Virtual character control method and device, storage medium and electronic equipment
By setting the conversion and display strategy of virtual objects after being defeated in the virtual scene, the problem of low control efficiency of virtual characters is solved, the player's selectivity and interaction methods are increased, and the control efficiency and gameplay of virtual characters are improved.
Patent Information
- Application Number
- CN202310782535.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-28
- Publication Date
- 2024-12-31
AI Technical Summary
In the prior art, virtual characters lack selectivity after defeating in a specific virtual scene, resulting in low control efficiency. Players can only avoid virtual objects, resulting in a single control method of virtual characters and it is difficult to ensure interaction efficiency.
Increase player selectivity and interaction methods by setting the target virtual object in a virtual scene to convert it into an explosive or cancel the display after being defeated, and producing specific effects when the preset conditions are met within the preset time period, such as when the virtual object is defeated, Then it is converted to a tombstone or explosive, and causes damage or displays new virtual objects when attacked within the preset time.
It enriches player choices, optimizes the interaction efficiency of virtual objects, improves the control efficiency of virtual characters, and increases the diversity of gameplay and the player's willingness to attack.
Smart Images

Figure CN119215420A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to a method and device for controlling a virtual character, a storage medium, and an electronic device. Background Art
[0002] At present, relevant technologies can allow players to control virtual characters to enter some specific virtual scenes and complete some specific tasks. The specific virtual scenes are pre-set with virtual objects that are only displayed in the specific scenes. Usually, after being defeated, such virtual objects will at most produce some virtual explosives to cause damage to the players, resulting in players paying less attention to such virtual objects and unable to guarantee the interaction efficiency of such virtual objects. Faced with the above situation, players do not have many choices and can only avoid such virtual objects as much as possible, resulting in a single control method for virtual characters and difficulty in guaranteeing the control efficiency of virtual characters.
[0003] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention
[0004] The embodiments of the present application provide a method and device for controlling a virtual character, a storage medium, and an electronic device, so as to at least solve the technical problem in the related art that after a specific virtual object set in a specific virtual scene is defeated, the user is not given more options, resulting in low control efficiency of the virtual character.
[0005] According to one aspect of an embodiment of the present application, a method for controlling a virtual character is provided, comprising: displaying a first virtual scene, wherein the first virtual scene includes a target virtual character; in response to the target virtual character entering a second virtual scene from the first virtual scene, starting a target task, and displaying a first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene; in response to the first virtual object being defeated, displaying a target virtual object in the second virtual scene, wherein the target virtual object is set to cancel display when being attacked within a preset time and a preset condition is satisfied; in response to the attack received by the target virtual object within the preset time not satisfying the preset condition, canceling display of the target virtual object and displaying a second virtual object in the second virtual scene; in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, completing the target task, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object, and the target virtual object.
[0006] According to another aspect of an embodiment of the present application, a method for controlling a virtual character is provided, comprising: displaying a target virtual scene, wherein the target virtual scene comprises a target virtual character and a first virtual object, wherein the first virtual object is configured to allow attack by the target virtual character; in response to the first virtual object being defeated, converting the first virtual object into a target explosive, wherein the target explosive is configured to cause explosion damage after being triggered within a preset time period; in response to the target explosive not being triggered within the preset time period, cancelling the display of the target explosive and generating a second virtual object, wherein the second virtual object is configured to allow attack by the target virtual character and the target explosive is displayed after being defeated.
[0007] According to another aspect of the embodiments of the present application, there is also provided a control device for a virtual character, comprising: a first display module, for displaying a first virtual scene, wherein the first virtual scene includes a target virtual character; a second display module, for, in response to the target virtual character entering a second virtual scene from the first virtual scene, starting a target task, and displaying a first virtual object in the second virtual scene, wherein the first virtual object is configured to allow being attacked by the target virtual character in the second virtual scene; and a third display module, for, in response to the first virtual object being defeated, displaying a target virtual object in the second virtual scene, wherein the target virtual object is configured to allow being attacked by the target virtual character in the second virtual scene. a fourth display module, for canceling the display of the target virtual object in response to the target virtual object being attacked within the preset time period and satisfying the preset condition, and displaying the second virtual object in the second virtual scene; a control module, for completing the target task in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
[0008] Optionally, the device is also used to: in response to the target virtual character entering the second virtual scene from the first virtual scene, display a virtual object to be attacked in the second virtual scene, wherein the virtual object to be attacked represents a virtual object in the second virtual scene that has not been defeated by the target virtual character; in response to the attack on the target virtual object satisfying the preset condition, cancel the display of the target virtual object, and display a negative effect added to the virtual object to be attacked in the second virtual scene, wherein the negative effect is used to reduce the difficulty of defeating the virtual object to be attacked.
[0009] Optionally, the device is used to cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object satisfying the preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and reduce the virtual life value of the virtual object to be attacked in the second virtual scene; in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and reduce the action rate of the virtual object to be attacked in the second virtual scene; in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and add a vulnerable effect to the virtual object to be attacked in the second virtual scene, wherein the vulnerable effect is used to increase the amount of damage of the attack operation performed by the target virtual character on the virtual object to be attacked; in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and add a control effect to the virtual object to be attacked in the second virtual scene, wherein the control effect is used to prohibit the virtual object to be attacked from moving.
[0010] Optionally, the device is used to cancel the display of the target virtual object and reduce the virtual life value of the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object satisfying the preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and reduce the virtual life value of the virtual object to be attacked according to the distance between the virtual object to be attacked and the target virtual object, wherein the degree of reduction of the virtual life value is negatively correlated with the distance; in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and reduce the virtual life value of the virtual object to be attacked according to the type of the virtual object to be attacked, wherein different coefficients are pre-configured for different types of virtual objects to be attacked, and the degree of reduction of the virtual life value is related to the value of the coefficient.
[0011] Optionally, the device is also used to: in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object, and simultaneously reduce the virtual life values of the target virtual character and the virtual object to be attacked in the second virtual scene; wherein, different damage coefficients are pre-set for the target virtual character and the virtual object to be attacked, the degree of reduction in the virtual life value is positively correlated with the damage coefficient, and the damage coefficient corresponding to the virtual object to be attacked is greater than the damage coefficient corresponding to the target virtual character.
[0012] Optionally, the device is used to cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object satisfying the preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in a first area in the second virtual scene, wherein the first area includes an area corresponding to the target virtual object as the center; in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in a second area in the second virtual scene, wherein the second area includes an area corresponding to the target virtual character as the center.
[0013] Optionally, the device is used to cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object satisfying the preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object causing the virtual life value of the target virtual object to satisfy a preset virtual life value threshold, cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene; in response to the number of attacks suffered by the target virtual object satisfying a preset number threshold, cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene.
[0014] Optionally, the device is also used to: in response to the target virtual character entering the second virtual scene from the first virtual scene, display the first virtual character in the second virtual scene, wherein the first virtual character represents a virtual character in the same camp as the target virtual character; in response to the attack on the target virtual object meeting the preset condition, cancel the display of the target virtual object and display a positive effect in the second virtual scene, wherein the positive effect is used to improve the attack capabilities of the target virtual character and the first virtual character.
[0015] Optionally, the device is used to cancel the display of the target virtual object and display a positive effect in the second virtual scene in response to the attack on the target virtual object meeting the preset condition in at least one of the following ways: cancel the display of the target virtual object and increase the virtual attack power of the target virtual character and the first virtual character in the second virtual scene in response to the attack on the target virtual object meeting the preset condition; cancel the display of the target virtual object and increase the action rate of the target virtual character and the first virtual character in the second virtual scene in response to the attack on the target virtual object meeting the preset condition; When the attack suffered by the virtual object meets the preset condition, the target virtual object is cancelled from display, and a damage reduction effect is added for the target virtual character and the first virtual character in the second virtual scene, wherein the damage reduction effect is used to reduce the amount of damage caused by the attack operation performed by the first virtual object on the target virtual character and the first virtual character; in response to the attack suffered by the target virtual object meeting the preset condition, the target virtual object is cancelled from display, and an immunity from control effect is added for the target virtual character and the first virtual character in the second virtual scene, wherein the immunity from control effect is used to prohibit the first virtual object from controlling the target virtual character and the first virtual character.
[0016] Optionally, the device is also used to: display virtual reward props and virtual transmission props in response to the first virtual object and the target virtual object no longer existing in the second virtual scene; transfer virtual resources corresponding to the virtual reward props to the target virtual character in response to interactive operations on the virtual reward props; and control the target virtual character to enter the first virtual scene from the second virtual scene in response to the triggering of the virtual transmission props.
[0017] Optionally, the device is used to display a target virtual object in the second virtual scene in response to the first virtual object being defeated in at least one of the following ways: in response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character that the attack on the target virtual object satisfies the preset condition within the preset time period; in response to the first virtual object being defeated, displaying preset condition prompt information and the target virtual object in the second virtual scene, wherein the preset condition prompt information is used to prompt the completion status of the preset condition.
