Virtual object control method and device, terminal and storage medium
The virtual object control method enhances NPC attack flexibility and unpredictability by alternating combat skills based on attack counts, improving player engagement and interaction.
Patent Information
- Application Number
- CN202310788749.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-29
- Publication Date
- 2024-12-31
AI Technical Summary
The attack methods of Non-Player Character (NPC) objects in virtual scenes lack flexibility, making the interaction with player-controlled objects simplistic and less engaging.
A virtual object control method where a first virtual object, not controlled by user operation, alternates between using a first skill with lower combat effectiveness and a second skill with higher effectiveness based on attack counts, with state changes and animations to enhance flexibility and unpredictability.
This method increases the difficulty and engagement by making NPC attacks more flexible and unpredictable, prompting active player interaction to counter effectively.
Smart Images

Figure CN119215421A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a virtual object control method, device, terminal and storage medium. Background Art
[0002] With the rapid development of computer technology and the popularization of intelligent terminals, electronic games have been widely used. In the virtual scenes provided by electronic games, users can control virtual objects to play games with other virtual objects.
[0003] The virtual scene provides player objects controlled by user operations and NPC (Non-Player Character) objects controlled by non-user operations. NPC objects and player objects attack each other, but the attack method of NPC objects on player objects is relatively simple and lacks flexibility. Summary of the invention
[0004] The embodiments of the present application provide a virtual object control method, device, terminal and storage medium, which improve the flexibility of controlling the virtual object to attack, and encourage the player to actively control the second virtual object to interact with the first virtual object, thereby improving the efficiency of human-computer interaction. The technical solution is as follows:
[0005] In one aspect, a virtual object control method is provided, the method comprising:
[0006] Controlling a first virtual object in a virtual scene to use a first skill to attack a second virtual object, wherein the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation;
[0007] When the attack times of the first virtual object reaches a first preset time, controlling the first virtual object to use a second skill to attack the second virtual object, the combat power of the second skill being greater than the combat power of the first skill, the combat power including at least one of attack power or attack frequency;
[0008] When the attack times of the first virtual object reaches a second preset times, the first virtual object is controlled to stop attacking; when the duration of the first virtual object stopping attacking reaches a first preset duration, the first virtual object is controlled to use the first skill to attack the second virtual object.
[0009] In another aspect, a virtual object control device is provided, the device comprising:
[0010] A first control module, used to control a first virtual object in a virtual scene to use a first skill to attack a second virtual object, wherein the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation;
[0011] A second control module is used to control the first virtual object to use a second skill to attack the second virtual object when the number of attacks of the first virtual object reaches a first preset number, wherein the combat power of the second skill is greater than the combat power of the first skill, and the combat power includes at least one of attack power or attack frequency;
[0012] The first control module is further used to control the first virtual object to stop attacking when the number of attacks of the first virtual object reaches a second preset number, and to control the first virtual object to use the first skill to attack the second virtual object when the duration of the first virtual object stopping attacking reaches a first preset duration.
[0013] Optionally, the first virtual object carries a state control device, the state control device is used to control the first virtual object to enter a second state from a first state, the first state refers to a state of using the second skill to attack, and the second state refers to a state of using the first skill to attack;
[0014] The first control module is configured to, when the state control equipment of the first virtual object is not destroyed, control the first virtual object to stop attacking and clear the attack times of the first virtual object to zero when the attack times of the first virtual object reach the second preset times; and control the first virtual object to use the first skill to attack the second virtual object when the duration of the first virtual object stopping attack reaches the first preset duration;
[0015] The second control module is used to control the first virtual object to use the second skill to attack the second virtual object when the attack number of the first virtual object reaches the first preset number again.
[0016] Optionally, the second control module is further used to:
[0017] When the state control device of the first virtual object is destroyed, whenever the attack times of the first virtual object reaches a multiple of a preset value, the first virtual object is controlled to stop attacking;
[0018] When the time duration during which the first virtual object stops attacking reaches a second preset time duration, the first virtual object continues to be controlled to attack the second virtual object using the second skill.
[0019] Optionally, the second control module is used to:
[0020] When the state control equipment of the first virtual object is destroyed, each time the attack number of the first virtual object reaches a multiple of the preset value, a first animation of the first virtual object is displayed, the first animation is an animation of the first virtual object failing to enter the second state, and the display duration of the first animation is the second preset duration.
[0021] Optionally, the device further includes a third control module, configured to:
[0022] When the second virtual object hits the state control equipment of the first virtual object, reducing the health value of the state control equipment;
[0023] When the health value of the state control equipment drops to 0, it is determined that the state control equipment is destroyed.
[0024] Optionally, the third control module is used to:
[0025] When the second virtual object meets the target condition, the target virtual weapon is added to the equipment library of the second virtual object, and when the second virtual object hits the state control equipment with the target virtual weapon, the life value of the state control equipment is reduced to 0; or
[0026] When the second virtual object meets the target condition, the permission for the second virtual object to use the target skill is enabled, and when the second virtual object uses the target skill to hit the state control equipment, the health value of the state control equipment is reduced to 0.
[0027] Optionally, the device further includes a first display module, configured to:
[0028] In a case where the state control equipment of the first virtual object is not damaged, when the attack times of the first virtual object reaches the first preset times, the state control equipment of the first virtual object is highlighted.
[0029] Optionally, the second control module is used to:
[0030] When the number of attacks of the first virtual object reaches the first preset number, displaying a second animation, wherein the second animation is an animation of the first virtual object entering a first state, wherein the first state refers to a state of using the second skill to attack;
[0031] After the second animation is displayed, the first virtual object is controlled to use the second skill to attack the second virtual object.
[0032] Optionally, the first control module is used to:
[0033] When the attack times of the first virtual object reaches the second preset times, controlling the first virtual object to stop attacking and displaying a third animation, wherein the third animation is an animation of the first virtual object entering a second state, wherein the second state refers to a state of using the first skill to attack, and the display duration of the third animation is the first preset duration;
[0034] After the third animation is displayed, the first virtual object is controlled to attack the second virtual object using the first skill.
[0035] Optionally, the first control module is used to:
[0036] Displaying an animation of the first virtual object releasing smoke;
[0037] Determine the coverage area of the smoke, and perform at least one of the following: reduce visibility of the coverage area, reduce the movement speed of the second virtual object located in the coverage area, reduce the attack power of the second virtual object located in the coverage area, reduce the attack frequency of the second virtual object located in the coverage area, or increase the cooldown time of the skill of the second virtual object located in the coverage area.
[0038] Optionally, the device further comprises a regional control module, configured to:
[0039] When the number of attacks of the first virtual object reaches the first preset number, opening the weak area of the first virtual object;
[0040] When the attack times of the first virtual object reaches the second preset times, closing the weak area of the first virtual object;
[0041] The surface texture of the weak point area is different from the surface texture of the non-weak point area, and the health value reduced when the weak point area of the first virtual object is hit is greater than the health value reduced when the non-weak point area is hit.
[0042] Optionally, the device further includes a second display module, configured to:
[0043] Based on the number of attacks of the first virtual object, adjusting the brightness of the target part of the first virtual object, wherein the brightness of the target part is positively correlated with the number of attacks of the first virtual object; or
[0044] Based on the number of attacks of the first virtual object, the color of the target part of the first virtual object is adjusted.
[0045] On the other hand, a terminal is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method as described in the above aspects.
[0046] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method as described in the above aspects.
[0047] On the other hand, a computer program product is provided, including a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method as described in the above aspects.
