Virtual object control method and device, equipment and storage medium
By dividing the virtual game area into multiple game sub-regions and applying different gains to the virtual object, the problem of low interactivity between the virtual object and the game virtual object is solved, and the fun and interactive nature of the virtual game is improved.
Patent Information
- Application Number
- CN202311162009.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-08
- Publication Date
- 2025-03-11
AI Technical Summary
In the prior art, the interaction between the virtual object and the virtual object is low, resulting in a decrease in the interest of the virtual object.
By dividing the virtual game's local area into multiple local sub-regions, each local sub-regions are used to apply different gains to the virtual object, displaying the gain increase, trigger effect and decrease state of the virtual object to enrich the interaction effect between the virtual object and the local area.
It improves the level of game stimulation between virtual objects in virtual games, enhances the interactivity between virtual objects and game areas, and enhances the fun of the game.
Smart Images

Figure CN119587965A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction technology, and in particular to a control method, device, equipment and storage medium for a virtual object. Background Art
[0002] With the rapid development of computer technology and the diversification of terminals, electronic games are becoming more and more widely used. Among them, Massive Multiplayer Online Role-Playing Game (MMORPG) is a relatively popular game. Virtual scenes are displayed on terminals, and players can perform role activities in the virtual scenes by controlling virtual objects.
[0003] In the related art, when a player controls a virtual object to perform virtual activities in a virtual scene, such as engaging in a virtual battle, during the virtual battle, the player only needs to control the virtual object to fight against the opposing virtual object in the virtual battle, so as to obtain the corresponding attribute value after defeating the opposing virtual object.
[0004] It can be seen that in the related art, players are only required to control virtual objects to interact with game virtual objects, which results in low interactivity between virtual objects and game scenes, reducing the fun of the virtual game. Summary of the invention
[0005] The embodiments of the present application provide a control method, device, equipment and storage medium for a virtual object, which can enrich the interaction effect between virtual objects and game areas in a virtual game and improve the game stimulation between virtual objects in a virtual game. The technical solution is as follows:
[0006] In one aspect, an embodiment of the present application provides a method for controlling a virtual object, the method comprising:
[0007] Displaying a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object;
[0008] When the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, displaying the first virtual object in a first gain-increased state;
[0009] When the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches a first layer number threshold, displaying the first virtual object to which the first gain trigger effect is applied;
[0010] When the gain layer number of the first gain does not reach the first layer number threshold and the first virtual object moves to the second game sub-area, the first virtual object in the first gain reduced state is displayed.
[0011] On the other hand, an embodiment of the present application provides a control device for a virtual object, the device comprising:
[0012] A first display module is used to display a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object;
[0013] A second display module, configured to display the first virtual object in a first gain-increased state when the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas;
[0014] A third display module, configured to display the first virtual object to which a first gain trigger effect is applied when the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches a first layer number threshold;
[0015] The fourth display module is used to display the first virtual object in a first gain reduction state when the gain layer number of the first gain does not reach the first layer threshold and the first virtual object moves to a second game sub-area.
[0016] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the control method of the virtual object as described in the above aspect.
[0017] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the control method of the virtual object as described in the above aspects.
[0018] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual object described in the above aspect.
[0019] In an embodiment of the present application, when the first virtual object is in a virtual game, the game area of the virtual game is divided into a plurality of game sub-areas, wherein different game sub-areas are used to apply different gains to the virtual object. Thus, when the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, the first virtual object in a first gain increase state is displayed, and when the first virtual object is located in the first game sub-area and the number of gain layers of the first gain reaches a first layer threshold, the first virtual object to which the first gain trigger effect is applied is displayed; when the number of gain layers of the first gain does not reach the first layer threshold and the first virtual object moves to the second game sub-area, the first virtual object in a first gain reduction state is displayed. Thus, in addition to paying attention to the game situation in the virtual game, the virtual object also needs to pay attention to the gain situation applied by the game sub-area in which it is located, thereby enriching the interaction effect between the virtual object and the game area in the virtual game and improving the game stimulation level between the virtual objects in the virtual game. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] 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 present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 A schematic diagram showing an implementation environment provided by an embodiment of the present application is shown;
[0022] Figure 2 A flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application is shown;
[0023] Figure 3 A schematic diagram showing the division of the game area provided by an exemplary embodiment of the present application is shown;
[0024] Figure 4 A schematic diagram of an interface for displaying a first virtual object in a first gain-increased state provided by an exemplary embodiment of the present application is shown;
[0025] Figure 5 A schematic diagram of an interface for displaying a first virtual object to which a first gain triggering effect is applied is shown according to an exemplary embodiment of the present application;
[0026] Figure 6 A schematic diagram of an interface for displaying a first virtual object in a first gain reduction state provided by an exemplary embodiment of the present application is shown;
[0027] Figure 7A flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application is shown;
[0028] Figure 8 A schematic diagram of an interface for resetting a first gain corresponding to a first virtual object provided by an exemplary embodiment of the present application is shown;
[0029] Fig. 9 A schematic diagram of an interface for displaying a first virtual object in a second gain increase state provided by an exemplary embodiment of the present application is shown;
[0030] Fig.10 A flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application is shown;
[0031] Fig.11 A schematic diagram of an interface for displaying task sub-areas provided by an exemplary embodiment of the present application is shown;
[0032] Fig.12 A schematic diagram of a first server script setting interface provided by an exemplary embodiment of the present application is shown;
[0033] Fig.13 A schematic diagram of a second server script setting interface provided by an exemplary embodiment of the present application is shown;
[0034] Fig.14 A schematic diagram of a third server script setting interface provided by an exemplary embodiment of the present application is shown;
[0035] Fig.15 A schematic diagram of a fourth server script setting interface provided by an exemplary embodiment of the present application is shown;
[0036] Fig.16 A fifth server script setting interface schematic diagram provided by an exemplary embodiment of the present application is shown;
[0037] Fig.17 A sixth server script setting interface schematic diagram provided by an exemplary embodiment of the present application is shown;
[0038] Fig.18 A seventh server script setting interface schematic diagram provided by an exemplary embodiment of the present application is shown;
[0039] Fig.19 A structural block diagram of a virtual object control device provided by an exemplary embodiment of the present application is shown;
[0040] Fig. 20 A structural block diagram of a terminal provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0041] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0042] Please refer to Figure 1 , which shows a schematic diagram of an implementation environment provided by an embodiment of the present application. The implementation environment may include: a first terminal 110, a server 120 and a second terminal 130.
[0043] An application 111 supporting a virtual environment is running in the first terminal 110, and the application 111 may be a multiplayer online battle program. When the first terminal runs the application 111, the user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 may be any one of a multiplayer online tactical competitive game (MOBA), a simulation game (SLG), a massively multiplayer online role-playing game (MMORPG), and a first-person shooting game (FPS). In this embodiment, the application 111 is an example of a massively multiplayer online role-playing game. The first terminal 110 is a terminal used by a first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object in a virtual environment to perform activities, and the first virtual object may be referred to as the main control virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills. Illustratively, the first virtual object is a first virtual character, such as a simulated character or a cartoon character.