[0018] Optionally, the device is further used for: in response to the target virtual character entering the second virtual scene from the first virtual scene, displaying a third virtual object in the second virtual scene, wherein the third virtual object is a virtual object in the second virtual scene that is different in type from the first virtual object and has not been defeated by the target virtual character; in response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character that the attack received by the target virtual object satisfies the preset condition within the preset time period; in response to the attack received by the target virtual object causing the virtual life value of the target virtual object to satisfy the preset condition A virtual life value threshold is set, the target virtual object is cancelled from being displayed, the virtual life value of the third virtual object in the first area is reduced according to the distance between the third virtual object in the first area and the target virtual object, and the virtual life value of the target virtual character in the first area is reduced according to the distance between the target virtual object in the first area and the target virtual character, wherein different damage coefficients are pre-set for the target virtual character and the third virtual object, the degree of reduction of the virtual life value is positively correlated with the damage coefficient, the damage coefficient corresponding to the third virtual object is smaller than the damage coefficient corresponding to the target virtual character, and the degree of reduction of the virtual life value is also negatively correlated with the distance.
[0019] According to another aspect of an embodiment of the present application, a control device for a virtual character is provided, comprising: a fifth display module, for displaying a target virtual scene, wherein the target virtual scene comprises a target virtual character and a first virtual object, wherein the first virtual object is configured to allow attack by the target virtual character; a conversion module, for converting the first virtual object into a target explosive in response to the first virtual object being defeated, wherein the target explosive is configured to cause explosion damage after being triggered within a preset time period; and a generation module, for canceling the display of the target explosive and generating a second virtual object in response to the target explosive not being triggered within the preset time period, wherein the second virtual object is configured to allow attack by the target virtual character and the target explosive is displayed after being defeated.
[0020] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned virtual character control method when running.
[0021] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual character as described above.
[0022] According to another aspect of the embodiments of the present application, there is also provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the virtual character control method through the computer program.
[0023] In an embodiment of the present application, a first virtual scene is displayed, wherein the first virtual scene includes a target virtual character; in response to the target virtual character entering the second virtual scene from the first virtual scene, a target task is started, and a first virtual object is displayed in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene; in response to the first virtual object being defeated, a target virtual object is displayed in the second virtual scene, wherein the target virtual object is set to be cancelled when being attacked within a preset time and a preset condition is met; in response to the target virtual object being attacked within a preset time and not meeting the preset condition, the target virtual object is cancelled and the second virtual object is displayed in the second virtual scene; in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, the target task is completed, wherein the target virtual After completing the target task, the character is allowed to return to the first virtual scene from the second virtual scene. The virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object. After certain specific first virtual objects in a specific scene are defeated, a target virtual object will be left. Each target virtual object can be damaged. When the preset conditions are met, a specific effect will be produced. If the target virtual object is not defeated within the preset time, this target virtual object will become a new second virtual object in the field, thereby enriching the player's choices and optimizing the gameplay, thereby achieving the technical effect of improving the interaction efficiency of virtual objects and improving the control efficiency of virtual characters, and further solving the technical problem that after the specific virtual objects set for specific virtual scenes in the related technology are defeated, the user is not given more choices, resulting in low control efficiency of the virtual characters.
[0024] In addition, when the attack on the target virtual object meets the preset conditions, it can also cause damage to other existing first virtual objects, and then the player can improve the attack efficiency on other first virtual objects by attacking the target virtual object.
[0025] Furthermore, when the attack suffered by the target virtual object meets preset conditions, a gain effect can be added to the target virtual character and other virtual characters in the same camp as the target virtual character to improve the attack efficiency of the target virtual character. Improving the attack efficiency of the target virtual character can increase the target virtual character's willingness to attack the target virtual object.
[0026] On the other hand, since the second virtual scene is set to allow leaving only when the first virtual object and the target virtual object do not exist, and the target virtual object will be generated when the first virtual object is defeated, if the player does not attack the target virtual object, he will not be able to obtain relevant rewards. Therefore, the target virtual character's willingness to attack the target virtual object can be further increased, thereby improving the control efficiency of the above-mentioned virtual character. BRIEF DESCRIPTION OF THE DRAWINGS
[0027] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0028] Figure 1 is a schematic diagram of an application environment of an optional virtual character control method according to an embodiment of the present application;
[0029] Figure 2 is a flow chart of an optional method for controlling a virtual character according to an embodiment of the present application;
[0030] Figure 3 is a schematic diagram of an optional method for controlling a virtual character according to an embodiment of the present application;
[0031] Figure 4 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0032] Figure 5 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0033] Figure 6 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0034] Figure 7 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0035] Figure 8 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0036] Fig. 9is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0037] Fig.10 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0038] Fig.11 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0039] Fig.12 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;
[0040] Fig.13 is a schematic structural diagram of an optional virtual character control device according to an embodiment of the present application;
[0041] Fig.14 is a schematic structural diagram of an optional virtual character control product according to an embodiment of the present application;
[0042] Fig.15 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0043] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present application.
[0044] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0045] First, some nouns or terms that appear in the description of the embodiments of the present application are subject to the following interpretation:
[0046] Shooting games: including first-person shooter games, third-person shooter games, and other games that use hot weapons for long-range attacks, including but not limited to these.
[0047] Third-person perspective: The in-game camera is positioned a certain distance behind the player's character, and the character and all combat elements in the surrounding environment can be seen in the screen.
[0048] Open world: refers to the battle scenes in the game that are completely free and open. Players can move forward and explore freely in any direction. The distances between the boundaries of various directions are very large. At the same time, there are simulated objects of various shapes and sizes in the scene, which can produce various physical collisions or interactions with players, AI and other entities.
[0049] PVE: PVE stands for Player versus Environment. In a PVE game, players need to fight against computer-controlled characters in the game, complete tasks, and gain experience and rewards.
[0050] Multiplayer cooperation: Players need to cooperate with each other to complete tasks and improve their levels and abilities.
[0051] Arena: A relatively closed venue with regular geometric shape.
[0052] Extended Dark Tide gameplay: teleport the player to an arena and create a special set of game rules in the arena to test the player's skills beyond simple gunfights. Extended Dark Tide gameplay includes many different gameplays; each gameplay corresponds to a blueprint in the Unreal Engine, and basically all gameplay logic is implemented in the blueprint.
[0053] Buff: Give certain abilities to characters / items in the game to enhance them.
[0054] CD: Cool Down, the cooling of the used items or skills.
[0055] The present application is described below in conjunction with embodiments:
[0056] According to one aspect of an embodiment of the present application, a method for controlling a virtual character is provided. Optionally, in this embodiment, the method for controlling a virtual character can be applied to: Figure 1 In the hardware environment composed of the server 101 and the terminal device 103 shown in FIG. Figure 1As shown, the server 101 is connected to the terminal 103 via a network, and can be used to provide services for the terminal device or the application installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 may be set up on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server. The above-mentioned network may include, but is not limited to, a wired network and a wireless network, wherein the wired network includes, a local area network, a metropolitan area network and a wide area network; the wireless network includes, Bluetooth, WIFI and other networks that implement wireless communication; the terminal device 103 may be a terminal configured with an application, and may include, but is not limited to, at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop computer, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, an intelligent voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (VR) terminal, an augmented reality (AR) terminal, a mixed reality (MR) terminal and other computer devices; the above-mentioned server may be a single server, a server cluster consisting of multiple servers, or a cloud server.
[0057] Combination Figure 1 As shown, the above-mentioned virtual character control method can be implemented in the terminal device 103 through the following steps:
[0058] S1, displaying a first virtual scene on the terminal device 103, wherein the first virtual scene includes a target virtual character;
[0059] S2, in response to the target virtual character entering the second virtual scene from the first virtual scene, starting the target task on the terminal device 103, and displaying the first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene;
[0060] S3, in response to the first virtual object being defeated, displaying the target virtual object in the second virtual scene on the terminal device 103, wherein the target virtual object is set to cancel the display when it is attacked within a preset time period and a preset condition is met;
[0061] S4, in response to the target virtual object being attacked within a preset time period not satisfying a preset condition, canceling display of the target virtual object and displaying a second virtual object in a second virtual scene on the terminal device 103;
[0062] S5, in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, the target task is completed on the terminal device 103, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
[0063] Optionally, in this embodiment, the control method of the virtual character can also be implemented by a server, for example, Figure 1 It is implemented in the server 101 shown; or it is implemented by the terminal device and the server together.
[0064] The above is only an example and is not specifically limited in this embodiment.
