figure 14 As shown:
[0220] The sum of the number of virtual objects in this faction and the number of virtual objects in the opposing faction is the total number of virtual objects, P.
[0221] When 0 ≤ total number P < 100, the proportion of experience points increased by the scale of the campaign Z is 0.
[0222] When 100 ≤ total number P < 200, the percentage increase in experience points due to the scale of the campaign Z is 0.1.
[0223] When 200 ≤ total number P < 300, the battle scale Z increases experience points by a ratio of 0.2.
[0224] When 300 ≤ total number P < 400, the percentage increase in experience points due to the scale of the campaign Z is 0.3.
[0225] Similarly, for every 100 increase in the total number P, the percentage increase in experience points brought by the campaign scale Z increases by 0.1.
[0226] The number of enemy virtual objects defeated by the second virtual object of this faction in this virtual battle is the kill count S:
[0227] When the number of kills S≤0, the proportion of experience points gained by participation C is 0.
[0228] When 0 < number of kills S ≤ 5, the participation rate C increases experience points by a ratio of 0.1.
[0229] When 5 < number of kills S ≤ 50, the participation rate C increases experience points by a ratio of 0.2.
[0230] When 51 < kill count S ≤ 100, the participation rate C increases experience points by a ratio of 0.3.
[0231] Similarly, for every 50 additional kills S, the percentage increase in experience points gained from participation C increases by 0.1.
[0232] The overall experience gain from battle rewards based on campaign size Z and participation level C is the sum of the experience gain from campaign size and the experience gain from participation level.
[0233] Optionally, the number of virtual objects in this faction is 60, the number of virtual objects in the opposing faction is 50, and the number of opposing virtual objects defeated by the second virtual object is 10.
[0234] The experience point increase from the campaign scale of the second virtual object is 0.1, the experience point increase from the participation of the second virtual object is 0.2, and the experience point increase from the battle reward is the sum of 0.1 and 0.2. That is, in the battle reward information, the experience point increase from the battle reward of the second virtual object is 0.3.
[0235] It is worth noting that the participation level of the second virtual object in the virtual battle can be obtained based on the number of enemy virtual objects defeated by the second virtual object, or it can be obtained based on other information; the battle scale of the virtual battle can be obtained based on the total number of virtual objects of the same faction and the enemy faction, or it can be obtained based on other information; the battle reward information of the second virtual object can be obtained based on the sum of the experience point increase ratio brought by the battle scale and the experience point increase ratio brought by participation, or it can be obtained by calculating the experience point increase ratio brought by the battle scale and the experience point increase ratio brought by participation using different rules; this embodiment does not limit this.
[0236] Step 1103: Based on the battle reward information, improve the second object attribute of the second virtual object.
[0237] Optionally, the number of virtual objects in this faction is 60, the number of virtual objects in the opposing faction is 50, and the number of opposing virtual objects defeated by the second virtual object is 10.
[0238] The experience point increase from the campaign scale of the second virtual object is 0.1, the experience point increase from the participation of the second virtual object is 0.2, and the experience point increase from battle rewards is the sum of 0.1 and 0.2. Therefore, in the battle reward information, the experience point increase from battle rewards for the second virtual object is 0.3. This means the overall experience point increase from the second virtual object's second object attributes is 30%, meaning all values of the second virtual object's second object attributes increase by 30%.
[0239] It is worth noting that, based on the battle reward information, improving the second object attribute of the second virtual object can increase the overall experience value of the second object attribute, that is, each second object attribute receives an equal proportion of experience value increase; or it can randomly increase the experience value of each second object attribute, that is, the sum of the experience value increase ratios of each second object attribute is the experience value increase ratio in the battle reward information; this embodiment does not limit this.
[0240] Step 1104: In response to raising the second object attribute of the second virtual object to a preset threshold, the object type of the second virtual object is adjusted from the first object type to the second object type.
[0241] After the second virtual object participates in a virtual battle and survives, it will receive battle rewards, which will increase the experience points of the second virtual object's second object attributes.
[0242] When the experience value of the second object attribute of the second virtual object increases to a preset threshold, the object type of the second virtual object will be adjusted from the first object type to the second object type. The object attributes of the first object type and the second object type are different. After the object type is adjusted, the second virtual object can be upgraded indefinitely, that is, there is no upper limit to the level of the second virtual object.