[0044] An application 131 supporting a virtual environment is running in the second terminal 130, and the application 131 may be a multiplayer online battle program. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. The client may be any one of a MOBA game, a SLG game, an MMORPG game, and an FPS game. In this embodiment, the application 131 is an MMORPG game as an example. The second terminal 130 is a terminal used by a second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object in a virtual environment to perform activities. The second virtual object may be referred to as a master virtual character of the second user 132. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.
[0045] Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have a hostile relationship.
[0046] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or IOS). The first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 110 and the second terminal 130 as examples. The first terminal 110 and the second terminal 130 may be of the same or different device types, and the device types include at least one of: a smart phone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.
[0047] Figure 1 Only two terminals are shown, but in different embodiments, there are multiple other terminals that can access the server 120. Optionally, there are one or more terminals corresponding to the developer, on which a development and editing platform for an application supporting a virtual environment is installed. The developer can edit and update the application on the terminal, and transmit the updated application installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application installation package from the server 120 to update the application.
[0048] The first terminal 110 , the second terminal 130 and other terminals are connected to the server 120 via a wireless network or a wired network.
[0049] The server 120 includes at least one of a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for applications that support a three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the terminal for collaborative computing.
[0050] In an illustrative example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124; the user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130 and other terminals, such as the user account's avatar, the user account's nickname, the user account's combat power index, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, 1V5 battle, etc.; the user-oriented I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network.
[0051] In combination with the above introduction, the control method of the virtual object provided in the present application is described. The method can be executed by a server or a terminal, or can be executed by a server and a terminal together. In the embodiment of the present application, the method is described by taking the execution of the method by the terminal as an example.
[0052] Please refer to Figure 2 , which shows a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application. Figure 1 Taking the first terminal 110 or the second terminal 130 in the implementation environment or other terminals in the implementation environment as an example, the method includes the following steps:
[0053] Step 201, displaying a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object.
[0054] Optionally, the virtual object refers to an movable object in a virtual environment. The movable object may be a virtual chess piece, a virtual character, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual environment. Optionally, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment.
[0055] Optionally, a virtual game refers to an activity in which multiple virtual objects interact in a virtual environment by using virtual props, releasing skills, etc. Optionally, the form of a virtual game may include a 1V1 game, a 5V5 game, or a 1V5 dungeon monster fighting mode, which is not limited in the embodiments of the present application.
[0056] Optionally, the game area of the virtual game is an area where virtual objects perform interactive activities. For example, a player can control a first virtual object to perform a virtual game with other virtual objects in the game area.
[0057] In some embodiments, the terminal divides the game area in the virtual game into multiple game sub-areas.
[0058] Optionally, the multiple game sub-areas are pre-divided areas; or, the multiple game sub-areas are areas divided in real time according to the activity process of the first virtual object in the game area, and the embodiments of the present application are not limited to this.
[0059] Optionally, each game sub-area may be an area of equal area or an area of unequal area, which is not limited in this embodiment of the present application.
[0060] In some embodiments, in order to facilitate players to distinguish different game sub-areas, different display effects can be set for different game sub-areas.
[0061] Optionally, different display effects corresponding to different game sub-areas can be achieved by setting different display colors (such as blue, red, green, etc.), by setting different display shapes (such as square, circle, triangle, etc.), or by setting different area indication information, etc., which is not limited to the embodiments of the present application.
[0062] Indicatively, Figure 3 As shown, the terminal divides the game area of the virtual game into a first game sub-area 301 and a second game sub-area 302 with different display effects.
[0063] In some embodiments, in order to improve the interaction effect between the virtual object and each game sub-area, the terminal can set each game sub-area to apply a gain to the virtual object.
[0064] Optionally, the gain applied by the game sub-region to the virtual object may be a positive gain (Buff) or a negative gain (Debuff). Optionally, the gain applied by the game sub-region to the virtual object may be related to the attribute value of the virtual object, for example, a positive gain may increase the attribute value of the virtual object, and a negative gain may reduce the attribute value of the virtual object.
[0065] Optionally, the applied gain is related to the life value of the virtual object, which can increase the speed at which the life value decreases, or the applied gain is related to the attack value of the virtual object, which can reduce the attack value of the virtual object in a short period of time, etc. The embodiments of the present application are not limited to this.
[0066] Optionally, the gain applied by the game sub-region to the virtual object can also be divided into multiple gain layers. For example, the game sub-region can apply gain to the virtual object layer by layer, and can apply different layers of gain according to the length of time the virtual object stays in the current game sub-region.
[0067] Optionally, different game sub-areas are used to apply different gains to virtual objects, for example, some game sub-areas are used to apply positive gains to virtual objects, and some game sub-areas are used to apply negative gains to virtual objects; or, different game sub-areas have different gain attributes for applying gains to virtual objects, for example, each game sub-area applies a positive gain to the virtual object, the first game sub-area applies a first positive gain to the virtual object, the second game sub-area applies a second positive gain to the virtual object, but the first positive gain is different from the second positive gain, etc. The embodiments of the present application are not limited to this.
[0068] In a possible implementation, when the application is a stand-alone version, the terminal may pre-store a data file corresponding to each game sub-area, wherein the data file includes effect rendering data and gain impact data.
[0069] In another possible implementation, when the application is a network-connected version, the data file can be stored in the server, and the terminal can send a display request to the server while starting a virtual game, requesting that the corresponding display effects be displayed in each game sub-area, so that the server obtains the effect rendering data corresponding to each game sub-area from the data file, and feeds back the generated display results to the terminal.
[0070] Step 202: When the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, display the first virtual object in a first gain-increased state.
[0071] Optionally, considering that the virtual objects are located in different game sub-areas, they can obtain different gains applied to them by different game sub-areas. If the virtual objects are allowed to hold multiple different gains at the same time, there may be confusion in the corresponding gains of the virtual objects in the virtual game. Therefore, when different game sub-areas are used to apply different gains to virtual objects, the terminal can set different gains to have a mutual inhibitory effect.
[0072] In one possible implementation, when the virtual object has a first gain, even if the virtual object moves to a second game sub-area, it cannot immediately obtain the second gain corresponding to the second game sub-area. Only after the virtual object no longer has the first gain, the virtual object can obtain the second gain applied to it by the second game sub-area in the second game sub-area.
[0073] In a possible implementation, the terminal controls the first virtual object to move to the first game sub-area, and the first virtual object currently has no gain applied to it by other game sub-areas, so that the terminal can display the first virtual object in the first gain increased state.
[0074] Optionally, the first gain may be a positive gain or a negative gain; optionally, the first gain may be related to an attribute value of the first virtual object, such as the health value, attack value, etc. of the first virtual object, which is not limited in the embodiment of the present application.