[0065] Optionally, as an optional implementation, as Figure 2 As shown, the control method of the above virtual character includes:
[0066] S202, displaying a first virtual scene, wherein the first virtual scene includes a target virtual character;
[0067] Optionally, in this embodiment, the control method of the virtual character can be applied to game applications installed on computer devices including but not limited to mobile phones (such as Android phones, iOS phones, etc.), laptops, tablets, PDAs, MIDs (Mobile Internet Devices), PADs, desktop computers, smart TVs, etc. The target shooting game applications include first-person shooting game applications, third-person shooting game applications, and shooting game applications that can switch between the first person and the third person, etc. The third-person shooting game (Third Person Shooting Game, TPS for short) application can be understood as running the shooting game application from the perspective of a third-party character object other than the virtual character controlled by the current player, and can also be a first-person shooting game (First Person Shooting Game, FPS for short) application, which can be understood as running the shooting game application from the perspective of the virtual character controlled by the current player.
[0068] in, Figure 3 is a schematic diagram of a method for controlling a virtual character according to an embodiment of the present application, such as Figure 3 As shown, the application display interface can be divided into a first-person display interface 301 and a third-person display interface 303, as well as a display interface including but not limited to a display interface for switching between the first-person and third-person views using a perspective switching button. Figure 3 The environment shown in shows the above-mentioned first virtual scene.
[0069] Optionally, in this embodiment, the above-mentioned first virtual scene and second virtual scene may include but are not limited to virtual scenes obtained by the terminal device rendering the data according to relevant data of the target application sent by the server, and may also be but are not limited to virtual scenes obtained by the terminal device rendering the data locally stored in the terminal device according to the target application.
[0070] Optionally, in this embodiment, the target virtual character includes but is not limited to a virtual operation object controlled by a user who logs into an application through a participation account in a game.
[0071] Optionally, in this embodiment, the game application may be a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, referred to as MOBA) application, or may also be a single-player game (Single-Player Game, referred to as SPG) application. The types of the above-mentioned game applications may include, but are not limited to, at least one of the following: two-dimensional (Two Dimension, referred to as 2D) game applications, three-dimensional (Three Dimension, referred to as 3D) game applications, virtual reality (Virtual Reality, referred to as VR) game applications, augmented reality (Augmented Reality, referred to as AR) game applications, mixed reality (Mixed Reality, referred to as MR) game applications. The above is only an example, and this embodiment does not impose any limitation on this.
[0072] S204, in response to the target virtual character entering the second virtual scene from the first virtual scene, starting a target task, and displaying a first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene;
[0073] Optionally, in this embodiment, the first virtual scene may be understood as the default virtual scene of the application. Taking an open game as an example, the first virtual scene may include but is not limited to a large map scene. The player controls the target virtual character to play the game in the first virtual scene.
[0074] For example, Figure 4 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Figure 4 As shown, the player controls the target virtual character 402 to play in the first virtual scene, and a portal for entering the second virtual scene is displayed during the game. When the player controls the target virtual character 402 to move toward the portal and collides with the portal, the virtual scene where the target virtual character 402 is located is switched to the second virtual scene.
[0075] It should be noted that the above-mentioned method of triggering entry into the second virtual scene is not the only one. It can also be triggered by the target virtual character using a task prop for switching virtual scenes, by the target virtual character performing interactive operations with a portal, by the target virtual character accepting an invitation from a teammate in the second virtual scene, etc.
[0076] Optionally, in this embodiment, the first virtual object may include but is not limited to a virtual object pre-configured for the second virtual scene, such as a monster.
[0077] It should be noted that the first virtual object may also be allowed to appear in other virtual scenes, but for the second virtual scene, the player needs to defeat the first virtual object and the target virtual object related to the first virtual object before leaving the second virtual scene.
[0078] In an exemplary embodiment, the first virtual object is set to allow being attacked by a target virtual character in a second virtual scene, which can be understood as the first virtual object and the target virtual character are in different camps, and the mission objective of the target virtual character in the second virtual scene is to attack the first virtual object in order to obtain the reward associated with the second virtual scene.
[0079] In another exemplary embodiment, if the first virtual object is defeated, a target virtual object associated with the first virtual object, such as a tombstone, a core device, etc., may be displayed to indicate that the first virtual object has been defeated.
[0080] It should be noted that the above-mentioned first virtual object can be displayed in the second virtual scene at the moment the target virtual character enters the second virtual scene, can also be displayed in the second virtual scene a period of time after the target virtual character enters the second virtual scene, and can also be displayed in the above-mentioned second virtual scene after being triggered by a pre-set trigger mechanism.
[0081] Among them, the above-mentioned trigger mechanism may include but is not limited to the number of other virtual objects of different types from the first virtual object being defeated reaching a predetermined threshold, or, all other virtual objects of different types from the first virtual object being defeated, or, the attribute parameters of the target virtual character (virtual health value, task prop holding time, etc.) reaching a predetermined threshold, etc.
[0082] For example, Figure 5 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Figure 5As shown, the player controls the target virtual character 502 to enter the second virtual scene. At this time, the first virtual object 502 is displayed in the second virtual scene. When the player controls the target virtual character to attack the first virtual object 502, subsequent content can be triggered to be displayed in the second virtual scene.
[0083] Optionally, in this embodiment, the target task can be understood as a task pre-set for the second virtual scene, or a task accepted by the target virtual character in the first virtual scene but can also be completed by entering the second virtual scene.
[0084] S206, in response to the first virtual object being defeated, displaying a target virtual object in the second virtual scene, wherein the target virtual object is set to be undisplayed when it is attacked within a preset time period and a preset condition is met;
[0085] Optionally, in this embodiment, the above-mentioned response to the first virtual object being defeated may include but is not limited to the first virtual object's virtual health value being deducted to a predetermined value, for example, 0, and may also include but is not limited to the first virtual object being subjected to a specific virtual prop used by the target virtual character or a specific virtual skill released by the target virtual character, and the above-mentioned specific virtual prop or specific virtual skill can directly defeat the above-mentioned first virtual object.
[0086] It should be noted that when the first virtual object is defeated, the target virtual object may be displayed in the second virtual scene, wherein the display position of the target virtual object may be a randomly selected position, or the position where the first virtual object was before being defeated, or the position where the target virtual character is located.
[0087] Optionally, in this embodiment, the target virtual object is a virtual object bound to the first virtual object, for example, a tombstone, a core device, a soul ball, etc., which are virtual models used to indicate that the first virtual object has been defeated.
[0088] It should be noted that the above-mentioned target virtual object is set to cancel the display when it is attacked within a preset time period and meets the preset conditions. It can be understood that the target virtual object is pre-set with a virtual life value, and a certain amount of virtual life value will be deducted each time it is attacked. When the virtual life value is deducted to 0, it can be determined that the above-mentioned target virtual object has been attacked and meets the preset conditions. At this time, the display of the above-mentioned target virtual object is canceled.
[0089] In an exemplary embodiment, when a target virtual object is attacked within a preset time period and meets preset conditions, in addition to canceling the display of the target virtual object, an animation effect associated with meeting the preset conditions may also be played, such as an explosion effect, a poison gas diffusion effect, etc.
[0090] In another exemplary embodiment, the above-mentioned preset duration can be preset by the system and can be understood as a countdown. When the countdown ends, the preset duration is reached. It can also be understood as the need to consume certain virtual resources. When the virtual resources are exhausted, the preset duration is reached.
[0091] For example, Figure 6 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Figure 6 As shown, the player controls the target virtual character 602 to enter the second virtual scene. At this time, the first virtual object 604 is displayed in the second virtual scene. When the player controls the target virtual character to attack the first virtual object 604 and the first virtual object 604 is defeated, the target virtual object 606 will be displayed in the second virtual scene. When the player controls the target virtual character to attack the target virtual object 606, and the target virtual object 606 is attacked within a preset time and meets the preset conditions, at this time, the target virtual object 606 is cancelled, and the explosion animation is played, and the virtual life values of other virtual characters or virtual objects in the explosion range are deducted.
[0092] S208, in response to the target virtual object being attacked within the preset time period not satisfying the preset condition, canceling the display of the target virtual object and displaying a second virtual object in the second virtual scene;
[0093] Optionally, in this embodiment, the above-mentioned target virtual object is attacked within the preset time period and fails to meet the preset conditions, which may include but is not limited to the target virtual character failing to defeat the above-mentioned target virtual object at the end of the countdown. At this time, even if the virtual health value of the target virtual object is not 0, the display is cancelled, and the above-mentioned second virtual object is displayed in the second virtual scene, wherein the second virtual object may be a newly added virtual object, which may be the same or different from the first virtual object that was defeated before. The above-mentioned second virtual object may also include but is not limited to converting the target virtual object into a new virtual object with stronger attribute parameters, or the attribute parameters of the generated virtual object may be determined according to the damage value caused to the target virtual object.
[0094] It should be noted that the second virtual object may be a resurrected first virtual object that was previously defeated, or may be a newly generated virtual object that is not the same as the first virtual object that was previously defeated.