[0048] The solution provided by the embodiment of the present application is that the first virtual object controlled by the terminal, which is not controlled by the user operation, automatically attacks the second virtual object controlled by the user operation. When the number of attacks has not reached the first preset number, the first virtual object uses the first skill with lower combat effectiveness to attack. After the number of attacks reaches the first preset number, the first virtual object uses the second skill with higher combat effectiveness to attack. When the number of attacks reaches the second preset number, the first virtual object returns to using the first skill to attack. Therefore, the combat effectiveness of the first virtual object will change with the change of the number of attacks of the first virtual object, making the attack method of the first virtual object more flexible, making it difficult for the player to predict the attack method of the first virtual object and unable to easily deal with the attack of the first virtual object, increasing the difficulty of the game for the player, prompting the player to actively control the second virtual object to interact with the first virtual object, thereby facilitating the improvement of the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0049] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0050] Figure 1 It is a schematic diagram of an implementation environment provided by an embodiment of the present application;
[0051] Figure 2 is a flow chart of a virtual object control method provided by an embodiment of the present application;
[0052] Figure 3 is a flow chart of another virtual object control method provided by an embodiment of the present application;
[0053] Figure 4 is a flow chart of another virtual object control method provided by an embodiment of the present application;
[0054] Figure 5 is a schematic diagram of a state control device provided in an embodiment of the present application;
[0055] Figure 6 is a schematic diagram of a virtual object provided in an embodiment of the present application;
[0056] Figure 7 is a flow chart of another virtual object control method provided by an embodiment of the present application;
[0057] Figure 8 is a schematic diagram of a configuration interface provided in an embodiment of the present application;
[0058] Fig. 9 is a schematic diagram of another configuration interface provided in an embodiment of the present application;
[0059] Fig.10 is a schematic diagram of another configuration interface provided in an embodiment of the present application;
[0060] Fig.11 is a schematic diagram of another configuration interface provided in an embodiment of the present application;
[0061] Fig.12 is a schematic diagram of another configuration interface provided in an embodiment of the present application;
[0062] Fig.13 is a structural schematic diagram of a virtual object control device provided in an embodiment of the present application;
[0063] Fig.14 is a structural schematic diagram of another virtual object control device provided in an embodiment of the present application;
[0064] Fig.15 It is a structural diagram of a terminal provided in an embodiment of the present application. DETAILED DESCRIPTION
[0065] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below in conjunction with the accompanying drawings.
[0066] It is understood that the terms "first", "second", etc. used in this application may be used herein to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, a first virtual object may be referred to as a second virtual object, and similarly, a second virtual object may be referred to as a first virtual object.
[0067] Among them, at least one refers to one or more than one, for example, at least one virtual object can be one virtual object, two virtual objects, three virtual objects, or any other virtual objects that are an integer greater than or equal to one. Multiple refers to two or more than two, for example, multiple virtual objects can be two virtual objects, three virtual objects, or any other virtual objects that are an integer greater than or equal to two. Each refers to each of at least one, for example, each virtual object refers to each virtual object in the multiple virtual objects. If the multiple virtual objects are 3 virtual objects, each virtual object refers to each virtual object in the 3 virtual objects.
[0068] It should be noted that the information (including but not limited to user device information, personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0069] The virtual scene involved in the present application can be used to simulate a three-dimensional virtual space, which can be an open space. The virtual scene can be used to simulate a real environment in reality. For example, the virtual scene can include the sky, land, ocean, etc., and the land can include environmental elements such as deserts and cities. Of course, the virtual scene can also include virtual items, such as projectiles, buildings, vehicles, and weapons and other props required for virtual objects in the virtual scene to arm themselves or fight with other virtual objects. The virtual scene can also be used to simulate the real environment under different weather conditions, such as sunny days, rainy days, foggy days, or night weather. A variety of scene elements enhance the diversity and authenticity of the virtual scene.
[0070] Among them, the user controls the virtual object to move in the virtual scene. The virtual object is a virtual image in the virtual scene that is used to represent the user. The virtual image is in any form, such as a person or an animal, etc., and this application does not limit this. Taking electronic games as an example, the electronic games are first-person shooter games, third-person shooter games, or other electronic games that use hot weapons for long-range attacks. Third-person shooter games are different from first-person shooter games. Third-person shooter games emphasize the action sense of the character controlled by the player in the game screen, and usually use a fixed perspective to allow players to see their characters.
[0071] Taking shooting games as an example, users can control virtual objects to fall freely, glide, or open parachutes to fall in the sky of the virtual scene, run, jump, crawl, bend forward, etc. on land, or control virtual objects to swim, float, or dive in the ocean. Of course, users can also control virtual objects to move in the virtual scene by riding vehicles. Users can also control virtual objects to enter and exit buildings in the virtual scene, find and pick up virtual items (for example, throwing objects, weapons, and other props) in the virtual scene, and then fight with other virtual objects through the picked up virtual items. For example, the virtual items can be clothing, helmets, bulletproof vests, medical supplies, cold weapons or hot weapons, etc., or virtual items left after other virtual objects are eliminated. The above-mentioned scenes are only used as examples for illustration, and the embodiments of the present application are not specifically limited to this.
[0072] In the embodiment of the present application, an electronic game scene is taken as an example. The user performs an operation on the terminal in advance. After the terminal detects the user's operation, it downloads the game configuration file of the electronic game. The game configuration file includes the application program, interface display data or virtual scene data of the electronic game, so that when the user logs in to the electronic game on the terminal, the game configuration file is called to render and display the electronic game interface. The user performs a touch operation on the terminal. After the terminal detects the touch operation, it determines the game data corresponding to the touch operation and renders and displays the game data. The game data includes virtual scene data and behavior data of virtual objects in the virtual scene, etc.
[0073] When the terminal renders and displays the virtual scene, the virtual scene is displayed in full screen, or the global map is independently displayed in the first preset area of the current display interface while the virtual scene is displayed on the current display interface, or the terminal displays the global map only when a click operation on a preset button is detected. Among them, the global map is used to display a thumbnail of the virtual scene, and the thumbnail is used to describe the geographical features such as the terrain, landform, and geographical location corresponding to the virtual scene. Of course, the terminal can also display thumbnails of virtual scenes within a certain distance around the current virtual object on the current display interface, and when a click operation on the global map is detected, a thumbnail of the entire virtual scene is displayed in the second preset area of the current display interface of the terminal, so that the user can not only view the virtual scenes around him, but also the entire virtual scene. When the terminal detects a zoom operation on the complete thumbnail, it zooms and displays the complete thumbnail. Optionally, the specific display position and shape of the first preset area and the second preset area are set according to the user's operating habits. For example, in order to avoid excessive occlusion of the virtual scene, the first preset area is a rectangular area at the upper right corner, lower right corner, upper left corner or lower left corner of the current display interface, and the second preset area is a square area on the right or left side of the current display interface, or the first preset area and the second preset area are circular areas or areas of other shapes. The embodiment of the present application does not limit the specific display position and shape of the preset area.
[0074] Figure 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application, such as Figure 1 As shown, the implementation environment includes a terminal 101 and a server 102 .
[0075] Optionally, the terminal 101 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart TV, a smart watch, a VR (Virtual Reality) device or an AR (Augmented Reality) device, etc., but is not limited thereto. Optionally, the server 102 is an independent physical server, or the server 102 is a server cluster or distributed system composed of multiple physical servers, or the server 102 is a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The terminal 101 and the server 102 are directly or indirectly connected by wired or wireless communication, and this application is not limited here.
[0076] The server 102 provides a virtual scene for the terminal 101. The terminal 101 can display a virtual scene interface through the virtual scene provided by the server 102, and can display virtual objects and virtual items in the virtual scene interface, and the terminal 101 can control the virtual scene based on the virtual scene interface. The server 102 is used to perform background processing according to the control of the virtual scene by the terminal 101, and provide background support for the terminal 101.
[0077] Optionally, the terminal 101 installs a game client, which is a client provided by the server 102, or a client provided by the operating system of the terminal 101, or a client provided by a third party. The terminal 101 interacts with the server 102 through the game client.
[0078] The virtual object control method provided in the embodiment of the present application can be applied in the scenario of electronic games.