[0243] Optionally, the second virtual object in this faction's virtual object group is a hero infantry unit. The second virtual object includes the following six attributes: health, attack power, mana, attack speed, armor, and magic resistance.
[0244] Optionally, the experience values for each second object attribute are as follows: 500 experience values for health, 300 experience values for attack power, 300 experience values for mana, 200 experience values for attack speed, 500 experience values for armor, and 200 experience values for magic resistance.
[0245] Optionally, after the second virtual object participates in the virtual battle, its object attribute value will be increased accordingly. When the experience value corresponding to each attribute of the second object exceeds the preset threshold of 10,000, the object type of the second virtual object will be adjusted from the first object type to the second object type.
[0246] It is worth noting that the second virtual object will gain corresponding experience points after participating in virtual battles. After accumulating and exceeding a preset threshold, the object type of the second virtual object may be adjusted from the first object type to the second object type, or it may remain the first object type. The preset threshold is any value and exceeds the experience points of the second object's original second object attribute. This embodiment does not limit this.
[0247] In summary, the method provided in this application, by generating a second virtual object and controlling it to engage in virtual battles, allows the second virtual object to survive and obtain battle rewards from the virtual battles. It also provides corresponding experience points to the object attributes of the second virtual object, enabling it to grow. This breaks through the inherent growth pattern of virtual objects, does not rely on the level of the controlling account or the faction level of the virtual object, and directly gains growth through virtual battles. This increases the fun of controlling the virtual object in battle and adds randomness to the growth process of the virtual object.
[0248] The method provided in this embodiment controls a first virtual object and a second virtual object to participate in a virtual battle by receiving instructions for battle assignment. If the second virtual object survives, it can obtain corresponding battle rewards, which improves the fun and experience of players controlling virtual objects to conduct virtual battles.
[0249] The method provided in this embodiment obtains the scale of the virtual battle and the participation of the second virtual object in the current virtual battle. This serves as the basis for providing corresponding experience points to the surviving second virtual object after the virtual battle ends. The results are displayed on the screen, allowing players to better understand the growth mode and upgrade mechanism of the second virtual object, thereby improving the player's experience when controlling the virtual object in virtual battles.
[0250] The method provided in this embodiment enhances the second object attributes of the second virtual object based on the battle reward information after the virtual battle ends, and provides corresponding experience points to the second object attributes. This breaks through the inherent growth mode of virtual objects, and does not depend on the level of the main account or the faction level of the virtual object. This makes the growth mode of the second virtual object more random and interesting, and improves the player's experience when controlling the virtual object to conduct virtual battles.
[0251] Figure 15This is a structural block diagram of a virtual object generation apparatus provided in an exemplary embodiment of this application, such as... Figure 15 As shown, the device includes:
[0252] The receiving module 1510 receives an object generation operation, which is used to instruct the generation of a virtual object group containing a specified number of virtual objects. The virtual object group is used to receive control from the master account to conduct virtual battles.
[0253] Display module 1520, in response to the object generation operation, displays a first object generation result, the first object generation result being used to indicate the generation result of the first virtual object in the virtual object group;
[0254] The display module 1520, in response to the existence of a second virtual object in the virtual object group, displays the second object generation result, wherein the total number of the first virtual object and the second virtual object is the specified number, the second virtual object is an object randomly generated in the virtual object group, and the first object attribute corresponding to the first virtual object is different from the second object attribute corresponding to the second virtual object.
[0255] In an optional embodiment, the display module 1520 is further configured to display the second virtual object located at the center of the first virtual object arrangement in response to the presence of the second virtual object in the virtual object group;
[0256] The display module 1520 is further configured to display prompt information corresponding to the second virtual object, the prompt information including an identification code corresponding to the second virtual object, the identification code being used to uniquely indicate the second virtual object.
[0257] In an optional embodiment, the display module 1520 is further configured to, in response to the presence of the second virtual object in the virtual object group, display the second virtual object located at the center of the first virtual object arrangement in a highlight mode; wherein the highlight mode includes at least one of a magnified display mode, a highlight display mode, an edge blinking display mode, and a marker display mode.