[0095] In an exemplary embodiment, the target virtual object is associated with the first virtual object. When the first virtual object is defeated, the target virtual object will be generated. If the target virtual object is not defeated within a preset time, the second virtual object will be displayed. As for whether the second virtual object is resurrected or regenerated, this application does not make any specific restrictions. In addition, the above-mentioned target virtual object can be understood as a gain effect of the first virtual object. The gain effect indicates that after the first virtual object is defeated, it will allow another virtual object to be resurrected or regenerated, and the gain effect can also be cleared by the specific virtual skills of the target virtual character. When the gain effect is cleared, the generated second virtual object will no longer generate the target virtual object after being defeated. Before the gain effect is cleared, the generated second virtual object will still generate the target virtual object after being defeated.
[0096] Optionally, in this embodiment, the preset condition can be flexibly configured according to the second virtual scene. In response to the target virtual object being attacked within the preset time period and not meeting the preset condition, while canceling the display of the target virtual object, a resurrection animation or a generation animation of the first virtual object can also be played to inform the player that a new first virtual object appears in the second virtual scene.
[0097] S210, in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, completing the target task, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
[0098] Optionally, in this embodiment, the fact that there are no more virtual objects to be attacked in the second virtual scene can be understood as the target virtual character defeating all first virtual objects and all target virtual objects or the first virtual objects and target virtual objects are converted into other display modes. At this time, it can be determined that there are no more first virtual objects, second virtual objects and target virtual objects in the second virtual scene.
[0099] It should be noted that the conversion of the first virtual object and the target virtual object into other display modes can be understood as when the target virtual object is attacked and meets a preset condition, it can be converted into a second virtual object.
[0100] For example, Figure 7 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Figure 7 As shown, the player controls the target virtual character 702 to attack the target virtual object 704. When the target virtual object 704 is not defeated within a preset time, a second virtual object 706 will be displayed in the second virtual scene.
[0101] Optionally, in this embodiment, the above-mentioned controlling the target virtual character from the second virtual scene to enter the first virtual scene can be understood as the player controlling the target virtual character to play a game in the second virtual scene, and a portal for entering the first virtual scene will be displayed during the game. When the player controls the target virtual character to move towards the portal and collides with the portal, the virtual scene where the target virtual character is located is switched to the first virtual scene.
[0102] It should be noted that the above-mentioned method of triggering entry into the first virtual scene is not the only one. It can also be triggered by the target virtual character using a task prop for switching virtual scenes, by the target virtual character performing interactive operations with a portal, by the target virtual character accepting an invitation from a teammate in the first virtual scene, etc.
[0103] Through this embodiment, a first virtual scene is displayed, wherein the first virtual scene includes a target virtual character; in response to the target virtual character entering the second virtual scene from the first virtual scene, a target task is started, and a first virtual object is displayed in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene; in response to the first virtual object being defeated, a target virtual object is displayed in the second virtual scene, wherein the target virtual object is set to cancel the display when being attacked within a preset time and a preset condition is met; in response to the target virtual object being attacked within a preset time and not meeting the preset condition, the target virtual object is canceled from being displayed, and a second virtual object is displayed in the second virtual scene; in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, the target task is completed, wherein the target virtual character After completing the target task, the second virtual scene is allowed to return to the first virtual scene. The virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object. After certain specific first virtual objects in a specific scene are defeated, a "target virtual object" will be left. Each target virtual object can be damaged. When the preset conditions are met, a specific effect will be produced. If the target virtual object is not defeated within the preset time, this target virtual object will become a new first virtual object in the field, thereby enriching the player's choices and optimizing the gameplay, thereby achieving the technical effect of improving the interaction efficiency of virtual objects and improving the control efficiency of virtual characters, and further solving the technical problem that after the specific virtual objects set for specific virtual scenes in the related technology are defeated, the user is not given more choices, resulting in low control efficiency of the virtual characters.
[0104] As an optional solution, the above method also includes: in response to the target virtual character entering the second virtual scene from the first virtual scene, displaying a virtual object to be attacked in the second virtual scene, wherein the virtual object to be attacked represents a virtual object in the second virtual scene that has not been defeated by the target virtual character; in response to the attack on the target virtual object meeting a preset condition, canceling the display of the target virtual object, and displaying a negative effect added to the virtual object to be attacked in the second virtual scene, wherein the negative effect is used to reduce the difficulty of defeating the virtual object to be attacked.
[0105] Optionally, in this embodiment, the virtual object to be attacked may be understood as a virtual object that survives in the second virtual scene and is in a different camp from the target virtual character.
[0106] It should be noted that the above-mentioned negative effect can be understood as a negative effect on the virtual object to be attacked, and by applying the negative effect, the efficiency of the target virtual character attacking the virtual object to be attacked is improved.
[0107] For example, Figure 8 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Figure 8 As shown, when the player enters the second virtual scene, in addition to the first virtual object, the virtual object 802 to be attacked can also be displayed, that is, the first virtual object and the virtual object to be attacked are in the same camp to fight against the player. At this time, if the player controls the target virtual character to attack the target virtual object 804, when the target virtual object 804 is attacked within a preset time and meets the preset conditions, the above-mentioned negative effects are applied to the virtual object to be attacked, for example, directly causing damage, increasing the vulnerability effect, increasing the control effect, etc.
[0108] As an optional solution, in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and a negative effect added to the virtual object to be attacked is displayed in a second virtual scene, including at least one of the following: in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and the virtual life value of the virtual object to be attacked is reduced in the second virtual scene; in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and the action rate of the virtual object to be attacked is reduced in the second virtual scene; in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and a vulnerability effect is added to the virtual object to be attacked in the second virtual scene, wherein the vulnerability effect is used to increase the amount of damage of the attack operation performed by the target virtual character on the virtual object to be attacked; in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and a control effect is added to the virtual object to be attacked in the second virtual scene, wherein the control effect is used to prohibit the virtual object to be attacked from moving.
[0109] Optionally, in this embodiment, the above-mentioned action rate can be understood as the movement speed, attack speed, etc. of the virtual object to be attacked, and the above-mentioned vulnerability effect and control effect can set a corresponding duration, which can be associated with the number of times the target virtual object is defeated.
[0110] As an optional scheme, in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is cancelled from display, and the virtual life value of the virtual object to be attacked is reduced in the second virtual scene, including at least one of the following: in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is cancelled from display, and the virtual life value of the virtual object to be attacked is reduced according to the distance between the virtual object to be attacked and the target virtual object, wherein the degree of reduction in the virtual life value is negatively correlated with the distance; in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is cancelled from display, and the virtual life value of the virtual object to be attacked is reduced according to the type of the virtual object to be attacked, wherein different coefficients are pre-configured for different types of virtual objects to be attacked, and the degree of reduction in the virtual life value is related to the value of the coefficient.
[0111] Optionally, in the present embodiment, the above-mentioned reducing the virtual life value of the virtual object to be attacked according to the distance between the virtual object to be attacked and the target virtual object can be understood as the greater the distance between the virtual object to be attacked and the target virtual object, the less the virtual life value of the virtual object to be attacked is reduced, and the closer the distance between the virtual object to be attacked and the target virtual object, the more the virtual life value of the virtual object to be attacked is reduced.
[0112] It should be noted that the above-mentioned reducing the virtual life value of the virtual object to be attacked according to the type of the virtual object to be attacked can be understood as the virtual object to be attacked can include different types of virtual objects to be attacked, and different types of virtual objects to be attacked are pre-configured with corresponding damage coefficients, and the final calculated damage amount can be determined based on the product of the fixed damage amount corresponding to the negative effect and the above damage coefficient to determine the virtual life value that needs to be reduced.
[0113] As an optional solution, the above method also includes: in response to the attack on the target virtual object satisfying a preset condition, canceling the display of the target virtual object, and simultaneously reducing the virtual life values of the target virtual character and the virtual object to be attacked in the second virtual scene; wherein, different damage coefficients are pre-set for the target virtual character and the virtual object to be attacked, the degree of reduction in the virtual life value is positively correlated with the damage coefficient, and the damage coefficient corresponding to the virtual object to be attacked is greater than the damage coefficient corresponding to the target virtual character.
[0114] Optionally, in this embodiment, in response to the attack on the target virtual object satisfying a preset condition, the virtual life values of the target virtual character and the virtual object to be attacked can be reduced at the same time in the second virtual scene. That is to say, the virtual life values of the target virtual character and the virtual object to be attacked can be deducted at the same time, but the damage coefficient corresponding to the virtual object to be attacked is greater than the damage coefficient corresponding to the target virtual character. Therefore, the damage caused to the target virtual character by this negative effect is lower than the damage caused to the virtual object to be attacked.