[0079] For example, in a PVE (Player Versus Environment) scenario in a virtual scene of an electronic game, a player manipulates a player object to play against an NPC object controlled by a program in the virtual scene. In order to improve the flexibility of the game, the method provided in an embodiment of the present application is adopted. When the number of attacks of the NPC object has not reached a first preset number, the NPC object is in a second state (non-violent state), and uses a first skill with relatively weak combat effectiveness to attack the player object. When the number of attacks of the NPC object reaches a first preset number, the NPC object enters a first state (violent state) from the second state, and uses a second skill with relatively strong combat effectiveness to attack the player object. When the number of attacks reaches a second preset number, the NPC object is restored from the first state to the second state, so that the combat effectiveness of the NPC object changes with the number of attacks, thereby improving the flexibility of the NPC object in attacking, prompting the player to actively control the player object to interact with the NPC object, and thus facilitating improving the efficiency of human-computer interaction.
[0080] Figure 2 is a flowchart of a virtual object control method provided in an embodiment of the present application. The embodiment of the present application is executed by a terminal. Figure 2 , the method comprising:
[0081] 201. A terminal controls a first virtual object in a virtual scene to use a first skill to attack a second virtual object, where the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation.
[0082] The terminal displays a virtual scene, which includes a first virtual object and a second virtual object. The first virtual object is a virtual object that is not controlled by user operation, and the second virtual object is a virtual object that is controlled by user operation. The user can control the second virtual object by performing operations on the terminal, and the first virtual object is automatically controlled by the terminal, for example, the terminal controls the first virtual object according to a preset program.
[0083] The first virtual object is used to represent a virtual image that is hostile to the user. The first virtual object can also be called a boss (monster) in the virtual scene. The second virtual object is used to represent a virtual image of the user. The first virtual object and the second virtual object can be in any form, such as a person or an animal. For example, the first virtual object is represented by a nanoorganism or a crystallized organism.
[0084] In the embodiment of the present application, the player wins the game by controlling the second virtual object to defeat the first virtual object. At the same time, the terminal will automatically control the first virtual object to attack the second virtual object, so that the first virtual object and the second virtual object are playing a game.
[0085] Wherein, when the attack times of the first virtual object do not reach the first preset times, the terminal controls the first virtual object to use the first skill to attack the second virtual object. It should be noted that the first skill is only a general term for the skills used by the first virtual object when the attack times do not reach the first preset times, rather than a specific skill. For example, the first skill may include multiple different types of skills.
[0086] 202. When the number of attacks of the first virtual object reaches a first preset number, the terminal controls the first virtual object to use a second skill to attack the second virtual object, the combat power of the second skill is greater than the combat power of the first skill, and the combat power includes at least one of the attack power or the attack frequency.
[0087] During the process of the first virtual object and the second virtual object attacking each other, when the attack times of the first virtual object reaches a first preset times, the terminal controls the first virtual object to attack the second virtual object using a second skill.
[0088] The combat power of the second skill is greater than the combat power of the first skill. For example, the attack power of the second skill is greater than the attack power of the first skill, that is, the damage caused by the second skill when hitting the second virtual object is greater than the damage caused by the first skill when hitting the second virtual object. For example, the attack frequency of the second skill is greater than the attack frequency of the first skill, that is, the frequency of the first virtual object releasing the second skill is greater than the frequency of releasing the first skill.
[0089] It should be noted that the second skill is only a general term for the skills used by the first virtual object when the number of attacks does not reach the first preset number, rather than referring to a specific skill. For example, the second skill may include multiple different types of skills.
[0090] 203. When the attack times of the first virtual object reaches a second preset times, the terminal controls the first virtual object to stop attacking, and when the duration of the first virtual object stopping attacking reaches a first preset duration, controls the first virtual object to use the first skill to attack the second virtual object.
[0091] In the process of controlling the first virtual object to use the second skill to attack the second virtual object, when the number of attacks of the first virtual object reaches the second preset number, the terminal controls the first virtual object to stop attacking. When the duration of the first virtual object stopping attacking reaches the first preset duration, the terminal controls the first virtual object to resume attacking and use the first skill to attack the second virtual object. During the period when the first virtual object stops attacking, the player can seize the opportunity to control the second virtual object to attack the first virtual object, causing greater damage to the first virtual object. If the first virtual object can be directly defeated during this period, the game can be quickly ended to win the game. If the first virtual object cannot be defeated during this period, it is necessary to wait for the next time when the first virtual object stops attacking.
[0092] Optionally, the second preset number is greater than the first preset number, for example, the first preset number is 8 times, and the second preset number is 16 times. When the attack number of the first virtual object reaches 8 times, the first virtual object switches from using the first skill to attack to using the second skill to attack, and when the attack number of the first virtual object reaches 16 times, the first virtual object is controlled to stop attacking, and after a period of time, the first virtual object continues to be controlled to attack using the first skill.
[0093] It should be noted that, in addition to resetting the number of attacks of the first virtual object to zero, the number of attacks of the first virtual object mentioned in the embodiments of the present application refers to the accumulation of the number of times the first virtual object attacks using the first skill or the second skill.
[0094] The method provided by the embodiment of the present application is that the terminal controls the first virtual object that is not controlled by the user operation to automatically attack the second virtual object controlled by the user operation. When the number of attacks has not reached the first preset number, the first virtual object uses the first skill with lower combat effectiveness to attack. After the number of attacks reaches the first preset number, the first virtual object uses the second skill with higher combat effectiveness to attack. When the number of attacks reaches the second preset number, the first virtual object returns to using the first skill to attack. Therefore, the combat effectiveness of the first virtual object will change with the change of the number of attacks of the first virtual object, making the attack method of the first virtual object more flexible, making it difficult for the player to predict the attack method of the first virtual object and unable to easily deal with the attack of the first virtual object, increasing the difficulty of the game for the player, prompting the player to actively control the second virtual object to interact with the first virtual object, thereby facilitating the improvement of the efficiency of human-computer interaction.
[0095] Above Figure 2 The embodiment shown is only a simple description of controlling the first virtual object to attack. In another embodiment, the first virtual object carries a state control device, and the state control device is used to control the first virtual object to enter the second state from the first state, the first state refers to the state of using the second skill to attack, and the second state refers to the state of using the first skill to attack. When the state control device of the first virtual object is not destroyed, the first virtual object can be restored from the first state to the second state. When the state control device is destroyed, the first virtual object cannot be restored from the first state to the second state. Among them, in the first state, the combat effectiveness of the first virtual object is relatively high, and the first state can be understood as a violent state. In the second state, the combat effectiveness of the first virtual object is relatively weak, and the second state can be understood as a non-violent state.
[0096] In the case where the state control device of the first virtual object is not damaged, the detailed process of controlling the first virtual object to attack is as follows Figure 3 The embodiment shown. Figure 3 is a flowchart of another virtual object control method provided in an embodiment of the present application. The embodiment of the present application is executed by a terminal. Figure 3 , the method comprising:
[0097] 301. A terminal controls a first virtual object in a virtual scene to use a first skill to attack a second virtual object, where the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation.
[0098] In the embodiment of the present application, the player wins the game by controlling the second virtual object to defeat the first virtual object. At the same time, the terminal will automatically control the first virtual object to attack the second virtual object, so as to form a situation where the first virtual object and the second virtual object play a game. When the number of attacks of the first virtual object does not reach the first preset number, the first virtual object is in the second state, and the terminal controls the first virtual object to use the first skill to attack the second virtual object.
[0099] In a possible implementation, the computer device displays a virtual scene interface, which is used to display a virtual scene within the viewing angle of the second virtual object. Optionally, the virtual scene interface also includes function buttons and a virtual joystick area. The function buttons include a crouch button, a jump button, an attack button, and a throw button. The virtual joystick area is used to control the first virtual object to walk, run, and adjust the viewing angle of the virtual object in the virtual scene.
[0100] 302. When the number of attacks of the first virtual object reaches a first preset number, the terminal controls the first virtual object to use a second skill to attack the second virtual object, the combat power of the second skill is greater than the combat power of the first skill, and the combat power includes at least one of the attack power or the attack frequency.