[0258] In an optional embodiment, the display module 1520, as... Figure 16 As shown, it includes:
[0259] The receiving unit 1521 is used to receive a formation arrangement operation, which is used to configure the arrangement of the first virtual object and the second virtual object in the virtual object group;
[0260] Display unit 1522 is used to display the virtual object arrangement result of the virtual object group in response to the formation arrangement operation.
[0261] In an optional embodiment, the apparatus further includes:
[0262] The acquisition module 1530 is used to acquire the first number of second virtual objects generated within a preset historical time period;
[0263] The acquisition module 1530 is further configured to acquire a second number of first virtual objects generated within the preset historical time period;
[0264] The determining module 1540 is used to determine the sum of the first quantity and the second quantity;
[0265] The determining module 1540 is further configured to determine the generation probability of the second virtual object based on the ratio between the first quantity and the sum of the quantities.
[0266] In an optional embodiment, the apparatus further includes:
[0267] The marking module 1550 is used to mark each of the first virtual objects generated in sequence;
[0268] The generation module 1560 is used to randomly generate a second virtual object based on the generation probability and the tag number of the first virtual object.
[0269] In an optional embodiment, the display module 1520, as... Figure 16 As shown, it includes:
[0270] The receiving unit 1521 is also used to receive a battle assignment operation, which is used to control the first virtual object and the second virtual object in the virtual object group to participate in the virtual battle.
[0271] The display unit 1522 is also configured to display battle reward information in response to the end of the virtual battle and the survival of the second virtual object in the virtual battle.
[0272] In an optional embodiment, the display unit 1522 is further configured to: acquire the campaign scale of the virtual battle, the campaign scale being based on the number of virtual objects in the virtual battle; acquire the participation level of the second virtual object in the virtual battle, the participation level being based on the number of opposing virtual objects defeated by the second virtual object; and display the battle reward information based on the campaign scale and the participation level.
[0273] In an optional embodiment, the apparatus further includes:
[0274] The enhancement module 1570 is used to enhance the second object attribute of the second virtual object based on the battle reward information.
[0275] In an optional embodiment, the boosting module 1570 is further configured to, in response to boosting the second object attribute of the second virtual object to a preset threshold, adjust the object type of the second virtual object from a first object type to a second object type; wherein the object attributes of the first object type and the second object type are different.
[0276] In summary, the apparatus provided in this application randomly generates a second virtual object during the training and generation of a first virtual object. This second virtual object possesses second object attributes and an appearance distinct from the first virtual object. This increases the randomness of the virtual object's growth process, enriches its growth patterns, and enhances the fun and topicality of controlling the virtual object.
[0277] It should be noted that the interactive device for virtual objects provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above 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 virtual object generation device and the virtual object generation 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.
[0278] Figure 17 A structural block diagram of a computer device 1700 provided in an exemplary embodiment of this application is shown. The computer device 1700 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The computer device 1700 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0279] Typically, computer device 1700 includes a processor 1701 and a memory 1702.
[0280] Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 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 1701 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 1701 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1701 may also include an AI processor for handling computational operations related to machine learning.
[0281] Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 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 memory 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the interactive method of virtual objects provided in the method embodiments of this application.
[0282] In some embodiments, the computer device 1700 also includes other components, as those skilled in the art will understand. Figure 17 The structure shown does not constitute a limitation on terminal 1700 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0283] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.
[0284] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one instruction, at least one program, a code set, or an instruction set. The at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the virtual object interaction method as described in any of the above embodiments of this application.
[0285] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the interaction method of the virtual object as described in any of the above embodiments of this application.
[0286] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual object interaction method described in any of the above embodiments.