[0075] In some embodiments, when the first virtual object has no gain applied to it by other game sub-areas and enters the first game sub-area, the terminal can start to apply the first gain to the first virtual object, and continue to apply the first gain to the first virtual object before the first virtual object leaves the first game sub-area, that is, the first gain increase state refers to a state in which the number of gain layers of the first gain applied to the first virtual object continues to increase over time.
[0076] For example, after the first virtual object enters the first game sub-area, the terminal starts to apply the first layer of first gain to the first virtual object, and continues to apply the second layer of first gain to the first virtual object as the first virtual object stays in the first game sub-area.
[0077] In some embodiments, when the first gain is related to the health value (or attack value) of the first virtual object, the health value (or attack value) of the first virtual object in a first gain increased state may not be affected, and the health value (or attack value) of the first virtual object will be affected only when the first gain applied to the first virtual object reaches a corresponding threshold.
[0078] In one possible implementation, the player controls the first virtual object to move in the game area of the virtual game, and the terminal can obtain the position coordinates of the first virtual object in the game area in real time, so as to determine the current game sub-area of the first virtual object according to the position coordinates, and then, when it is determined that the first virtual object is in the first game sub-area, determine whether the first virtual object currently has a gain, and the game sub-area corresponding to the gain, so that when it is determined that the first virtual object does not have a gain applied by other game sub-areas, the terminal applies the first gain corresponding to the first game sub-area to the first virtual object.
[0079] Indicatively, Figure 4 As shown, the first virtual object 401 is located in the first game sub-area 402 in the game area, and the first virtual object 401 does not have the gain applied by other game sub-areas, so that the terminal displays the first virtual object 401 in the game interface in a state of increasing the first gain 403.
[0080] Step 203: When the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches the first layer number threshold, the first virtual object to which the first gain trigger effect is applied is displayed.
[0081] Optionally, in order to increase the game stimulation level of virtual objects in the virtual game process, in addition to applying different gains to virtual objects through different game sub-areas, a layer threshold corresponding to the gain layers of each gain can also be set. Therefore, in the virtual game process, once the virtual object is in the same game sub-area for a long time and the gain layer corresponding to the gain reaches the layer threshold, the terminal can apply the corresponding effect to it, thereby enriching the game form in the virtual game.
[0082] In a possible implementation, when the first virtual object is located in the first game sub-area and has no gain applied by other game sub-areas, the terminal can apply a first gain to it through the first game sub-area, so that the first gain corresponding to the first virtual object continues to increase, and then when the number of gain layers of the first gain reaches a first layer threshold, the terminal can display the first virtual object with the first gain trigger effect applied.
[0083] Optionally, the first gain trigger effect may be an effect affecting the health value of the first virtual object, such as reducing the blood volume; it may also be an effect affecting the attack value of the first virtual object, such as the attack value is zero for a short period of time; it may also be other effects on the first virtual object, such as an effect affecting the current game state of the first virtual object, such as a stun effect, etc. The embodiments of the present application are not limited to this.
[0084] Optionally, the terminal can display the gain layers of the first gain in the game interface, such as directly displaying the value of the gain layers, representing the current gain layers through a progress bar, etc., and when the gain layers of the first gain are about to reach the first layer threshold, the display effect is issued to give an early warning to remind the player to promptly control the first virtual object to leave the first game sub-area.
[0085] Indicatively, Figure 5As shown, the first virtual object 501 is located in the first game sub-area 502, and the gain layer number of the first gain 503 corresponding to the first virtual object 501 reaches 10 layers, and the terminal can display the first virtual object 501 with the first gain trigger effect applied.
[0086] Step 204: When the gain layer number of the first gain does not reach the first layer number threshold and the first virtual object moves to the second game sub-area, the first virtual object in the first gain reduced state is displayed.
[0087] In one possible implementation, since different game sub-areas apply different gains to virtual objects and different gains inhibit each other, in order to avoid the first virtual object being triggered by the first gain in the first game sub-area, when the number of gain layers of the first gain does not reach the first layer threshold, the player can control the first virtual object to leave the first game sub-area, so that when the first virtual object moves to the second game sub-area, the terminal can display the first virtual object in a first gain reduced state.
[0088] In some embodiments, when a first virtual object with a first gain moves to a second game sub-area, the terminal may begin to reduce the first gain of the first virtual object, and continuously reduce the first gain of the first virtual object before the first virtual object leaves the second game sub-area, that is, the first gain reduction state refers to a state in which the number of gain layers of the first gain applied to the first virtual object continuously decreases over time.
[0089] For example, after a first virtual object with five layers of first gain enters the second game sub-area, the terminal begins to reduce one layer of first gain of the first virtual object, and continuously reduces the first gain of the first virtual object as the first virtual object stays in the second game sub-area.
[0090] Indicatively, Figure 6 As shown, when the gain layer number of the first gain 603 does not reach the first layer threshold (10 layers) and the first virtual object 601 moves from the first game sub-area 602 to the second game sub-area 604, the terminal displays the first virtual object 601 in a state where the first gain 603 is reduced.
[0091] To summarize, in an embodiment of the present application, when the first virtual object is in a virtual game, the game area of the virtual game is divided into multiple game sub-areas, wherein different game sub-areas are used to apply different gains to the virtual object. Thus, when the first virtual object is located in the first game sub-area and the first virtual object does not have the gain applied by other game sub-areas, the first virtual object in a first gain increase state is displayed, and when the first virtual object is located in the first game sub-area and the number of gain layers of the first gain reaches a first layer threshold, the first virtual object to which the first gain trigger effect is applied is displayed; when the number of gain layers of the first gain does not reach the first layer threshold and the first virtual object moves to the second game sub-area, the first virtual object in a first gain reduction state is displayed. Therefore, in addition to paying attention to the game situation in the virtual game, it is also necessary to always pay attention to the gain situation applied by the game sub-area in which the player is located, thereby enriching the interaction effect between the virtual objects and the game area in the virtual game and improving the game stimulation level between the virtual objects in the virtual game.
[0092] In some embodiments, in order to more reasonably apply gain to the virtual object through different game sub-areas, the terminal may also determine the number of gain layers to apply to the virtual object based on the length of time the virtual object stays in each game sub-area.
[0093] Please refer to Figure 7 , which shows a flow chart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. Figure 1 Taking the first terminal 110 or the second terminal 130 in the implementation environment or other terminals in the implementation environment as an example, the method includes the following steps:
[0094] Step 701, displaying a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object.
[0095] The specific implementation of this step can refer to step 201, and this embodiment will not be described in detail here.
[0096] Step 702, when the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, based on the first residence time of the first virtual object in the first game sub-area, the number of gain layers of the first gain applied to the first virtual object is determined, and the increase in the first gain is positively correlated with the first residence time.