[0101] During the mutual attack between the first virtual object and the second virtual object, when the attack times of the first virtual object reaches a first preset times, the first virtual object enters a first state, and the terminal controls the first virtual object to use a second skill to attack the second virtual object.
[0102] The combat effectiveness of the second skill is greater than that of the first skill, for example, the attack power of the second skill is greater than that of the first skill, the attack frequency of the second skill is greater than that of the first skill, and the cooling time of the second skill is less than that of the first skill. Therefore, the first virtual object is difficult to deal with in the first state, and the player needs to control the second virtual object to avoid the frequent attacks of the first virtual object and use the short gaps to fight back. Therefore, when the first virtual object is in the first state, the game difficulty of the player is relatively high, which is conducive to mobilizing the player to actively participate in the game to avoid being directly defeated by the first virtual object.
[0103] In a possible implementation, when the state control equipment of the first virtual object is not damaged and the attack times of the first virtual object reaches a first preset times, the terminal highlights the state control equipment of the first virtual object.
[0104] If the state control equipment of the first virtual object is not destroyed during the game, when the number of attacks of the first virtual object reaches a first preset number, after the first virtual object enters the first state, the terminal highlights the state control equipment of the first virtual object, for example, by increasing the brightness of the state control equipment, or flashing the state control equipment, etc.
[0105] In the embodiment of the present application, after the first virtual object enters the first state, the state control equipment is highlighted so that the player can quickly notice the state control equipment and quickly lock the position of the state control equipment, thereby assisting the player to control the second virtual object to destroy the state control equipment and prevent the first virtual object from returning to the second state, which is conducive to improving the efficiency of human-computer interaction.
[0106] In one possible implementation, when the number of attacks of the first virtual object reaches a first preset number, the terminal displays a second animation, where the second animation is an animation of the first virtual object entering a first state, where the first state refers to a state of using the second skill to attack, and after the second animation is displayed, the first virtual object is controlled to use the second skill to attack the second virtual object.
[0107] When the number of attacks of the first virtual object reaches the first preset number, the terminal displays an animation of the first virtual object entering the first state, that is, controlling the first virtual object to execute the action of entering the first state, so as to indicate that the first virtual object enters the first state. For example, the second animation may be the first virtual object releasing black smoke, the first virtual object's body flashing red light, the first virtual object roaring, etc.
[0108] In the embodiment of the present application, by displaying the animation of the first virtual object entering the first state, the player can be reminded that the first virtual object is about to enter the first state and the game difficulty is about to increase, so that the player can prepare for the battle as soon as possible, avoiding the situation where the player is caught off guard, which is conducive to improving the player's game experience.
[0109] 303. When the state control equipment of the first virtual object is not destroyed, when the number of attacks of the first virtual object reaches a second preset number, the terminal controls the first virtual object to stop attacking and clears the number of attacks of the first virtual object to zero; when the duration of the first virtual object stopping attacking reaches a first preset duration, the terminal controls the first virtual object to use the first skill to attack the second virtual object.
[0110] The state control device of the first virtual object is used to control the first virtual object to enter the second state from the first state. If the state control device of the first virtual object is not destroyed, then when the number of attacks of the first virtual object reaches the second preset number, the first virtual object can be restored from the first state to the second state. Therefore, when the number of attacks of the first virtual object reaches the second preset number, the terminal controls the first virtual object to enter the second state from the first state. The performance of entering the second state from the first state is that the first virtual object stops attacking and the number of attacks is reset to zero. After the first preset time, the first virtual object successfully enters the second state, that is, the first virtual object restarts to use the first skill to attack the second virtual object.
[0111] In a possible implementation, when the number of attacks of the first virtual object reaches the second preset number, the terminal controls the first virtual object to stop attacking and displays a third animation, the third animation is an animation of the first virtual object entering a second state, the second state is a state of using the first skill to attack, and the display duration of the third animation is the first preset duration. After the third animation is displayed, the first virtual object is controlled to use the first skill to attack the second virtual object.
[0112] When the number of attacks of the first virtual object reaches the second preset number, the terminal displays an animation of the first virtual object entering the second state, that is, the terminal controls the first virtual object to stop attacking and executes the action of entering the second state, so as to indicate that the first virtual object enters the second state. In addition, since the display duration of the third animation is the first preset duration, the duration of the first virtual object stopping attacking will last for the first preset duration. After the third animation is displayed, the duration of the first virtual object stopping attacking also reaches the first preset duration, and the first virtual object successfully enters the second state and starts to use the first skill to attack the second virtual object.
[0113] In the embodiment of the present application, by displaying an animation of the first virtual object entering the second state, the player can be reminded that the first virtual object is about to enter the second state, and at this time the first virtual object cannot attack the second virtual object, so that the player seizes the opportunity to attack the first virtual object, which is conducive to improving the efficiency of human-computer interaction.
[0114] Optionally, the terminal displays a third animation, including: displaying an animation of the first virtual object releasing smoke, determining the coverage area of the smoke, and performing at least one of the following: reducing the visibility of the coverage area, reducing the movement speed of the second virtual object located in the coverage area, reducing the attack power of the second virtual object located in the coverage area, reducing the attack frequency of the second virtual object located in the coverage area, or increasing the cooling time of the skills of the second virtual object located in the coverage area.
[0115] The third animation is an animation of the first virtual object releasing smoke. For example, the first virtual object carries a state control device, and the third animation is an animation of the state control device on the first virtual object releasing white mist.
[0116] In the embodiment of the present application, the released smoke can limit the field of view of the second virtual object, reduce its moving speed, reduce its attack power, reduce its attack frequency, and increase its skill cooling time, etc., thereby using the smoke to increase negative benefits for the second virtual object. Therefore, during the period when the first virtual object cannot attack the second virtual object, it also adds obstacles to the second virtual object's attack on the first virtual object, increases the difficulty, and reduces the attack benefits. If the player does not mind the low attack benefits, he can choose to control the second virtual object to attack the first virtual object. If the player minds the low attack benefits, he can also choose to take this opportunity to rest, such as using virtual medicines that increase health or energy for the second virtual object, so that the player can choose different game strategies according to his own situation, thereby increasing the flexibility of the game process.
[0117] 304. When the attack times of the first virtual object reaches the first preset times again, the terminal controls the first virtual object to use the second skill to attack the second virtual object.
[0118] When the first virtual object enters the second state from the first state, the attack count will be reset. When the first virtual object uses the first skill to attack in the second state, the attack count will be recounted. When the attack count reaches the first preset number again, the first virtual object re-enters the first state, and the terminal controls the first virtual object to use the second skill to attack the second virtual object. That is, every time the first virtual object returns to the second state, the terminal repeats the above steps 301 to 303 until the first virtual object is defeated or the second virtual object is defeated.
[0119] The method provided by the embodiment of the present application is that the first virtual object controlled by the terminal that is not controlled by the user operation automatically attacks the second virtual object controlled by the user operation. When the number of attacks has not reached the first preset number of times, the first virtual object uses the first skill with lower combat effectiveness to attack. After the number of attacks reaches the first preset number of times, the first virtual object uses the second skill with higher combat effectiveness to attack. When the state control equipment is not destroyed, when the number of attacks reaches the second preset number of times, the first virtual object returns to using the first skill to attack. Therefore, the combat effectiveness of the first virtual object will change with the change of the number of attacks of the first virtual object, making the attack method of the first virtual object more flexible, making it difficult for players to predict the attack method of the first virtual object and unable to easily deal with the attack of the first virtual object, increasing the difficulty of the game for players, prompting players to actively control the second virtual object to interact with the first virtual object, which is conducive to improving the efficiency of human-computer interaction.
[0120] When the state control device of the first virtual object is destroyed, the detailed process of controlling the first virtual object to attack is as follows: Figure 4 The embodiment shown. Figure 4 is a flowchart of another virtual object control method provided in an embodiment of the present application. The embodiment of the present application is executed by a terminal. Figure 4 , the method comprising:
[0121] 401. A terminal controls a first virtual object in a virtual scene to use a first skill to attack a second virtual object, where the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation.