[0287] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0288] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for generating virtual objects, characterized in that, The method includes: Receive object generation operation, the object generation operation is used to instruct the generation of a virtual object group containing a specified number of virtual objects, the virtual object group is used to receive control from the master account to conduct virtual battles; In response to the object generation operation, a first object generation result is displayed, which indicates the generation result of the first virtual object in the virtual object group; In response to the presence of a second virtual object in the group of virtual objects, the second virtual object located at the center of the first virtual object arrangement is displayed in a highlight mode; the highlight mode includes at least one of a magnified display mode, a highlight display mode, an edge blinking display mode, and a marker display mode. Display a prompt message corresponding to the second virtual object. The prompt message includes an identifier code corresponding to the second virtual object. The identifier code is used to uniquely indicate the second virtual object. The total number of the first virtual object and the second virtual object is the specified number. The second virtual object is a randomly generated object in the virtual object group. The first object attribute corresponding to the first virtual object is different from the second object attribute corresponding to the second virtual object.
2. The method according to claim 1, characterized in that, After responding to the presence of a second virtual object in the virtual object group and displaying the second virtual object located at the center of the first virtual object arrangement in a highlighted mode, the method further includes: Receive formation arrangement operation, the formation arrangement operation is used to configure the arrangement of the first virtual object and the second virtual object in the virtual object group; In response to the formation arrangement operation, the virtual object arrangement result of the virtual object group is displayed.
3. The method according to claim 1, characterized in that, The method further includes: Get the first number of second virtual objects generated within a preset historical time period; Obtain the second number of the first virtual objects generated within the preset historical time period; Determine the sum of the first quantity and the second quantity; The generation probability of the second virtual object is determined based on the ratio between the first quantity and the sum of the quantities.
4. The method according to claim 3, characterized in that, The method further includes: Each of the first virtual objects generated is labeled sequentially; Based on the generation probability and the tag number of the first virtual object, a second virtual object is randomly generated.
5. The method according to claim 1, characterized in that, After responding to the presence of a second virtual object in the virtual object group and displaying the second virtual object located at the center of the first virtual object arrangement in a highlighted mode, the method further includes: Receive a battle assignment operation, the battle assignment operation being used to control the first virtual object and the second virtual object in the virtual object group to participate in the virtual battle; In response to the end of the virtual battle and the fact that the second virtual object survived the virtual battle, battle reward information is displayed.
6. The method according to claim 5, characterized in that, The response, upon the end of the virtual battle and the survival of the second virtual object in the virtual battle, displays battle reward information, including: Obtain the campaign size of the virtual battle, which is based on the number of virtual objects in the virtual battle; The participation level of the second virtual object in the virtual battle is obtained, and the participation level is based on the number of opposing virtual objects defeated by the second virtual object; The battle reward information is displayed based on the scale of the battle and the level of participation.
7. The method according to claim 6, characterized in that, After displaying the battle reward information based on the scale of the battle and the level of participation, the method further includes: Based on the battle reward information, the second object attribute of the second virtual object is improved.
8. The method according to claim 7, characterized in that, The method further includes: In response to the second object attribute of the second virtual object being raised to a preset threshold, the object type of the second virtual object is adjusted from the first object type to the second object type; wherein the object attributes of the first object type and the second object type are different.
9. A device for generating virtual objects, characterized in that, The device includes: The receiving module receives an object generation operation, which is used to instruct the generation of a virtual object group containing a specified number of virtual objects. The virtual object group is used to receive control from the master account to conduct virtual battles. The display module, in response to the object generation operation, displays a first object generation result, which is used to indicate the generation result of the first virtual object in the virtual object group; The display module, in response to the presence of a second virtual object in the virtual object group, displays the second virtual object located at the center of the first virtual object arrangement in a highlight mode; the highlight mode includes at least one of a magnified display mode, a bright display mode, an edge blinking display mode, and a marker display mode; it displays prompt information corresponding to the second virtual object, the prompt information including an identification code corresponding to the second virtual object, the identification code being used to uniquely indicate the second virtual object, wherein the total number of the first virtual object and the second virtual object is the specified number, the second virtual object is a randomly generated object in the virtual object group, and the first object attribute corresponding to the first virtual object is different from the second object attribute corresponding to the second virtual object.
10. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the method for generating virtual objects as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The storage medium stores at least one program segment, which is loaded and executed by a processor to implement the method for generating virtual objects as described in any one of claims 1 to 8.
12. A computer program product, characterized in that, It includes a computer program that, when executed by a processor, implements the method for generating virtual objects as described in any one of claims 1 to 8.
Citation Information
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Virtual object generation method and device, terminal and readable storage medium
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