[0115] As an optional scheme, in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and a negative effect added to the virtual object to be attacked is displayed in a second virtual scene, including at least one of the following: in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and the negative effect added to the virtual object to be attacked in a first area is displayed in a second virtual scene, wherein the first area includes an area corresponding to the target virtual object as the center; in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is canceled from display, and the negative effect added to the virtual object to be attacked in a second area is displayed in the second virtual scene, wherein the second area includes an area corresponding to the target virtual character as the center.
[0116] Optionally, in this embodiment, the first area is a circular area, rectangular area, etc. generated within a preset distance with the target virtual object as the center, and the second area is a circular area, rectangular area, etc. generated within a preset distance with the target virtual character as the center.
[0117] As an optional solution, in response to an attack on a target virtual object satisfying a preset condition, the target virtual object is canceled from display, and a negative effect added to the virtual object to be attacked is displayed in a second virtual scene, including at least one of the following: in response to an attack on the target virtual object causing the virtual life value of the target virtual object to satisfy a preset virtual life value threshold, the target virtual object is canceled from display, and the negative effect added to the virtual object to be attacked is displayed in the second virtual scene; in response to the number of attacks on the target virtual object satisfying a preset number threshold, the target virtual object is canceled from display, and the negative effect added to the virtual object to be attacked is displayed in the second virtual scene.
[0118] Optionally, in this embodiment, the attack suffered by the target virtual object satisfies the preset condition, which can be understood as including but not limited to the attack suffered by the target virtual object causing the virtual life value of the target virtual object to satisfy a preset virtual life value threshold or the number of attacks suffered by the target virtual object satisfies a preset number threshold.
[0119] Furthermore, it may be a combination of the above two methods, that is, when the attack suffered by the target virtual object causes the virtual life value of the target virtual object to meet a preset virtual life value threshold or the number of attacks suffered by the target virtual object meets a preset number threshold, either of which satisfies the preset condition, it can be determined that the attack suffered by the target virtual object meets the preset condition.
[0120] As an optional solution, the above method also includes: in response to the target virtual character entering the second virtual scene from the first virtual scene, displaying the first virtual character in the second virtual scene, wherein the first virtual character represents a virtual character in the same camp as the target virtual character; in response to the attack on the target virtual object meeting a preset condition, canceling the display of the target virtual object and displaying a positive effect in the second virtual scene, wherein the positive effect is used to improve the attack capabilities of the target virtual character and the first virtual character.
[0121] Optionally, in this embodiment, the above-mentioned first virtual character can be understood as a teammate of the target virtual character. Therefore, in response to the attack on the target virtual object meeting the preset conditions, the above-mentioned positive effect can be added to the target virtual character. That is, if the target virtual character and the teammates enter the second virtual scene together, the attack capabilities of the target virtual character and the first virtual character can be improved by attacking the target virtual object, thereby improving the interaction efficiency of the target virtual object and further improving the control efficiency of the virtual character.
[0122] As an optional solution, in response to the attack suffered by the target virtual object meeting a preset condition, the target virtual object is cancelled from display, and a positive effect is displayed in the second virtual scene, including at least one of the following: in response to the attack suffered by the target virtual object meeting the preset condition, the target virtual object is cancelled from display, and the virtual attack power of the target virtual character and the first virtual character is increased in the second virtual scene; in response to the attack suffered by the target virtual object meeting the preset condition, the target virtual object is cancelled from display, and the action rate of the target virtual character and the first virtual character is increased in the second virtual scene; in response to the attack suffered by the target virtual object meeting the preset condition, the target virtual object is cancelled from display, and a damage reduction effect is added to the target virtual character and the first virtual character in the second virtual scene, wherein the damage reduction effect is used to reduce the amount of damage of the attack operation performed by the first virtual object on the target virtual character and the first virtual character; in response to the attack suffered by the target virtual object meeting the preset condition, the target virtual object is cancelled from display, and an exemption from control effect is added to the target virtual character and the first virtual character in the second virtual scene, wherein the exemption from control effect is used to prohibit the first virtual object from controlling the target virtual character and the first virtual character.
[0123] As an optional solution, the above method also includes: in response to the first virtual object and the target virtual object no longer existing in the second virtual scene, displaying virtual reward props and virtual transmission props; in response to interactive operations on the virtual reward props, transferring virtual resources corresponding to the virtual reward props to the target virtual character; in response to the triggering of the virtual transmission props, controlling the target virtual character to enter the first virtual scene from the second virtual scene.
[0124] Optionally, in this embodiment, the above-mentioned virtual reward props may include but are not limited to virtual reward props such as treasure chests and NPCs that can be claimed by the target virtual character. By performing interactive operations on the virtual reward props, relevant virtual resources can be transferred to the target virtual character.
[0125] For example, Fig. 9 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Fig. 9 As shown, when the player enters the second virtual scene and defeats all the first virtual objects and the target virtual object, the display Fig. 9 The portal and virtual reward props shown in the figure, and the player can obtain a virtual resource reward of gold coins + 1000 by controlling the target virtual character to perform interactive operations on the virtual reward props. Of course, it is also possible not to perform the above interactive operations. As long as the player controls the target virtual character to leave the second virtual scene, the virtual resources can be transferred to the target virtual character. The player can leave the second virtual scene by performing interactive operations on the portal, or leave the second virtual scene by colliding with the portal and return to the first virtual scene.
[0126] As an optional scheme, in response to the first virtual object being defeated, displaying the target virtual object in the second virtual scene includes at least one of the following: in response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character that the attack on the target virtual object needs to meet a preset condition within a preset time period; in response to the first virtual object being defeated, displaying preset condition prompt information and the target virtual object in the second virtual scene, wherein the preset condition prompt information is used to prompt the completion status of the preset condition.
[0127] Optionally, in this embodiment, the countdown prompt information is used to prompt the player of the effective defeat time limit of the target virtual object. When the countdown prompt information indicates that the countdown is over, it is considered that the preset time limit has been reached. At this time, if the attack received by the target virtual object does not meet the preset conditions, the target virtual object is cancelled, and negative effects are added to other virtual objects or positive effects are added to the teammates of the target virtual character.
[0128] Optionally, in this embodiment, the preset condition prompt information is used to prompt the player of the completion progress of the preset condition, for example, the real-time virtual life value of the target virtual object can be displayed, and the number of times the target virtual object is attacked can also be displayed.
[0129] As an optional solution, the method further includes: in response to the target virtual character entering the second virtual scene from the first virtual scene, displaying a third virtual object in the second virtual scene, wherein the third virtual object is a virtual object in the second virtual scene that is different from the first virtual object in type and has not been defeated by the target virtual character; in response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character to make the attack on the target virtual object meet a preset condition within a preset time period; in response to the attack on the target virtual object causing the virtual life value of the target virtual object to meet a preset virtual life value threshold, canceling the display of the target virtual object, reducing the virtual life value of the third virtual object in the first area according to the distance between the third virtual object in the first area and the target virtual object, and reducing the virtual life value of the target virtual character in the first area according to the distance between the target virtual object in the first area and the target virtual character, wherein different damage coefficients are preset for the target virtual character and the third virtual object, the degree of reduction of the virtual life value is positively correlated with the damage coefficient, the damage coefficient corresponding to the third virtual object is less than the damage coefficient corresponding to the target virtual character, and the degree of reduction of the virtual life value is also negatively correlated with the distance.
[0130] Optionally, as an optional implementation, the above virtual character control method includes:
[0131] S1, displaying a target virtual scene, wherein the target virtual scene includes a target virtual character and a first virtual object, wherein the first virtual object is set to allow being attacked by the target virtual character;
[0132] S2, in response to the first virtual object being defeated, converting the first virtual object into a target explosive, wherein the target explosive is configured to cause explosion damage after being triggered within a preset time period;
[0133] S3, in response to the target explosive not being triggered within the preset time period, canceling the display of the target explosive and generating a second virtual object, wherein the second virtual object is set to allow being attacked by the target virtual character, and the target explosive is displayed after being defeated.
[0134] Optionally, in this embodiment, the target explosive is processed in a similar manner to the aforementioned target virtual object, which will not be described in detail herein.
[0135] The present application is further explained below in conjunction with specific embodiments:
[0136] In an exemplary embodiment, certain monsters (corresponding to the aforementioned first virtual object) in a special scene leave behind a "tombstone" (corresponding to the aforementioned target virtual object) after being defeated. Each tombstone can be damaged, and will cause range damage when the health reaches zero. If the tombstone is not defeated within a period of time, it will become a new enemy in the scene.
[0137] Through this application, monsters can still pose a threat to players after being defeated, and players can make educated choices when facing tombstones.
[0138] For example, Fig.10 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application. The method for controlling a virtual character may include but is not limited to the following: Fig.10 The process shown. Boundary conditions can be set for the second virtual scene, that is, when there are no monsters alive on the field, but there are remaining tombstones, it is not considered a victory. A countdown UI component will be displayed on the tombstone, representing the countdown of the tombstone disappearing. When the countdown reaches zero, the tombstone disappears and a new monster appears.