[0122] 402. When the number of attacks of the first virtual object reaches a first preset number, the terminal controls the first virtual object to use a second skill to attack the second virtual object, the combat power of the second skill is greater than the combat power of the first skill, and the combat power includes at least one of the attack power or the attack frequency.
[0123] The steps 401 to 402 are similar to the above steps 301 to 302 and will not be described again.
[0124] 403. When the second virtual object hits the state control equipment of the first virtual object, the terminal reduces the life value of the state control equipment, and when the life value of the state control equipment is reduced to 0, determines that the state control equipment is destroyed.
[0125] The state control equipment of the first virtual object is used to control the first virtual object to enter the second state from the first state. If the state control equipment of the first virtual object is destroyed, the first virtual object cannot be restored from the first state to the second state. In the embodiment of the present application, the player can destroy the state control equipment by attacking the state control equipment. The state control equipment and the first virtual object respectively correspond to their own health values. If the player wants to destroy the state control equipment, the second virtual object is controlled to attack the state control equipment. Every time the state control equipment is hit, the health value of the state control equipment is reduced. Figure 5 is a schematic diagram of a state control device provided in an embodiment of the present application, such as Figure 5 As shown, the state control equipment 501 of the first virtual object is located on the back of the first virtual object, and the player can control the second virtual object to bypass the back of the first virtual object to attack the state control equipment 501.
[0126] The virtual weapons or skills used by the second virtual object when hitting the state control equipment are different, and the value of the health value reduced by the state control equipment is also different. For example, some virtual weapons or skills attacking the state control equipment cause less damage, while other virtual weapons or skills attacking the state control equipment cause more damage.
[0127] In a possible implementation, when the second virtual object meets the target condition, the terminal adds the target virtual weapon to the equipment library of the second virtual object, and when the second virtual object hits the state control equipment with the target virtual weapon, the life value of the state control equipment is reduced to 0. Alternatively, when the second virtual object meets the target condition, the terminal enables the second virtual object to use the target skill, and when the second virtual object hits the state control equipment with the target skill, the life value of the state control equipment is reduced to 0.
[0128] The target condition may be that the number of attacks of the second virtual object reaches a third preset number or the life value of the second virtual object is reduced to a preset value, etc. When the second virtual object meets the target condition, a target virtual weapon or a target skill is issued to the second virtual object, and the target virtual weapon and the target skill are used to attack the state control equipment of the first virtual object. When the target virtual weapon or the target skill hits the state control equipment, the life value of the state control equipment is directly reduced to 0, that is, the target virtual weapon and the target skill can directly destroy the state control equipment.
[0129] In the embodiment of the present application, by providing the player with a target virtual weapon or a target skill, the player can use the target virtual weapon or the target skill to quickly destroy the state control equipment of the first virtual object, which is conducive to speeding up the game process and improving the efficiency of human-computer interaction.
[0130] It should be noted that the embodiment of the present application only takes the execution of step 403 after step 402 as an example. In fact, during the game between the first virtual object and the second virtual object, the player can control the state control equipment of the second virtual object to attack the first virtual object at any time, that is, the terminal can execute step 403 at any time. The embodiment of the present application does not limit the execution timing of step 403.
[0131] 404. When the state control equipment of the first virtual object is destroyed, the terminal controls the first virtual object to stop attacking whenever the number of attacks of the first virtual object reaches a multiple of a preset value, and when the duration of the first virtual object stopping attacking reaches a second preset duration, the terminal continues to control the first virtual object to use the second skill to attack the second virtual object.
[0132] If the state control equipment of the first virtual object is destroyed, the first virtual object cannot be restored from the first state to the second state. In this case, whenever the number of attacks of the first virtual object reaches a multiple of a preset value, the first virtual object is controlled to stop attacking, and the number of attacks of the first virtual object is no longer reset to zero. The process of the first virtual object stopping attacking can be understood as the process of the first virtual object trying to recover from the first state to the second state. When the duration of the first virtual object stopping attacking reaches the second preset duration, the first virtual object fails to enter the second state, that is, the first virtual object is still in the first state, so the first virtual object continues to be controlled to use the second skill to attack the second virtual object. The terminal repeats step 404 until the first virtual object is defeated or the second virtual object is defeated.
[0133] Optionally, the second preset number of times is a multiple of the preset value. Optionally, the second preset duration is greater than the first preset duration.
[0134] In a possible implementation, when the state control equipment of the first virtual object is destroyed, the terminal displays a first animation of the first virtual object whenever the number of attacks of the first virtual object reaches a multiple of a preset value, the first animation is an animation of the first virtual object failing to enter the second state, and the display duration of the first animation is a second preset duration. For example, the first animation may be an action of the first virtual object searching for the state control equipment or an action of the first virtual object trying to start the state control equipment.
[0135] When the number of attacks reaches a multiple of the preset value, the terminal displays an animation of the first virtual object failing to enter the second state, that is, the terminal controls the first virtual object to stop attacking and executes the action of trying to enter the second state and failing, to indicate that the first virtual object has not successfully entered the second state. In addition, since the display duration of the first animation is the second preset duration, the duration of the first virtual object stopping attacking will continue for the second preset duration. After the first animation is displayed, the duration of the first virtual object stopping attacking also reaches the second preset duration, and the first virtual object is still in the first state and continues to use the second skill to attack the second virtual object.
[0136] In the embodiment of the present application, by displaying an animation of the first virtual object attempting to enter the second state and failing, the player can be reminded that the first virtual object cannot be restored to the second state and that the first virtual object cannot attack the second virtual object at this time, so that the player can seize the opportunity to attack the first virtual object, which is conducive to improving the efficiency of human-computer interaction.
[0137] In the method provided in the embodiment of the present application, the first virtual object carries a state control device, and the player can control the second virtual object to destroy the state control device. When the state control device is not destroyed, the first virtual object can be restored from the first state to the second state. When the state control device is destroyed, the first virtual object cannot be restored from the first state to the second state. Players can choose whether to destroy the state control device according to their own situation, which provides players with different ways of playing, increases the player's operational space, and thus increases the flexibility of the game process.
[0138] In some embodiments, based on the above embodiments, during the game between the first virtual object and the second virtual object, when the number of attacks of the first virtual object reaches a first preset number, the terminal opens the weak area of the first virtual object. When the number of attacks of the first virtual object reaches a second preset number, the terminal closes the weak area of the first virtual object.
[0139] The surface texture of the weak point area is different from the surface texture of the non-weak point area, and the health value reduced when the weak point area of the first virtual object is hit is greater than the health value reduced when the non-weak point area is hit.
[0140] In the embodiment of the present application, when the first virtual object is in the second state, the combat power of the first virtual object is relatively weak, and the weak area on the first virtual object is closed at this time, and the second virtual object cannot attack the weak area of the first virtual object. When the first virtual object is in the first state, the combat power of the first virtual object is relatively strong, and the weak area on the first virtual object is opened at this time, and the second virtual object can attack the weak area of the first virtual object. Through the conversion between the first state and the second state, the opening and closing of the weak area are synchronously controlled, thereby balancing the combat power of the first virtual object and the second virtual object, avoiding the situation where the combat power of the first virtual object and the second virtual object is too different, which is conducive to improving the player's game experience.
[0141] Furthermore, although the first virtual object in the first state is highly aggressive, its defense is relatively weak due to the exposure of its weak areas. The player can choose whether to destroy the state control equipment of the first virtual object according to his own situation and trap the first virtual object in the first state, which provides the player with operating space to formulate different game strategies and is conducive to improving the flexibility of controlling virtual objects.