[0097] In a possible implementation, when the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, the terminal can time the stay time of the first virtual object in the first game sub-area, and thereby determine the number of gain layers of the first gain applied to the first virtual object according to the first stay time corresponding to the first virtual object.
[0098] Optionally, the increase amplitude of the first gain is positively correlated with the first stay duration, and the longer the first stay duration is, the greater the increase amplitude of the first gain is.
[0099] Optionally, the terminal may determine the number of gain layers corresponding to the first gain according to a predetermined gain increase corresponding to a unit time, and thus according to the first residence duration.
[0100] Optionally, after determining the gain increase corresponding to the unit time, the terminal may also increase the number of gain layers corresponding to the first gain in real time during the process of timing the length of time that the first virtual object stays in the first game sub-area.
[0101] In an illustrative example, the terminal can be set to increase the first gain by one layer every 5 seconds of stay. Therefore, when it is determined that the first virtual object's first stay time in the first game sub-area is 15 seconds, the terminal can determine that the number of gain layers of the first gain is three.
[0102] Taking into account the presence of a second virtual object in the virtual game that is in a hostile relationship with the first virtual object, in order to further increase the tension and excitement of the virtual game, in addition to determining the number of gain layers of the first gain based on the first stay time, the terminal can also determine the number of gain layers of the first gain based on the attribute value of the second virtual object.
[0103] In one possible implementation, the terminal obtains the attribute value of a second virtual object that is in a hostile relationship with the first virtual object in a virtual game, and thereby first determines the unit increase of the first gain corresponding to the attribute value range according to the attribute value range corresponding to the attribute value of the second virtual object, and then determines the number of gain layers of the first gain applied to the first virtual object according to the unit increase of the first gain and the first residence time of the first virtual object in the first game sub-area.
[0104] Optionally, the attribute value of the second virtual object may be the life value of the second virtual object, or the attack value of the second virtual object, etc., which is not limited in this embodiment of the present application.
[0105] Optionally, different attribute value ranges correspond to different unit increments. For example, the attribute value range corresponding to the attribute value of the second virtual object is divided into 0-20, 21-40, 41-60, 61-80, and 81-100. When the attribute value range is 81-100, the unit increment of the first gain may be one layer per second; when the attribute value range is 61-80, the unit increment of the first gain may be one layer per two seconds; when the attribute value range is 41-60, the unit increment of the first gain may be one layer per three seconds, and so on.
[0106] In an illustrative example, the terminal obtains the health value of the second virtual object as 75, thereby determining that the health value range corresponding to the health value of the second virtual object is 61 to 80, and the unit increase of the first gain corresponding to the health value range is one layer every two seconds, and the terminal determines that the first residence time of the first virtual object in the first game sub-area is 10 seconds. Then, the terminal can determine that the number of gain layers of the first gain applied to the first virtual object is 5 layers based on the first residence time and the unit increase of the first gain corresponding to the health value range.
[0107] Step 703: displaying the first virtual object in a first gain increased state based on the gain layer number of the first gain.
[0108] In a possible implementation, after determining the number of gain layers of the first gain applied to the first virtual object, the terminal may display the first virtual object in a first gain increased state in the game interface according to the number of gain layers of the first gain.
[0109] In a possible implementation, in order to be able to display the changes in the number of gain layers to the player in real time, the terminal may also, in the process of determining the number of gain layers of the first gain, display a first virtual object in a state of increasing the first gain by one layer in the game interface each time the first gain is increased by one layer.
[0110] Step 704: When the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches the first layer number threshold, the first virtual object to which the first gain trigger effect is applied is displayed.
[0111] The specific implementation of step 704 may refer to step 203, and this embodiment will not be described in detail here.
[0112] Step 705: reset the number of gain layers of the first gain applied to the first virtual object.
[0113] In one possible implementation, considering that the number of gain layers of the first gain reaching the first layer threshold is a condition for applying the first gain trigger effect to the first virtual object, and the first virtual object is located in the first game sub-area and after the first gain trigger effect is applied to the first virtual object, if the first virtual object is controlled to always maintain the current gain layer of the first gain, the first virtual object may always be subject to the first gain trigger effect. Therefore, in order to avoid continuously applying the first gain trigger effect to the first virtual object, the terminal may reset the number of gain layers of the first gain applied to the first virtual object after applying the first gain trigger effect to the first virtual object.
[0114] In a possible implementation, after applying the first gain trigger effect to the first virtual object, the terminal may re-count the first residence time of the first virtual object in the first game sub-area, and re-determine the number of gain layers of the first gain applied to the first virtual object based on the first residence time.
[0115] Indicatively, Figure 8 As shown, when the first virtual object 801 is located in the first game sub-area 802 and the number of gain layers of the first gain 803 reaches the first layer threshold (10 layers), the terminal displays the first virtual object 801 to which the first gain trigger effect (stun effect) is applied. After the effect is applied to the first virtual object 801, the terminal can reset the number of gain layers of the first gain 803 applied to the first virtual object 801 to 0 layers.
[0116] Step 706: When the gain layer number of the first gain does not reach the first layer threshold and the first virtual object moves to the second game sub-area, based on the second stay time of the first virtual object in the second game sub-area, the first virtual object in the first gain reduced state is displayed, and the reduction amplitude of the first gain is positively correlated with the second stay time.
[0117] In a possible implementation, when the number of gain layers of the first gain of the first virtual object does not reach the first layer threshold and the first virtual object moves to the second game sub-area, the terminal can determine the second residence time of the first virtual object in the second game sub-area to determine the number of reduced layers corresponding to the first gain, thereby displaying the first virtual object in the first gain reduced state.
[0118] Optionally, the reduction amplitude of the first gain is positively correlated with the second residence time. The longer the second residence time is, the greater the reduction amplitude of the first gain is.
[0119] In a possible implementation, after the first virtual object with a first gain moves to the second game sub-area, the terminal can time the length of time that the first virtual object stays in the second game sub-area, thereby reducing the first gain corresponding to the first virtual object according to the second length of time.
[0120] Optionally, the terminal may predetermine the gain reduction amount corresponding to a unit time, and in real time reduce the number of gain layers corresponding to the first gain while timing the length of time that the first virtual object stays in the second game sub-area.
[0121] In an illustrative example, the terminal can set the first virtual object to reduce the first gain by one layer for every 5 seconds it stays in the second sub-area of the game. Therefore, when it is determined that the second stay time of the first virtual object in the second sub-area of the game is 15 seconds, the terminal can determine that the first gain is reduced by three layers.
[0122] Optionally, the proportional relationship between the reduction amplitude of the first gain and the second dwell time may be the same as or different from the proportional relationship between the increase amplitude of the first gain and the first dwell time, and this is not limited in the embodiment of the present application.
[0123] Step 707, when the gain layer number of the first gain corresponding to the first virtual object reaches the second layer number threshold, based on the third stay time of the first virtual object in the second game sub-area, the first virtual object in the second gain increase state is displayed, the increase amplitude of the second gain is positively correlated with the third stay time, and the second layer number threshold is different from the first layer number threshold.