[0139] In an exemplary embodiment, the first virtual object and the target virtual object may be set as follows:
[0140] Fig.11is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, such as Fig.11 As shown, tombstone: tombstone inherits from the parent class of explosives in the game. However, if the explosives do not distinguish between the damage to NPCs and players, the damage value cannot be configured. If the damage value is too low, it is difficult to cause damage to monsters, and if the damage value is too high, it will cause too much damage to players. Therefore, its damage event can be overridden. For explosion attenuation, it is implemented by using a linear function, that is, the damage value can be associated with the distance between the player and the tombstone or the different categories between the player and other monsters.
[0141] Specifically, it includes: first, obtaining the participant position (target virtual character or monster), scene, and NPCs within the calibrated maximum distance and minimum distance, and then searching for relevant data through array index, and using the attenuation starting radius, basic damage, damage attenuation multiples, damage type level, damage maker (event planner), damage cause, injured person and other parameters to calculate the final explosion damage. For example, the farther away from the center of the explosion, the lower the damage. Different distances correspond to different attenuation multiples, and different types of injured people correspond to different attenuation multiples, so as to finally determine the final damage value based on the basic damage combined with the above-mentioned factors.
[0142] For example, Fig.12 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application. The method for controlling a virtual character may include but is not limited to the following: Fig.12 The process shown:
[0143] S1, the player character approaches the second virtual scene, the internal data of the virtual scene is initialized, the remaining NPCs are cleared and the events are unbound. Specifically, when the player character approaches the virtual scene (scene elements in the game scene, such as a tornado), the virtual scene will be transformed into a portal.
[0144] S2, the player enters the second virtual scene and starts the relevant logic. It is divided into two parts: the first part starts the countdown logic, the server is responsible for timing, and distributes data to the client to ensure that even if a player joins in the middle, it can be synchronized.
[0145] S3, the second part is the birth of monsters. First place some ordinary monsters (at the same time or first place the monsters and then the elites) and bind the defeated count event. Then place some elite monsters and bind the special tombstone defeated event, including the generation of tombstones on the spot after being defeated, and bind the defeated count event. In the level, the player can control the player character to shoot and kill the monsters in the level scene. When the background detects that the number of monsters defeated is greater than the preset threshold, it starts to generate elite monsters in the level scene.
[0146] S4, when the player object or its summon kills an elite monster, the background will generate a tombstone at the original location of the level scene according to the event that the tombstone bound to it is defeated. After the tombstone is generated, there will be a countdown prompt message. The countdown prompt message is used to prompt the player to destroy the tombstone before the countdown ends.
[0147] S5, when the player object or its summoned creature destroys a tombstone, the background will generate area damage at the corresponding position according to the position of the tombstone, causing damage to the enemies within the preset range of the tombstone position.
[0148] S6, when the background detects that the tombstone is not destroyed before the countdown ends, the tombstone is converted into a new elite monster.
[0149] S7: When all monsters are defeated and all tombstones are destroyed, the mission is successful. If a player in the venue falls down or the countdown reaches zero before the game is won, the mission fails.
[0150] S8, after the mission is won, a virtual treasure chest will be generated in the level scene, and a portal will be displayed. The player object can exit the arena through the portal after opening the virtual treasure chest.
[0151] Through this embodiment, the diversity of gameplay can be increased for players and players can obtain a better flow experience.
[0152] It is understandable that in the specific implementation of this application, related data such as user information is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0153] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
[0154] According to another aspect of the embodiments of the present application, a virtual character control device for implementing the above virtual character control method is also provided. Fig.13 As shown, the device comprises:
[0155] A first display module 1302, configured to display a first virtual scene, wherein the first virtual scene includes a target virtual character;
[0156] The second display module 1304 is used for initiating a target task in response to the target virtual character entering a second virtual scene from the first virtual scene, and displaying a first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene;
[0157] A third display module 1306 is configured to display a target virtual object in the second virtual scene in response to the first virtual object being defeated, wherein the target virtual object is configured to be undisplayed when being attacked within a preset time period and a preset condition is met;
[0158] The fourth display module 1308 is configured to cancel display of the target virtual object and display a second virtual object in the second virtual scene in response to the attack received by the target virtual object within the preset time period not satisfying the preset condition;
[0159] The control module 1310 is used to complete the target task in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
[0160] As an optional solution, the above-mentioned device is also used to: in response to the target virtual character entering the second virtual scene from the first virtual scene, display the virtual object to be attacked in the second virtual scene, wherein the virtual object to be attacked represents the virtual object in the second virtual scene that has not been defeated by the target virtual character; in response to the attack on the target virtual object meeting a preset condition, cancel the display of the target virtual object, and display the negative effect added to the virtual object to be attacked in the second virtual scene, wherein the negative effect is used to reduce the difficulty of defeating the virtual object to be attacked.
[0161] As an optional solution, the above-mentioned device is used to cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object meeting the preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object and reduce the virtual life value of the virtual object to be attacked in the second virtual scene; in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object and reduce the action rate of the virtual object to be attacked in the second virtual scene; in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object and add a vulnerability effect to the virtual object to be attacked in the second virtual scene, wherein the vulnerability effect is used to increase the amount of damage of the attack operation performed by the target virtual character on the virtual object to be attacked; in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object and add a control effect to the virtual object to be attacked in the second virtual scene, wherein the control effect is used to prohibit the virtual object to be attacked from moving.
[0162] As an optional solution, the above-mentioned device is used to cancel the display of the target virtual object and reduce the virtual life value of the virtual object to be attacked in the second virtual scene in response to the attack on the target virtual object meeting a preset condition in at least one of the following ways: in response to the attack on the target virtual object meeting a preset condition, cancel the display of the target virtual object, and reduce the virtual life value of the virtual object to be attacked according to the distance between the virtual object to be attacked and the target virtual object, wherein the degree of reduction in the virtual life value is negatively correlated with the distance; in response to the attack on the target virtual object meeting a preset condition, cancel the display of the target virtual object, and reduce the virtual life value of the virtual object to be attacked according to the type of the virtual object to be attacked, wherein different coefficients are pre-configured for different types of virtual objects to be attacked, and the degree of reduction in the virtual life value is related to the value of the coefficient.
[0163] As an optional solution, the above-mentioned device is also used to: in response to the attack on the target virtual object meeting a preset condition, cancel the display of the target virtual object, and simultaneously reduce the virtual life values of the target virtual character and the virtual object to be attacked in the second virtual scene; wherein, different damage coefficients are pre-set for the target virtual character and the virtual object to be attacked, the degree of reduction in the virtual life value is positively correlated with the damage coefficient, and the damage coefficient corresponding to the virtual object to be attacked is greater than the damage coefficient corresponding to the target virtual character.
[0164] As an optional solution, the above-mentioned device is used to cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object satisfying a preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object satisfying a preset condition, cancel the display of the target virtual object, and display the negative effect added to the virtual object to be attacked in the first area in the second virtual scene, wherein the first area includes an area corresponding to the target virtual object as the center; in response to the attack suffered by the target virtual object satisfying the preset condition, cancel the display of the target virtual object, and display the negative effect added to the virtual object to be attacked in the second area in the second virtual scene, wherein the second area includes an area corresponding to the target virtual character as the center.
[0165] As an optional solution, the above-mentioned device is used to cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene in response to the attack suffered by the target virtual object satisfying a preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object causing the virtual life value of the target virtual object to satisfy a preset virtual life value threshold, cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene; in response to the number of attacks suffered by the target virtual object satisfying a preset number threshold, cancel the display of the target virtual object and display the negative effect added to the virtual object to be attacked in the second virtual scene.
[0166] As an optional solution, the above-mentioned device is also used to: in response to the target virtual character entering the second virtual scene from the first virtual scene, display the first virtual character in the second virtual scene, wherein the first virtual character represents a virtual character in the same camp as the target virtual character; in response to the attack on the target virtual object meeting a preset condition, cancel the display of the target virtual object, and display a positive effect in the second virtual scene, wherein the positive effect is used to improve the attack capabilities of the target virtual character and the first virtual character.
[0167] As an optional solution, the above-mentioned device is used to cancel the display of the target virtual object and display a positive effect in the second virtual scene in response to the attack suffered by the target virtual object meeting a preset condition in at least one of the following ways: in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object, and increase the virtual attack power of the target virtual character and the first virtual character in the second virtual scene; in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object, and increase the action rate of the target virtual character and the first virtual character in the second virtual scene; in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object, and add a damage reduction effect to the target virtual character and the first virtual character in the second virtual scene, wherein the damage reduction effect is used to reduce the amount of damage of the attack operation performed by the first virtual object on the target virtual character and the first virtual character; in response to the attack suffered by the target virtual object meeting the preset condition, cancel the display of the target virtual object, and add an exemption effect to the target virtual character and the first virtual character in the second virtual scene, wherein the exemption effect is used to prohibit the first virtual object from controlling the target virtual character and the first virtual character.