[0142] In some embodiments, based on the above embodiments, the terminal adjusts the brightness of the target part of the first virtual object based on the number of attacks of the first virtual object, and the brightness of the target part is positively correlated with the number of attacks of the first virtual object. Figure 6As shown, the target part is the eye area 601 of the first virtual object. As the number of attacks of the first virtual object increases, the eye area 601 of the first virtual object becomes brighter. Alternatively, the terminal adjusts the color of the target part of the first virtual object based on the number of attacks of the first virtual object. Figure 6 As shown, the target part is the eye area 601 of the first virtual object. When the attack times of the first virtual object does not reach the fourth preset times, the color of the eye area 601 of the first virtual object is black. When the attack times of the first virtual object reaches the fourth preset times, the color of the eye area 601 of the first virtual object changes from black to red, etc.
[0143] In the embodiment of the present application, as the number of attacks of the first virtual object increases, the brightness or color of the target part of the first virtual object will also change, so that the player can estimate the number of attacks of the first virtual object based on the brightness or color of the target part of the first virtual object, thereby grasping the timing of the first virtual object entering the first state or the second state.
[0144] In the embodiment of the present application, the first virtual object has two states, a first state and a second state. As the number of attacks of the first virtual object changes, the first virtual object switches between the first state and the second state. The combat effectiveness of the skills used by the first virtual object when it is in the first state is relatively high, and the first state can be understood as a violent state. The combat effectiveness of the skills used by the first virtual object when it is in the second state is relatively weak, and the second state can be understood as a non-violent state.
[0145] The first virtual object in the first state may have the following performances:
[0146] (1) The first virtual object uses a second skill with relatively high combat power to attack the second virtual object;
[0147] (2) the weak area on the first virtual object is opened;
[0148] (3) The state control equipment of the first virtual object is highlighted.
[0149] The first virtual object in the second state may have the following performance:
[0150] (1) The first virtual object uses a first skill with relatively weak combat power to attack the second virtual object;
[0151] (2) the weak area on the first virtual object is closed;
[0152] (3) The state control equipment of the first virtual object is not highlighted.
[0153] When the first virtual object switches from the first state to the second state, the first virtual object releases smoke, which may cause negative effects on the second virtual object, such as reduced visibility, reduced movement speed, reduced attack power, reduced attack frequency, or increased skill cooldown time. When the first virtual object switches from the second state to the first state, the first virtual object releases black smoke, flashes a specific color of light, or roars. In the process of the first virtual object attacking the second virtual object, the target part of the first virtual object changes with the number of attacks, for example, the brightness of the target part increases with the number of attacks, or the color of the target part changes with the number of attacks.
[0154] Figure 7 is a flow chart of another virtual object control method provided by an embodiment of the present application. Figure 7 As shown, taking the first virtual object as an NPC object and the second virtual object as a player object as an example, the method includes the following steps.
[0155] Step 1. Enter the game and generate an NPC object. The appearance of the NPC object is normal. Initialize the number of attacks and health of the NPC object, and initialize the health of the NPC object's state control equipment.
[0156] Step 2: The NPC object is in the second state, and in the second state, releases the first skill to the detected player object. Each time the NPC object releases a skill, the attack count increases by one, and as the attack count increases, the brightness of the target part of the NPC object becomes higher and higher.
[0157] Step 3: When the number of attacks reaches the first preset number, the NPC object enters the first state. In the first state, the NPC object releases the second skill to the detected player object, opens the weak area of the NPC object, and highlights the state control equipment of the NPC object. Subsequently, based on whether the state control equipment is destroyed, the following step 4 or step 5 is executed.
[0158] Step 4: If the state control equipment is not damaged, when the number of attacks reaches the second preset number, the NPC object is restored from the first state to the second state. During this period, the number of attacks of the NPC object is reset to zero, and the NPC object stops attacking. The state control equipment releases smoke, which can limit the player's field of vision or cause negative effects to the player. After restoring to the second state, return to the above step 2.
[0159] Step 5: When the state control equipment is destroyed, when the number of attacks reaches the second preset number, and each time the number of attacks reaches a multiple of the preset value, the NPC object attempts to recover from the first state to the second state and fails. During this period, the animation of the NPC object searching for the state control equipment is displayed, and the NPC object stops attacking. After the animation display is completed, the NPC object continues to attack in the first state, and step 5 is repeated.
[0160] In the embodiment of the present application, the number of attacks is continuously accumulated during the attack of the NPC object. When the number of attacks reaches the first preset value, the NPC object enters the first state. In the first state, the attacks of the NPC object are very intensive, and the attack moves are more ferocious, but at the same time, the weak area of the NPC object will also be opened. After entering the first state, when the number of attacks reaches the second preset value, the NPC object will actively return to the second state. However, in the case where the state control equipment of the NPC object is destroyed, the NPC object can no longer be restored to the second state. Therefore, the player can choose to retain the state control equipment of the NPC object and deal with the NPC object stably, or the player can choose to destroy the state control equipment of the NPC object, so that the NPC object is trapped in the first state, and seize the opportunity to attack its weak area, thereby quickly defeating the NPC object. Therefore, the scheme of the embodiment of the present application provides players with a flexible strategic choice space, allowing players to use this mechanism to choose different game strategies, thereby improving flexibility.
[0161] In the above embodiments, the first skill, the second skill, the first preset duration, the second preset duration, the first preset number of times, the second preset number of times, etc. of the first virtual object can all be configured by the developer. Figure 8 is a schematic diagram of a configuration interface provided in an embodiment of the present application, such as Figure 8 As shown, in the configuration interface of the NPC object, the gain effect, first state, second state, state control equipment, NPC state and attack number threshold, etc. of the NPC object can be configured, and the attack number threshold is also the first preset number and the second preset number mentioned above. By configuring the first state and the second state, the first skill that can be used in the second state and the second skill that can be used in the first state can be specified. Fig. 9 In the configuration interface shown, NPC blackboard values are displayed, including overload conditions (conditions for entering the first state), cooling conditions (conditions for entering the second state), overload counts (attack count thresholds) and NPC objects, etc. Fig.10 In the configuration interface shown, different state nodes of the NPC object can be added, and detailed information of the nodes can be configured. For example, nodes in different states include nodes in the first state or nodes in the second state, etc. Fig.11In the configuration interface shown, based on the events when the user performs operations, information is transmitted between various nodes to record the number of overload attacks of the NPC object (the number of attacks to enter the first state). Fig.12 In the configuration interface shown, based on events when the user performs operations, information is transmitted between various nodes to record the number of cooling attacks of the NPC object (the number of attacks to enter the second state).
[0162] Fig.13 is a structural diagram of a virtual object control device provided in an embodiment of the present application. Fig.13 , the device comprises:
[0163] The first control module 1301 is used to control a first virtual object to use a first skill to attack a second virtual object in a virtual scene, where the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation;
[0164] The second control module 1302 is used to control the first virtual object to use a second skill to attack the second virtual object when the attack times of the first virtual object reaches a first preset time, the combat power of the second skill is greater than the combat power of the first skill, and the combat power includes at least one of the attack power or the attack frequency;
[0165] The first control module 1301 is further used to control the first virtual object to stop attacking when the number of attacks of the first virtual object reaches a second preset number, and to control the first virtual object to use the first skill to attack the second virtual object when the duration of the first virtual object stopping attacking reaches a first preset duration.
[0166] The virtual object control device provided by the embodiment of the present application is controlled by the terminal to automatically attack the second virtual object controlled by the user operation. When the number of attacks has not reached the first preset number, the first virtual object uses the first skill with lower combat effectiveness to attack. After the number of attacks reaches the first preset number, the first virtual object uses the second skill with higher combat effectiveness to attack. When the number of attacks reaches the second preset number, the first virtual object returns to using the first skill to attack. Therefore, the combat effectiveness of the first virtual object will change with the change of the number of attacks of the first virtual object, making the attack method of the first virtual object more flexible, making it difficult for the player to predict the attack method of the first virtual object and unable to easily deal with the attack of the first virtual object, increasing the difficulty of the game for the player, prompting the player to actively control the second virtual object to interact with the first virtual object, thereby facilitating the improvement of the efficiency of human-computer interaction.