[0124] In one possible implementation, after a first virtual object with a first gain moves to a second game sub-area and the number of gain layers of the first gain corresponding to the first virtual object decreases, in order to improve the flexibility of applying different gains to the first virtual object, when the first virtual object is located in the second game sub-area and the number of gain layers of the first gain corresponding to the first virtual object reaches a second layer threshold, the terminal can re-time the stay time of the first virtual object in the second game sub-area, thereby obtaining a third stay time of the first virtual object in the second game sub-area, and display the first virtual object in the second gain increase state according to the third stay time.
[0125] The second layer number threshold is smaller than the first layer number threshold. For example, the second layer number threshold may be 0 layers, and the first layer number threshold may be 10 layers.
[0126] Optionally, the increase amplitude of the second gain is positively correlated with the third stay time, and the longer the third stay time is, the greater the increase amplitude of the second gain is.
[0127] Optionally, the proportional relationship between the increase in the second gain and the third stay time may be the same as or different from the proportional relationship between the increase in the first gain and the first stay time, that is, the gain increase rates of the first virtual object in different game sub-areas may be the same or different, and this embodiment of the present application is not limited to this.
[0128] Indicatively, Fig. 9 As shown, when the gain layer number of the first gain 903 of the first virtual object 901 does not reach the first layer threshold (10 layers), and the first virtual object 901 moves from the first game sub-area 902 to the second game sub-area 904, the terminal displays the first virtual object 901 in a state of reduced first gain 903. Then, when the gain layer number of the first gain 903 is reduced to 0 layers and the first virtual object 901 is still located in the second game sub-area 904, the terminal can display the first virtual object 901 in a state of increased second gain 905 according to the third stay time of the first virtual object 901 in the second game sub-area 904.
[0129] In the above embodiment, by determining the length of time the first virtual object stays in the game sub-area, the increase or decrease in the gain applied to the first virtual object is determined, which improves the rationality of applying different gains to the first virtual object in each game sub-area, and helps the player to reasonably control the moving position and residence time of the first virtual object during the game.
[0130] In some embodiments, since different gains are applied to the first virtual object through different game sub-areas, in order to avoid the first virtual object being applied with the corresponding gain trigger effect, the player needs to control the first virtual object to move between the various game sub-areas. If the game sub-area is large, the first virtual object needs to move a long distance to leave the current game sub-area; if the game sub-area is small, the first virtual object only needs to move a short distance to leave the current game sub-area. It can be seen that the difficulty of controlling the first virtual object to play a virtual game is different depending on the size or density of the game sub-areas.
[0131] In a possible implementation, the terminal may determine in real time the division density of the game area according to the attribute value of the second virtual object that is in a hostile relationship with the first virtual object in the virtual game, and thereby divide the game area in the virtual game based on the division density to obtain a plurality of game sub-areas.
[0132] Optionally, the division density is negatively correlated with the attribute value of the second virtual object. The lower the attribute value of the second virtual object, the greater the division density, so that it is more convenient for the first virtual object to move between various game sub-areas.
[0133] In a possible implementation, the terminal may also determine in real time the division density of the game area according to the attribute value of the first virtual object in the virtual game, wherein the division density is positively correlated with the attribute value of the first virtual object, and the higher the attribute value of the first virtual object, the greater the division density, so that it is easier for the first virtual object to move between the various game sub-areas.
[0134] In a possible implementation, the terminal may also pre-set subtasks before starting the virtual game, and the player may complete the corresponding task by controlling the first virtual object, thereby selecting the corresponding division density.
[0135] Optionally, the method for determining the division density of the game area may also be other possible forms, which are not limited to the embodiments of the present application.
[0136] In the above embodiment, the division density of the game area is determined according to the attribute values of the virtual objects in the virtual game, thereby changing the difficulty of the first virtual object moving between the various game sub-areas, improving the diversity of the display effects of the game area, and increasing the game stimulation level of the virtual game.
[0137] In some embodiments, in order to further enhance the game stimulation level of the virtual game and increase the game difficulty of the virtual object in the virtual game, the terminal may also associate the attack value of the first virtual object with the applied gain value, so that the player needs to control the first virtual object to perform corresponding attack operations in combination with the applied gain value of the first virtual object.
[0138] In some embodiments, when the first virtual object is located in the first game sub-area and has a first gain, the terminal may control the first virtual object to attack the second virtual object according to the first attack value, wherein the second virtual object and the first virtual object are in a hostile relationship in the virtual game.
[0139] In a possible implementation, when the first virtual object is located in the first game sub-area and the first virtual object has a first gain, the terminal may first obtain the number of gain layers of the first gain corresponding to the current first virtual object, and then determine the first attack value according to the number of gain layers, and then control the first virtual object to attack the second virtual object based on the first attack value.
[0140] Optionally, the first attack value is positively correlated with the number of gain layers of the first gain, and the larger the number of gain layers of the first gain, the higher the first attack value.
[0141] In some embodiments, when the first virtual object is located in the second game sub-area and has a first gain, the terminal may control the first virtual object to attack the second virtual object according to a second attack value, wherein the second attack value is lower than the first attack value.
[0142] In a possible implementation, when the first virtual object is located in the second game sub-area and the first virtual object has a first gain, the terminal may first obtain the gain layer number of the first gain corresponding to the current first virtual object, and then determine the second attack value according to the gain layer number, and then control the first virtual object to attack the second virtual object based on the second attack value.
[0143] Optionally, the second attack value is negatively correlated with the number of gain layers of the first gain, and the larger the number of gain layers of the first gain, the lower the second attack value.
[0144] In the above embodiment, by associating the attack value of the first virtual object with the applied gain value, when the first virtual object has a first gain, the first attack value in the first game sub-area is higher than the second attack value in the second game sub-area, thereby enriching the game form of the virtual game and improving the interactivity between the virtual object and the game area.
[0145] Furthermore, when the first virtual object is located in the first game sub-area and has the first gain, the more first gains the first virtual object has, the higher the first attack value of the first virtual object; when the first virtual object is located in the second game sub-area but has the first gain, the more first gains the first virtual object has, the lower the attack value of the first virtual object, so that the first virtual object needs to stay in the first game sub-area for a longer time to obtain a higher attack value, but in order to avoid being triggered by the first gain, it cannot stay in the first game sub-area for too long, which further increases the difficulty of the player's control over the first virtual object and improves the game excitement of the virtual game.
[0146] In some embodiments, in addition to applying different gains to the first virtual object through each game sub-area to increase the difficulty of controlling the first virtual object, the terminal can also superimpose and display corresponding task sub-areas while displaying multiple game sub-areas, thereby enriching the game process of the virtual game.