[0168] As an optional solution, the above-mentioned device is also used to: display virtual reward props and virtual transmission props in response to the first virtual object and the target virtual object no longer existing in the second virtual scene; transfer virtual resources corresponding to the virtual reward props to the target virtual character in response to interactive operations on the virtual reward props; and control the target virtual character to enter the first virtual scene from the second virtual scene in response to the triggering of the virtual transmission props.
[0169] As an optional solution, the above-mentioned device is used to display the target virtual object in the second virtual scene in response to the first virtual object being defeated in at least one of the following ways: in response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character that the attack on the target virtual object needs to meet a preset condition within a preset time period; in response to the first virtual object being defeated, displaying preset condition prompt information and the target virtual object in the second virtual scene, wherein the preset condition prompt information is used to prompt the completion status of the preset condition.
[0170] As an optional solution, the above-mentioned device is also used for: in response to the target virtual character entering the second virtual scene from the first virtual scene, displaying a third virtual object in the second virtual scene, wherein the third virtual object is a virtual object in the second virtual scene that is different from the type of the first virtual object and has not been defeated by the target virtual character; in response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character to make the attack on the target virtual object meet a preset condition within a preset time; in response to the attack on the target virtual object causing the virtual life value of the target virtual object to meet a preset virtual life value threshold, canceling the display of the target virtual object, reducing the virtual life value of the third virtual object in the first area according to the distance between the third virtual object in the first area and the target virtual object, and reducing the virtual life value of the target virtual character in the first area according to the distance between the target virtual object in the first area and the target virtual character, wherein different damage coefficients are preset for the target virtual character and the third virtual object, the degree of reduction of the virtual life value is positively correlated with the damage coefficient, the damage coefficient corresponding to the third virtual object is smaller than the damage coefficient corresponding to the target virtual character, and the degree of reduction of the virtual life value is also negatively correlated with the distance.
[0171] According to another aspect of the embodiment of the present application, a virtual character control device for implementing the above-mentioned virtual character control method is also provided. The device includes: a fifth display module, used to display a target virtual scene, wherein the target virtual scene includes a target virtual character and a first virtual object, wherein the first virtual object is set to allow attack by the target virtual character; a conversion module, used to convert the first virtual object into a target explosive in response to the first virtual object being defeated, wherein the target explosive is set to cause explosion damage after being triggered within a preset time length; a generation module, used to cancel the display of the target explosive in response to the target explosive not being triggered within the preset time length, and generate a second virtual object, wherein the second virtual object is set to allow attack by the target virtual character, and the target explosive is displayed after being defeated.
[0172] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method, and will not be elaborated here.
[0173] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication section 1409, and / or installed from a removable medium 1411. When the computer program is executed by a central processor 1401, various functions provided in the embodiments of the present application are executed.
[0174] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0175] Fig.14 The structure block diagram of a computer system for implementing an electronic device according to an embodiment of the present application is schematically shown.
[0176] It should be noted that Fig.14 The computer system 1400 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.
[0177] like Fig.14 As shown, the computer system 1400 includes a central processing unit 1401 (CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory 1402 (ROM) or the program loaded from the storage part 1408 to the random access memory 1403 (RAM). Various programs and data required for system operation are also stored in the random access memory 1403. The central processing unit 1401, the read-only memory 1402 and the random access memory 1403 are connected to each other through a bus 1404. An input / output interface 1405 (Input / Output interface, i.e., I / O interface) is also connected to the bus 1404.
[0178] The following components are connected to the input / output interface 1405: an input section 1406 including a keyboard, a mouse, etc.; an output section 1407 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1408 including a hard disk, etc.; and a communication section 1409 including a network interface card such as a LAN card, a modem, etc. The communication section 1409 performs communication processing via a network such as the Internet. A drive 1410 is also connected to the input / output interface 1405 as needed. A removable medium 1411, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1410 as needed so that a computer program read therefrom is installed into the storage section 1408 as needed.
[0179] In particular, according to an embodiment of the present application, the process described in each method flow chart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 1409, and / or installed from the removable medium 1411. When the computer program is executed by the central processor 1401, various functions defined in the system of the present application are executed.
[0180] According to another aspect of the embodiment of the present application, an electronic device for implementing the above-mentioned virtual character control method is also provided. The electronic device may be Figure 1 The terminal device or server shown in the figure. This embodiment is described by taking the electronic device as a terminal device as an example. Fig.15 As shown, the electronic device includes a memory 1502 and a processor 1504. The memory 1502 stores a computer program, and the processor 1504 is configured to execute the steps in any of the above method embodiments through the computer program.
[0181] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0182] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:
[0183] S1, displaying a first virtual scene, wherein the first virtual scene includes a target virtual character;
[0184] S2, in response to the target virtual character entering the second virtual scene from the first virtual scene, starting the target task, and displaying the first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene;
[0185] S3, in response to the first virtual object being defeated, displaying a target virtual object in a second virtual scene, wherein the target virtual object is set to be undisplayed when being attacked within a preset time period and satisfying a preset condition;
[0186] S4, in response to the target virtual object being attacked within a preset time period and failing to meet a preset condition, canceling the display of the target virtual object and displaying a second virtual object in a second virtual scene;
[0187] S5, in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, completing the target task, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
[0188] Alternatively, a person skilled in the art may understand that: Fig.15 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, and other terminal devices. Fig.15 The electronic device and the electronic equipment described above are not limited in structure. Fig.15 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.15 Different configurations are shown.
[0189] Among them, the memory 1502 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual character in the embodiment of the present application. The processor 1504 executes various functional applications and data processing by running the software programs and modules stored in the memory 1502, that is, realizing the control method of the virtual character mentioned above. The memory 1502 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1502 may further include a memory remotely arranged relative to the processor 1504, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1502 can be specifically, but not limited to, used to store information such as data of the above-mentioned virtual objects. As an example, such as Fig.15 As shown, the memory 1502 may include, but is not limited to, the first display module 1202, the second display module 1204, the third display module 1206, and the control module 1208 in the control device of the virtual character. In addition, other module units in the control device of the virtual character may also be included but are not limited to, which will not be repeated in this example.
[0190] Optionally, the transmission device 1506 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 1506 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1506 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0191] In addition, the electronic device further includes: a display 1508 for displaying the virtual scene; and a connection bus 1510 for connecting various module components in the electronic device.
[0192] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes may form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as a server, terminal and other electronic devices, may become a node in the blockchain system by joining the peer-to-peer network.
[0193] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual character control method provided in various optional implementations of the above-mentioned virtual character control aspects.
[0194] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0195] S1, displaying a first virtual scene, wherein the first virtual scene includes a target virtual character;
[0196] S2, in response to the target virtual character entering the second virtual scene from the first virtual scene, starting the target task, and displaying the first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene;
[0197] S3, in response to the first virtual object being defeated, displaying a target virtual object in a second virtual scene, wherein the target virtual object is set to be undisplayed when being attacked within a preset time period and satisfying a preset condition;
[0198] S4, in response to the target virtual object being attacked within a preset time period and failing to meet a preset condition, canceling the display of the target virtual object and displaying a second virtual object in a second virtual scene;
[0199] S5, in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, completing the target task, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
[0200] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.
[0201] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0202] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application.
[0203] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0204] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0205] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0206] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0207] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for controlling a virtual character, characterized in that: include: Displaying a first virtual scene, wherein the first virtual scene includes a target virtual character; In response to the target virtual character entering the second virtual scene from the first virtual scene, starting a target task, and displaying a first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene; In response to the first virtual object being defeated, displaying a target virtual object in the second virtual scene, wherein the target virtual object is set to be undisplayed when being attacked within a preset time period and meeting a preset condition; In response to the target virtual object being attacked within the preset time period and not satisfying the preset condition, canceling the display of the target virtual object and displaying a second virtual object in the second virtual scene; In response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, the target task is completed, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
2. The method according to claim 1, characterized in that The method further comprises: In response to the target virtual character entering a second virtual scene from the first virtual scene, displaying the virtual object to be attacked in the second virtual scene, wherein the virtual object to be attacked represents a virtual object in the second virtual scene that has not been defeated by the target virtual character; In response to the attack received by the target virtual object satisfying the preset condition, the target virtual object is cancelled from display, and a negative effect added to the virtual object to be attacked is displayed in the second virtual scene, wherein the negative effect is used to reduce the difficulty of defeating the virtual object to be attacked.