[0167] Optionally, the first virtual object carries a state control device, and the state control device is used to control the first virtual object to enter a second state from a first state, the first state refers to a state of using the second skill to attack, and the second state refers to a state of using the first skill to attack;
[0168] The first control module 1301 is used to control the first virtual object to stop attacking and clear the attack times of the first virtual object to zero when the attack times of the first virtual object reach a second preset time, provided that the state control equipment of the first virtual object is not destroyed; and to control the first virtual object to attack the second virtual object using a first skill when the duration of the first virtual object stopping attacking reaches a first preset time;
[0169] The second control module 1302 is used to control the first virtual object to use the second skill to attack the second virtual object when the attack times of the first virtual object reaches the first preset times again.
[0170] Optionally, the second control module 1302 is further configured to:
[0171] When the state control equipment of the first virtual object is destroyed, whenever the attack times of the first virtual object reaches a multiple of a preset value, the first virtual object is controlled to stop attacking;
[0172] When the time duration during which the first virtual object stops attacking reaches a second preset time duration, the first virtual object continues to be controlled to attack the second virtual object using the second skill.
[0173] Optionally, the second control module 1302 is configured to:
[0174] When the state control equipment of the first virtual object is destroyed, each time the attack times of the first virtual object reaches a multiple of a preset value, a first animation of the first virtual object is displayed, the first animation is an animation of the first virtual object failing to enter the second state, and the display duration of the first animation is a second preset duration.
[0175] Alternatively, see Fig.14 The device further includes a third control module 1303, which is used to:
[0176] When the second virtual object hits the state control equipment of the first virtual object, reducing the health value of the state control equipment;
[0177] When the health value of the state control equipment drops to 0, it is determined that the state control equipment is destroyed.
[0178] Alternatively, see Fig.14 , the third control module 1303 is used to:
[0179] When the second virtual object meets the target condition, the target virtual weapon is added to the equipment library of the second virtual object, and when the second virtual object hits the state control equipment with the target virtual weapon, the health value of the state control equipment is reduced to 0; or
[0180] When the second virtual object meets the target condition, the second virtual object's permission to use the target skill is enabled, and when the second virtual object uses the target skill to hit the state control equipment, the health value of the state control equipment is reduced to 0.
[0181] Alternatively, see Fig.14 The device further includes a first display module 1304, configured to:
[0182] In the case where the state control equipment of the first virtual object is not destroyed, when the attack times of the first virtual object reaches a first preset times, the state control equipment of the first virtual object is highlighted.
[0183] Optionally, the second control module 1302 is configured to:
[0184] When the number of attacks of the first virtual object reaches a first preset number, displaying a second animation, the second animation is an animation of the first virtual object entering a first state, the first state being a state of using the second skill to attack;
[0185] After the second animation is displayed, the first virtual object is controlled to use the second skill to attack the second virtual object.
[0186] Optionally, the first control module 1301 is configured to:
[0187] When the attack times of the first virtual object reaches a second preset time, the first virtual object is controlled to stop attacking and a third animation is displayed, the third animation is an animation of the first virtual object entering a second state, the second state is a state of using the first skill to attack, and the display duration of the third animation is the first preset duration;
[0188] After the third animation is displayed, the first virtual object is controlled to use the first skill to attack the second virtual object.
[0189] Optionally, the first control module 1301 is configured to:
[0190] Displaying an animation of the first virtual object releasing smoke;
[0191] Determine the coverage area of the smoke, and perform at least one of the following: reduce visibility in the coverage area, reduce the movement speed of the second virtual object located in the coverage area, reduce the attack power of the second virtual object located in the coverage area, reduce the attack frequency of the second virtual object located in the coverage area, or increase the cooldown time of the skill of the second virtual object located in the coverage area.
[0192] Alternatively, see Fig.14 The device further includes a regional control module 1305, which is used to:
[0193] When the number of attacks of the first virtual object reaches a first preset number, opening the weak point area on the first virtual object;
[0194] When the number of attacks of the first virtual object reaches a second preset number, closing the weak area on the first virtual object;
[0195] The surface texture of the weak point area is different from the surface texture of the non-weak point area, and the health value reduced when the weak point area of the first virtual object is hit is greater than the health value reduced when the non-weak point area is hit.
[0196] Alternatively, see Fig.14 The device further includes a second display module 1306, which is used to:
[0197] Based on the number of attacks of the first virtual object, adjusting the brightness of the target part of the first virtual object, where the brightness of the target part is positively correlated with the number of attacks of the first virtual object; or
[0198] Based on the number of attacks of the first virtual object, the color of the target part of the first virtual object is adjusted.
[0199] It should be noted that the virtual object control device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the terminal is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device provided in the above embodiment and the virtual object control method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0200] An embodiment of the present application further provides a terminal, which includes a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed in the virtual object control method of the above embodiment.
[0201] Fig.15 A schematic diagram of the structure of a terminal 1500 provided by an exemplary embodiment of the present application is shown.
[0202] The terminal 1500 includes a processor 1501 and a memory 1502 .
[0203] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0204] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1502 is used to store at least one computer program, which is used by the processor 1501 to implement the virtual object control method provided in the method embodiment of the present application.
[0205] In some embodiments, the terminal 1500 may further optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502 and the peripheral device interface 1503 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1503 via a bus, a signal line or a circuit board. Optionally, the peripheral device includes: at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507 and a power supply 1508.
[0206] The peripheral device interface 1503 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502, and the peripheral device interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral device interface 1503 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0207] The radio frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1504 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1504 can communicate with other devices through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: a metropolitan area network, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1504 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0208] The display screen 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1505 is a touch display screen, the display screen 1505 also has the ability to collect touch signals on the surface or above the surface of the display screen 1505. The touch signal can be input to the processor 1501 as a control signal for processing. At this time, the display screen 1505 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1505 can be one, set on the front panel of the terminal 1500; in other embodiments, the display screen 1505 can be at least two, respectively set on different surfaces of the terminal 1500 or in a folding design; in other embodiments, the display screen 1505 can be a flexible display screen, set on a curved surface or a folding surface of the terminal 1500. Even, the display screen 1505 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1505 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0209] The camera assembly 1506 is used to capture images or videos. Optionally, the camera assembly 1506 includes a front camera and a rear camera. The front camera is arranged on the front panel of the terminal 1500, and the rear camera is arranged on the back of the terminal 1500. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1506 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0210] The audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1501 for processing, or input them into the radio frequency circuit 1504 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1500. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1507 may also include a headphone jack.
[0211] The power supply 1508 is used to power various components in the terminal 1500. The power supply 1508 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1508 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0212] In some embodiments, the terminal 1500 further includes one or more sensors 1509 , including but not limited to: an acceleration sensor 1510 , a gyroscope sensor 1511 , a pressure sensor 1512 , an optical sensor 1513 , and a proximity sensor 1514 .
[0213] The acceleration sensor 1510 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1500. For example, the acceleration sensor 1510 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1501 can control the display screen 1505 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1510. The acceleration sensor 1510 can also be used for collecting game or user motion data.
[0214] The gyro sensor 1511 can detect the body direction and rotation angle of the terminal 1500, and the gyro sensor 1511 can cooperate with the acceleration sensor 1510 to collect the user's 3D actions on the terminal 1500. The processor 1501 can implement the following functions based on the data collected by the gyro sensor 1511: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0215] The pressure sensor 1512 can be set on the side frame of the terminal 1500 and / or the lower layer of the display screen 1505. When the pressure sensor 1512 is set on the side frame of the terminal 1500, it can detect the user's holding signal of the terminal 1500, and the processor 1501 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1512. When the pressure sensor 1512 is set on the lower layer of the display screen 1505, the processor 1501 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 1505. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0216] The optical sensor 1513 is used to collect the ambient light intensity. In one embodiment, the processor 1501 can control the display brightness of the display screen 1505 according to the ambient light intensity collected by the optical sensor 1513. Optionally, when the ambient light intensity is high, the display brightness of the display screen 1505 is increased; when the ambient light intensity is low, the display brightness of the display screen 1505 is decreased. In another embodiment, the processor 1501 can also dynamically adjust the shooting parameters of the camera assembly 1506 according to the ambient light intensity collected by the optical sensor 1513.