[0147] Please refer to Fig.10 , which shows a flow chart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. Figure 1 Taking the first terminal 110 or the second terminal 130 in the implementation environment or other terminals in the implementation environment as an example, the method includes the following steps:
[0148] Step 1001, obtaining game information of a virtual game, where the game information includes at least one of a game duration and an attribute value of a second virtual object, and the second virtual object and the first virtual object are in a hostile relationship in the virtual game.
[0149] Optionally, the game information of a virtual game refers to object data and game data generated during a virtual game between multiple virtual objects, which may include the game duration and game situation of the virtual game, and may also include the number of virtual objects in the virtual game, attribute values of the virtual objects, etc.
[0150] In a possible implementation, the terminal obtains game information of the virtual game, where the game information includes at least one of a game duration and an attribute value of the second virtual object, wherein the second virtual object and the first virtual object are in a hostile relationship in the virtual game.
[0151] Step 1002, when the task triggering condition is met, display the task sub-area in each game sub-area, wherein the task triggering condition includes at least one of the game duration reaching a duration threshold and the attribute value of the second virtual object reaching a first attribute threshold, the display effect of the task sub-area in each game sub-area is different from the display effect of the game sub-area, and the display effect of the task sub-area in the game sub-area is the same as the display effect of at least one other game sub-area.
[0152] Optionally, the task sub-region belongs to the game sub-region and is a part of the game sub-region. Optionally, the region shape of the task sub-region may be the same as the region shape of the game sub-region, or may be different from the region shape of the game sub-region, which is not limited in the embodiment of the present application.
[0153] Optionally, in order to facilitate players to find the task sub-area within the game sub-area, the display effect of the task sub-area within each game sub-area can be set to be different from the display effect of the game sub-area, for example, the display color of the task sub-area within the game sub-area is different from the display color of the game sub-area, or the display shape of the task sub-area within the game sub-area is different from the display shape of the game sub-area, etc. The embodiments of the present application are not limited to this.
[0154] Optionally, in order to facilitate players to find the task sub-area within the game sub-area, the task sub-area may also be displayed in the shape of an aperture.
[0155] Optionally, in order to ensure the feasibility of tasks within the task sub-area and further increase the difficulty of players' control over the movement of virtual objects, the display effect of the task sub-area within the game sub-area can also be set to be the same as the display effect of at least one other game sub-area, thereby requiring virtual objects with corresponding gains in other game sub-areas to move to the task sub-area with the corresponding display effect to complete the corresponding sub-area task.
[0156] Optionally, the display color of the task sub-region within the game sub-region can be set to be the same as the display color of at least one other game sub-region, or the display shape of the task sub-region within the game sub-region can be set to be the same as the display shape of at least one other game sub-region, etc., which is not limited to the embodiments of the present application.
[0157] In order to add phased task requirements during the virtual game process, the terminal can also set corresponding task trigger conditions, so that when the task trigger conditions are met, the terminal displays the task sub-area in each game sub-area. Optionally, the task trigger conditions include the game duration reaching the duration threshold and the attribute value of the second virtual object reaching at least one of the first attribute threshold.
[0158] In some embodiments, when the game duration of the virtual game reaches a duration threshold, the terminal displays a task sub-area in each game sub-area. For example, when the game duration of the virtual game reaches 2 minutes, the terminal displays the task sub-area.
[0159] In some embodiments, the terminal may also display a task sub-area in each game sub-area when the attribute value of the second virtual object reaches the first attribute threshold. For example, when the health value of the second virtual object is reduced to 80%, the terminal displays the task sub-area.
[0160] In some embodiments, the terminal can also display a task sub-area in each game sub-area when the game duration of the virtual game reaches a duration threshold and the attribute value of the second virtual object reaches a first attribute threshold. For example, when the game duration exceeds 3 minutes and the health value of the second virtual object is reduced to 80%, the terminal displays a task sub-area in each game sub-area.
[0161] In one possible implementation, when the task triggering conditions are met, the terminal displays the first task sub-area within the first game sub-area, and in order to enable the virtual object with the second gain to be moved to the first task sub-area to complete the task requirements within the first task sub-area, the terminal may also set the display effect of the first task sub-area to be the same as the display effect of the second game sub-area, and the first task sub-area is used to accommodate the virtual object with the second gain.
[0162] In an illustrative example, when the game duration of the virtual game reaches 3 minutes and the health of the second virtual object is reduced to 75%, the terminal displays the first task sub-area in the first game sub-area, wherein the first game sub-area is displayed in red, and the first task sub-area and the second game sub-area are both displayed in blue.
[0163] Indicatively, Fig.11 As shown, when the health value of the second virtual object 1107 is reduced to 80%, the terminal displays the second task sub-area 1105 in the second game sub-area 1104, and the display effect of the second task sub-area 1105 is the same as the display effect of the first game sub-area 1102.
[0164] Step 1003, displaying mobile task prompt information in the game interface, and displaying corresponding task requirements in each task sub-area, the mobile task prompt information is used to instruct the first virtual object and the third virtual object to perform the corresponding mobile tasks, and the third virtual object and the first virtual object are companions in the virtual game.
[0165] In some embodiments, considering that players are focused on the virtual game during the virtual game and it is not easy for them to find the task sub-area within the game sub-area, the terminal can also display mobile task prompt information in the game interface. The mobile task prompt information is used to instruct the first virtual object and the third virtual object to perform the corresponding mobile task, wherein the third virtual object is a virtual object that has a companion relationship with the first virtual object in the virtual game.
[0166] Optionally, in addition to displaying mobile task prompt information in the game interface to provide task reminders to players, the terminal may also display corresponding task requirements in each task sub-area to prompt players of specific task requirements in different task sub-areas.
[0167] Optionally, the task requirements displayed on each task sub-area may be the number of virtual object movements (i.e., how many virtual objects are required to move to the current task sub-area) or the length of time the virtual object stays (i.e., how long the virtual object is required to stay in the current task sub-area). This embodiment of the present application is not limited to this.
[0168] In one possible implementation, the terminal displays mobile task prompt information in the game interface, the mobile task prompt information includes a mobile countdown, and displays a first task requirement on the first task sub-area, the first task requirement includes the number of virtual object movements, thereby requiring the virtual object with the second gain to move to the first task sub-area before the mobile countdown ends, and when the mobile task countdown ends, the number of virtual objects with the second gain in the first task sub-area needs to reach the number of virtual object movements in the first task requirement.
[0169] Indicatively, Fig.11 As shown, the terminal displays a second task requirement 1106 on the second task sub-area 1105, and the second task requirement 1106 indicates that at least three virtual objects with a first gain need to stand in the second task sub-area 1105. As shown in the figure, the first virtual object 1101 has a first gain 1103, so the player can control the first virtual object 1101 to move to the second task sub-area 1105.
[0170] Step 1004, when the moving task is completed, cancel the display of the task sub-area in each game sub-area.
[0171] In some embodiments, in order to ensure the orderly progress of the virtual game, when each virtual object in the virtual game completes the corresponding movement task, the terminal can cancel the display of the task sub-area in each game sub-area.