3. The method according to claim 2, characterized in that In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and displaying the negative effect added to the virtual object to be attacked in the second virtual scene, comprises at least one of the following: In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and reducing the virtual health value of the virtual object to be attacked in the second virtual scene; In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and reducing the action rate of the virtual object to be attacked in the second virtual scene; In response to the attack received by the target virtual object satisfying the preset condition, the target virtual object is cancelled from being displayed, and a vulnerability effect is added to the virtual object to be attacked in the second virtual scene, wherein the vulnerability effect is used to increase the amount of damage of the attack operation performed by the target virtual character on the virtual object to be attacked; In response to the attack on the target virtual object satisfying the preset condition, the target virtual object is cancelled from being displayed, and a control effect is added to the virtual object to be attacked in the second virtual scene, wherein the control effect is used to prohibit the virtual object to be attacked from moving.
4. The method according to claim 3, characterized in that In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and reducing the virtual life value of the virtual object to be attacked in the second virtual scene, comprises at least one of the following: In response to the attack on the target virtual object satisfying the preset condition, the target virtual object is cancelled from being displayed, and the virtual life value of the virtual object to be attacked is reduced according to the distance between the virtual object to be attacked and the target virtual object, wherein the reduction degree of the virtual life value is negatively correlated with the distance; In response to the attack suffered by the target virtual object satisfying the preset condition, the target virtual object is cancelled from display, and the virtual life value of the virtual object to be attacked is reduced according to the type of the virtual object to be attacked, wherein different coefficients are pre-configured for different types of virtual objects to be attacked, and the degree of reduction of the virtual life value is related to the value of the coefficient.
5. The method according to claim 2, characterized in that: The method further comprises: In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object, and reducing the virtual health values of the target virtual character and the virtual object to be attacked in the second virtual scene at the same time; Among them, different damage coefficients are pre-set for the target virtual character and the virtual object to be attacked, the degree of reduction of the virtual life value is positively correlated with the damage coefficient, and the damage coefficient corresponding to the virtual object to be attacked is greater than the damage coefficient corresponding to the target virtual character.
6. The method according to claim 2, characterized in that In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and displaying the negative effect added to the virtual object to be attacked in the second virtual scene, comprises at least one of the following: In response to the attack on the target virtual object satisfying the preset condition, the target virtual object is cancelled from being displayed, and a negative effect added to the virtual object to be attacked in a first area is displayed in the second virtual scene, wherein the first area includes an area corresponding to the target virtual object as the center; In response to the attack suffered by the target virtual object satisfying the preset condition, the target virtual object is cancelled from display, and the negative effect added to the virtual object to be attacked in a second area is displayed in the second virtual scene, wherein the second area includes an area corresponding to the target virtual character as the center.
7. The method according to claim 2, characterized in that In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and displaying the negative effect added to the virtual object to be attacked in the second virtual scene, comprises at least one of the following: In response to the virtual life value of the target virtual object satisfying a preset virtual life value threshold due to the attack on the target virtual object, the target virtual object is cancelled from being displayed, and a negative effect added to the virtual object to be attacked is displayed in the second virtual scene; In response to the number of attacks received by the target virtual object meeting a preset number threshold, the target virtual object is cancelled from display, and a negative effect added to the virtual object to be attacked is displayed in the second virtual scene.
8. The method according to claim 1, characterized in that The method further comprises: In response to the target virtual character entering a second virtual scene from the first virtual scene, displaying a first virtual character in the second virtual scene, wherein the first virtual character represents a virtual character in the same camp as the target virtual character; In response to the attack suffered by the target virtual object satisfying the preset condition, the target virtual object is cancelled from display, and a positive effect is displayed in the second virtual scene, wherein the positive effect is used to improve the attack capabilities of the target virtual character and the first virtual character.
9. The method according to claim 8, characterized in that In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object and displaying a positive effect in the second virtual scene, comprises at least one of the following: In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object, and increasing the virtual attack power of the target virtual character and the first virtual character in the second virtual scene; In response to the attack on the target virtual object satisfying the preset condition, canceling the display of the target virtual object, and increasing the action rates of the target virtual character and the first virtual character in the second virtual scene; In response to the attack on the target virtual object satisfying the preset condition, the target virtual object is cancelled from being displayed, and a damage reduction effect is added to the target virtual character and the first virtual character in the second virtual scene, wherein the damage reduction effect is used to reduce the amount of damage caused by the attack operation performed by the first virtual object on the target virtual character and the first virtual character; In response to the attack suffered by the target virtual object satisfying the preset condition, the target virtual object is cancelled from being displayed, and an immunity effect is added to the target virtual character and the first virtual character in the second virtual scene, wherein the immunity effect is used to prohibit the first virtual object from controlling the target virtual character and the first virtual character.
10. The method according to claim 1, characterized in that The method further comprises: In response to the virtual object to be attacked no longer existing in the second virtual scene, displaying a virtual reward item and a virtual transmission item; In response to an interactive operation on the virtual reward item, transferring virtual resources corresponding to the virtual reward item to the target virtual character; In response to the triggering of the virtual transmission prop, the target virtual character is controlled to enter the first virtual scene from the second virtual scene.
11. The method according to claim 1, characterized in that: In response to the first virtual object being defeated, displaying a target virtual object in the second virtual scene comprises at least one of the following: In response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character to make the attack on the target virtual object meet the preset condition within the preset time period; In response to the first virtual object being defeated, preset condition prompt information and the target virtual object are displayed in the second virtual scene, wherein the preset condition prompt information is used to prompt the completion status of the preset condition.
12. The method according to any one of claims 1 to 11, characterized in that The method further comprises: In response to the target virtual character entering a second virtual scene from the first virtual scene, displaying a third virtual object in the second virtual scene, wherein the third virtual object is a virtual object in the second virtual scene that is different in type from the first virtual object and has not been defeated by the target virtual character; In response to the first virtual object being defeated, displaying countdown prompt information and the target virtual object in the second virtual scene, wherein the countdown prompt information is used to prompt the target virtual character to make the attack on the target virtual object meet the preset condition within the preset time period; In response to the target virtual object being attacked, resulting in the virtual life value of the target virtual object meeting a preset virtual life value threshold, the target virtual object is cancelled from being displayed, the virtual life value of the third virtual object in the first area is reduced according to the distance between the third virtual object in the first area and the target virtual object, and the virtual life value of the target virtual character in the first area is reduced according to the distance between the target virtual object in the first area and the target virtual character, wherein different damage coefficients are pre-set for the target virtual character and the third virtual object, the degree of reduction in the virtual life value is positively correlated with the damage coefficient, the damage coefficient corresponding to the third virtual object is smaller than the damage coefficient corresponding to the target virtual character, and the degree of reduction in the virtual life value is also negatively correlated with the distance.
13. A method for controlling a virtual character, characterized in that: include: Displaying a target virtual scene, wherein the target virtual scene includes a target virtual character and a first virtual object, wherein the first virtual object is set to allow being attacked by the target virtual character; In response to the first virtual object being defeated, converting the first virtual object into a target explosive, wherein the target explosive is configured to cause explosion damage after being triggered within a preset time period; In response to the target explosive not being triggered within the preset time period, the target explosive is cancelled from display, and a second virtual object is generated, wherein the second virtual object is set to allow being attacked by the target virtual character, and the target explosive is displayed after being defeated.
14. A control device for a virtual character, characterized in that: include: A first display module, configured to display a first virtual scene, wherein the first virtual scene includes a target virtual character; A second display module is used for starting a target task in response to the target virtual character entering a second virtual scene from the first virtual scene, and displaying a first virtual object in the second virtual scene, wherein the first virtual object is set to allow being attacked by the target virtual character in the second virtual scene; A third display module, configured to display a target virtual object in the second virtual scene in response to the first virtual object being defeated, wherein the target virtual object is configured to be undisplayed when being attacked within a preset time period and a preset condition is met; a fourth display module, configured to cancel display of the target virtual object and display a second virtual object in the second virtual scene in response to the attack received by the target virtual object within the preset time period not satisfying the preset condition; A control module, configured to complete the target task in response to the virtual object to be attacked indicated by the target task no longer existing in the second virtual scene, wherein the target virtual character is allowed to return to the first virtual scene from the second virtual scene after completing the target task, and the virtual objects to be attacked include the first virtual object, the second virtual object and the target virtual object.
15. A control device for a virtual character, characterized in that: include: a fifth display module, configured to display a target virtual scene, wherein the target virtual scene includes a target virtual character and a first virtual object, wherein the first virtual object is configured to allow being attacked by the target virtual character; a conversion module, configured to convert the first virtual object into a target explosive in response to the first virtual object being defeated, wherein the target explosive is configured to cause explosion damage after being triggered within a preset time period; A generation module is used for canceling the display of the target explosive and generating a second virtual object in response to the target explosive not being triggered within the preset time period, wherein the second virtual object is set to allow being attacked by the target virtual character and displaying the target explosive after being defeated.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program can be executed by a terminal device or a computer to execute the method described in any one of claims 1 to 12 or 13.
17. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 12 or 13 are implemented.
18. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 12 or 13 through the computer program.