[0217] The proximity sensor 1514, also called a distance sensor, is disposed on the front panel of the terminal 1500. The proximity sensor 1514 is used to collect the distance between the user and the front of the terminal 1500. In one embodiment, when the proximity sensor 1514 detects that the distance between the user and the front of the terminal 1500 is gradually decreasing, the processor 1501 controls the display screen 1505 to switch from the screen-on state to the screen-off state; when the proximity sensor 1514 detects that the distance between the user and the front of the terminal 1500 is gradually increasing, the processor 1501 controls the display screen 1505 to switch from the screen-off state to the screen-on state.
[0218] Those skilled in the art will understand that Fig.15 The structure shown in the figure does not constitute a limitation on the terminal 1500, and the terminal 1500 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0219] An embodiment of the present application further provides a computer-readable storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiment.
[0220] An embodiment of the present application further provides a computer program product, including a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiment.
[0221] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0222] The above description is only an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the protection scope of the present application.
Claims
1. A virtual object control method, characterized in that: The method comprises: Controlling a first virtual object in a virtual scene to use a first skill to attack a second virtual object, wherein the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation; When the attack times of the first virtual object reaches a first preset time, controlling the first virtual object to use a second skill to attack the second virtual object, the combat power of the second skill being greater than the combat power of the first skill, the combat power including at least one of attack power or attack frequency; When the attack times of the first virtual object reaches a second preset times, the first virtual object is controlled to stop attacking; when the duration of the first virtual object stopping attacking reaches a first preset duration, the first virtual object is controlled to use the first skill to attack the second virtual object.
2. The method according to claim 1, characterized in that The first virtual object carries a state control device, the state control device is used to control the first virtual object to enter a second state from a first state, the first state refers to a state of using the second skill to attack, and the second state refers to a state of using the first skill to attack; When the attack times of the first virtual object reaches a second preset times, controlling the first virtual object to stop attacking, and when the duration of the first virtual object stopping attacking reaches a first preset duration, controlling the first virtual object to use the first skill to attack the second virtual object, comprises: In the case where the state control equipment of the first virtual object is not damaged, when the attack times of the first virtual object reaches the second preset times, controlling the first virtual object to stop attacking and clearing the attack times of the first virtual object to zero; When the time duration during which the first virtual object stops attacking reaches the first preset time duration, controlling the first virtual object to use the first skill to attack the second virtual object; When the attack times of the first virtual object reaches the first preset times again, the first virtual object is controlled to use the second skill to attack the second virtual object.
3. The method according to claim 2, characterized in that When the attack times of the first virtual object reaches a first preset times, after controlling the first virtual object to use a second skill to attack the second virtual object, the method further includes: When the state control device of the first virtual object is destroyed, whenever the attack times of the first virtual object reaches a multiple of a preset value, the first virtual object is controlled to stop attacking; When the time duration during which the first virtual object stops attacking reaches a second preset time duration, the first virtual object continues to be controlled to attack the second virtual object using the second skill.
4. The method according to claim 3, characterized in that When the state control device of the first virtual object is destroyed, whenever the attack times of the first virtual object reaches a multiple of a preset value, controlling the first virtual object to stop attacking includes: When the state control equipment of the first virtual object is destroyed, each time the attack number of the first virtual object reaches a multiple of the preset value, a first animation of the first virtual object is displayed, the first animation is an animation of the first virtual object failing to enter the second state, and the display duration of the first animation is the second preset duration.
5. The method according to claim 2, characterized in that: The method further comprises: When the second virtual object hits the state control equipment of the first virtual object, reducing the health value of the state control equipment; When the health value of the state control equipment drops to 0, it is determined that the state control equipment is destroyed.
6. The method according to claim 5, characterized in that When the second virtual object hits the state control equipment of the first virtual object, reducing the life value of the state control equipment comprises: When the second virtual object meets the target condition, the target virtual weapon is added to the equipment library of the second virtual object, and when the second virtual object hits the state control equipment with the target virtual weapon, the life value of the state control equipment is reduced to 0; or When the second virtual object meets the target condition, the permission for the second virtual object to use the target skill is enabled, and when the second virtual object uses the target skill to hit the state control equipment, the health value of the state control equipment is reduced to 0.
7. The method according to claim 2, characterized in that The method further comprises: In a case where the state control equipment of the first virtual object is not damaged, when the attack times of the first virtual object reaches the first preset times, the state control equipment of the first virtual object is highlighted.
8. The method according to claim 1, characterized in that: When the attack times of the first virtual object reaches a first preset times, controlling the first virtual object to use a second skill to attack the second virtual object comprises: When the number of attacks of the first virtual object reaches the first preset number, displaying a second animation, wherein the second animation is an animation of the first virtual object entering a first state, wherein the first state refers to a state of using the second skill to attack; After the second animation is displayed, the first virtual object is controlled to use the second skill to attack the second virtual object.
9. The method according to claim 1, characterized in that: When the attack times of the first virtual object reaches a second preset times, controlling the first virtual object to stop attacking, and when the duration of the first virtual object stopping attacking reaches a first preset duration, controlling the first virtual object to use the first skill to attack the second virtual object, comprises: When the attack times of the first virtual object reaches the second preset times, controlling the first virtual object to stop attacking and displaying a third animation, wherein the third animation is an animation of the first virtual object entering a second state, wherein the second state refers to a state of using the first skill to attack, and the display duration of the third animation is the first preset duration; After the third animation is displayed, the first virtual object is controlled to attack the second virtual object using the first skill.
10. The method according to claim 9, characterized in that The displaying of the third animation comprises: Displaying an animation of the first virtual object releasing smoke; Determine the coverage area of the smoke, and perform at least one of the following: reduce visibility of the coverage area, reduce the movement speed of the second virtual object located in the coverage area, reduce the attack power of the second virtual object located in the coverage area, reduce the attack frequency of the second virtual object located in the coverage area, or increase the cooldown time of the skill of the second virtual object located in the coverage area.
11. The method according to claim 1, characterized in that: The method further comprises: When the number of attacks of the first virtual object reaches the first preset number, opening the weak area of the first virtual object; When the attack times of the first virtual object reaches the second preset times, closing the weak area of the first virtual object; The surface texture of the weak point area is different from the surface texture of the non-weak point area, and the health value reduced when the weak point area of the first virtual object is hit is greater than the health value reduced when the non-weak point area is hit.
12. The method according to claim 1, characterized in that The method further comprises: Based on the number of attacks of the first virtual object, adjusting the brightness of the target part of the first virtual object, wherein the brightness of the target part is positively correlated with the number of attacks of the first virtual object; or Based on the number of attacks of the first virtual object, the color of the target part of the first virtual object is adjusted.
13. A virtual object control device, characterized in that: The device comprises: A first control module, used to control a first virtual object in a virtual scene to use a first skill to attack a second virtual object, wherein the first virtual object is a virtual object not controlled by a user operation, and the second virtual object is a virtual object controlled by a user operation; a second control module, configured to control the first virtual object to use a second skill to attack the second virtual object when the number of attacks of the first virtual object reaches a first preset number, wherein the combat power of the second skill is greater than the combat power of the first skill, and the combat power includes at least one of attack power or attack frequency; The first control module is further used to control the first virtual object to stop attacking when the number of attacks of the first virtual object reaches a second preset number, and to control the first virtual object to use the first skill to attack the second virtual object when the duration of the first virtual object stopping attacking reaches a first preset duration.
14. A terminal, characterized in that: The terminal includes a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.
16. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the operations performed by the virtual object control method according to any one of claims 1 to 12.