[0172] In a possible implementation, when the moving countdown ends, the terminal may first determine the task completion status of each task sub-area, and when it is determined that the task is completed, cancel the display of the task sub-area in each game sub-area.
[0173] In a possible implementation, when the movement countdown ends, the terminal counts and determines the number of virtual objects with the second gain in the first task sub-area, and cancels display of the first task sub-area when the number of objects reaches the number of virtual object movements.
[0174] Step 1005: When the moving task is not completed, display the first virtual object and the third virtual object to which the task failure trigger effect is applied.
[0175] In some embodiments, in order to increase the excitement of the virtual game, when the moving task is not completed, the terminal may further display the first virtual object and the third virtual object to which the task failure trigger effect is applied.
[0176] Optionally, the task failure trigger effect may be an effect affecting the health value of the first virtual object and the health value of the third virtual object, such as reducing the blood volume; it may also be an effect affecting the attack value of the first virtual object and the attack value of the third virtual object, such as the attack value is zero for a short period of time; it may also be other effects on the first virtual object and the third virtual object, such as an effect affecting the current game status of the first virtual object and the third virtual object, such as a stun effect, etc. The embodiments of the present application are not limited to this.
[0177] Considering that the purpose of displaying the task sub-area is to increase the excitement of the virtual game, in order to prevent the virtual object from being triggered by the task failure, the player needs to actively complete the movement task. In another possible implementation, in order to further enrich the game content of the virtual game, the terminal can also provide other methods for the virtual object to cancel the display of the task sub-area, so that the virtual object is protected from the task failure triggering effect.
[0178] In a possible implementation, after displaying the task sub-area and entering the movement countdown, the terminal can control the first virtual object to attack the second virtual object according to the received player operation instructions, thereby displaying the task sub-area in each game sub-area, and when the attribute value of the second virtual object reaches the second attribute threshold, the terminal cancels the display of the task sub-area in each game sub-area, and the second attribute threshold is less than the first attribute threshold.
[0179] In an illustrative example, when the health value of the second virtual object is reduced to 80%, the terminal displays the task sub-area in each game sub-area and starts the movement countdown. Furthermore, the terminal controls the first virtual object to attack the second virtual object according to the received player operation instructions, so that when the movement task is not completed but the health value of the second virtual object is reduced to 70%, the terminal cancels the display of the task sub-area in each game sub-area.
[0180] In the above embodiment, by displaying the game sub-areas during the virtual game, task sub-areas are further displayed in each game sub-area according to the game situation, and by displaying mobile task prompt information in the game interface to remind the player to control the virtual object to complete the corresponding mobile task, the game stimulation level of the virtual game is improved, the game content of the virtual game is enriched, and the interactivity between the virtual object and the game scene is improved.
[0181] Please refer to Fig.12 , which shows a schematic diagram of a first server script setting interface provided by an exemplary embodiment of the present application, wherein the first server script setting interface 1200 is used to set the display effect of each game sub-area. Fig.12 As shown, the server binds corresponding server location coordinates to each game sub-area, and then the corresponding game sub-area can be determined by inputting different coordinates, and different display colors can be set for each game sub-area.
[0182] Please refer to Fig.13 , which shows a schematic diagram of a second server script setting interface provided by an exemplary embodiment of the present application, wherein the second server script setting interface 1300 is used to calculate the gain of a virtual object. Schematically, as Fig.13As shown, the server first determines whether the virtual object with the first gain is located in the first game sub-area based on the object information of the virtual object and the ID of each game sub-area, and then increases the gain layer number of its first gain by one layer when the virtual object is located in the first game sub-area.
[0183] Please refer to Fig.14 , which shows a schematic diagram of a third server script setting interface provided by an exemplary embodiment of the present application, wherein the third server script setting interface 1400 is used to set the gain trigger effect. Fig.14 As shown, the server first determines whether the number of gain layers of the virtual object has reached 10 layers. When it reaches 10 layers, the server obtains the gain trigger effect and applies the gain trigger effect to the virtual object. At the same time, the corresponding game announcement information is displayed in the game interface corresponding to the virtual object.
[0184] Please refer to Fig.15 , which shows a schematic diagram of a fourth server script setting interface provided by an exemplary embodiment of the present application, wherein the fourth server script setting interface 1500 is used to set the display effect of the task sub-area. Schematically, as Fig.15 As shown, the server binds the position coordinates of the task sub-area, sets the corresponding display color for it, and sets the corresponding task requirements for the task sub-area.
[0185] Please refer to Fig.16 , which shows a schematic diagram of a fifth server script setting interface provided by an exemplary embodiment of the present application, wherein the fifth server script setting interface 1600 is used to set the display effect of the mobile prompt information. Schematically, as Fig.16 As shown, the server sets corresponding display text and movement countdown for the movement prompt information, and cancels the display of the movement prompt information after the movement countdown ends.
[0186] Please refer to Fig.17 , which shows a sixth server script setting interface schematic diagram provided by an exemplary embodiment of the present application, wherein the sixth server script setting interface 1700 is used to count the number of virtual objects in each task sub-area. Schematically, as Fig.17 As shown, the server first counts the number of virtual objects in the first task sub-area, obtains the gain information of each virtual object in the first task sub-area, and compares them, counts the number of virtual objects with the first gain, and obtains the number of virtual objects corresponding to the first task sub-area.
[0187] Please refer to Fig.18, which shows a seventh server script setting interface schematic diagram provided by an exemplary embodiment of the present application, wherein the seventh server script setting interface 1800 is used to count the completion of the mobile task. Fig.18 As shown, the server compares the number of virtual objects in each task sub-area with the number of virtual object movements within the corresponding task requirements, and when the movement tasks in each task sub-area are completed, sends an announcement to each virtual object in the virtual game to prompt the completion of the movement tasks.
[0188] Please refer to Fig.19 , which shows a structural block diagram of a virtual object control device provided by an exemplary embodiment of the present application, the device comprising:
[0189] A first display module 1901 is used to display a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object;
[0190] A second display module 1902, configured to display the first virtual object in a first gain-increased state when the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas;
[0191] A third display module 1903 is used to display the first virtual object with the first gain trigger effect applied thereto when the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches a first layer number threshold;
[0192] The fourth display module 1904 is used to display the first virtual object in a first gain reduction state when the gain layer number of the first gain does not reach the first layer threshold and the first virtual object moves to the second game sub-area.
[0193] Optionally, the second display module 1902 is used to:
[0194] When the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, based on a first stay time of the first virtual object in the first game sub-area, determining the number of gain layers of the first gain applied to the first virtual object, wherein an increase in the first gain is positively correlated with the first stay time;
[0195] Based on the gain level of the first gain, the first virtual object is displayed in the first gain increased state.
[0196] Optionally, the second display module 1902 is further used for:
[0197] Acquire an attribute value of a second virtual object, where the second virtual object and the first virtual object are in a hostile relationship in the virtual game;
[0198] Determine, based on an attribute value range corresponding to the attribute value of the second virtual object, a unit increase of the first gain corresponding to the attribute value range, where different attribute value ranges correspond to different unit increases;
[0199] Based on the unit increase of the first gain and the first residence time of the first virtual object in the first game sub-area, the number of gain layers of the first gain applied to the first virtual object is determined.
[0200] Optionally, the fourth display module 1904 is used to:
[0201] When the gain layers of the first gain do not reach the first layer threshold and the first virtual object moves to the second game sub-area, based on the second stay time of the first virtual object in the second game sub-area, displaying the first virtual object in a state of reducing the first gain, and the reduction range of the first gain is positively correlated with the second stay time;
[0202] The device also includes:
[0203] A fifth display module is used to display the first virtual object in a second gain increase state based on the third stay time of the first virtual object in the second game sub-area when the gain layer number of the first gain corresponding to the first virtual object reaches a second layer threshold, the increase amplitude of the second gain is positively correlated with the third stay time, and the second layer threshold is different from the first layer threshold.
[0204] Optionally, after displaying the first virtual object to which the first gain triggering effect is applied, the device further includes:
[0205] A reset module is used to reset the number of gain layers of the first gain applied to the first virtual object.
[0206] Optionally, the device further comprises:
[0207] a density determination module, configured to determine a division density of the game area based on an attribute value of a second virtual object in the virtual game, wherein the second virtual object and the first virtual object are in a hostile relationship in the virtual game, and the division density is negatively correlated with the attribute value of the second virtual object;
[0208] The area division module is used to divide the game area in the virtual game based on the division density to obtain multiple game sub-areas.
[0209] Optionally, the device further comprises:
[0210] a first control module, configured to control the first virtual object to attack a second virtual object based on a first attack value when the first virtual object is located in the first game sub-area and the first virtual object has the first gain, and the second virtual object and the first virtual object are in a hostile relationship in the virtual game;
[0211] The second control module is used to control the first virtual object to attack the second virtual object based on a second attack value when the first virtual object is located in the second game sub-area and the first virtual object has the first gain, and the second attack value is lower than the first attack value.
[0212] Optionally, the first control module is used to:
[0213] When the first virtual object is located in the first game sub-area and the first virtual object has the first gain, the first attack value is determined based on the number of gain layers of the first gain, and the first attack value is positively correlated with the number of gain layers of the first gain;
[0214] Based on the first attack value, the first virtual object is controlled to attack the second virtual object.
[0215] Optionally, the second control module is used to:
[0216] When the first virtual object is located in the second game sub-area and the first virtual object has the first gain, the second attack value is determined based on the number of gain layers of the first gain, and the second attack value is negatively correlated with the number of gain layers of the first gain;
[0217] Based on the second attack value, the first virtual object is controlled to attack the second virtual object.
[0218] Optionally, the device further comprises:
[0219] an information acquisition module, configured to acquire game information of the virtual game, wherein the game information includes at least one of a game duration and an attribute value of a second virtual object, wherein the second virtual object and the first virtual object are in a hostile relationship in the virtual game;
[0220] a sixth display module, configured to display a task sub-area in each game sub-area when a task triggering condition is met, wherein the task triggering condition includes at least one of the game duration reaching a duration threshold and the attribute value of the second virtual object reaching a first attribute threshold, and the display effect of the task sub-area in each game sub-area is different from the display effect of the game sub-area, and the display effect of the task sub-area in the game sub-area is the same as the display effect of at least one other game sub-area;
[0221] a seventh display module, configured to display mobile task prompt information in the game interface and display corresponding task requirements in each task sub-area, wherein the mobile task prompt information is used to instruct the first virtual object and the third virtual object to perform the corresponding mobile task, and the third virtual object and the first virtual object are in a companion relationship in the virtual game;
[0222] The sixth display module is also used to cancel the display of the task sub-area in each game sub-area when the moving task is completed.
[0223] Optionally, the sixth display module is used to:
[0224] When the task triggering condition is met, displaying a first task sub-region in the first game sub-region, the display effect of the first task sub-region being the same as the display effect of the second game sub-region, and the first task sub-region being used to accommodate a virtual object with a second gain;
[0225] The seventh display module is used for:
[0226] The moving task prompt information is displayed in the game interface, and the first task requirement is displayed in the first task sub-area, the moving task prompt information includes a moving countdown, and the first task requirement includes the number of virtual object movements.
[0227] Optionally, the sixth display module is further used for:
[0228] determining the number of virtual objects having the second gain within the first task sub-area when the movement countdown ends;
[0229] When the number of objects reaches the number of virtual object movements, the first task sub-area is displayed canceled.
[0230] Optionally, the device further comprises:
[0231] An eighth display module is used to display the first virtual object and the third virtual object to which a task failure trigger effect is applied when the moving task is not completed.
[0232] Optionally, the device further comprises:
[0233] A third control module, used to control the first virtual object to attack the second virtual object;
[0234] A ninth display module is used to display the task sub-area in each game sub-area, and cancel the display of the task sub-area in each game sub-area when the attribute value of the second virtual object reaches a second attribute threshold, and the second attribute threshold is less than the first attribute threshold.
[0235] To summarize, in an embodiment of the present application, when the first virtual object is in a virtual game, the game area of the virtual game is divided into multiple game sub-areas, wherein different game sub-areas are used to apply different gains to the virtual object. Thus, when the first virtual object is located in the first game sub-area and the first virtual object does not have the gain applied by other game sub-areas, the first virtual object in a first gain increase state is displayed, and when the first virtual object is located in the first game sub-area and the number of gain layers of the first gain reaches a first layer threshold, the first virtual object to which the first gain trigger effect is applied is displayed; when the number of gain layers of the first gain does not reach the first layer threshold and the first virtual object moves to the second game sub-area, the first virtual object in a first gain reduction state is displayed. Therefore, in addition to paying attention to the game situation in the virtual game, it is also necessary to always pay attention to the gain situation applied by the game sub-area in which the player is located, thereby enriching the interaction effect between the virtual objects and the game area in the virtual game and improving the game stimulation level between the virtual objects in the virtual game.
[0236] It should be noted that: the 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 device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the implementation process thereof is detailed in the method embodiment, which will not be repeated here.
[0237] Please refer to Fig. 20, which shows a block diagram of a terminal 2000 provided by an exemplary embodiment of the present application. The terminal 2000 may be a portable mobile terminal, such as a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 2000 may also be referred to as a user device, a portable terminal, or other names.
[0238] Typically, the terminal 2000 includes: a processor 2001 and a memory 2002 .
[0239] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 2001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2001 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0240] The memory 2002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2002 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 2002 is used to store at least one instruction, which is used to be executed by the processor 2001 to implement the control method of the virtual object provided in the embodiment of the present application.
[0241] In some embodiments, the terminal 2000 may optionally further include: a peripheral device interface 2003 and at least one peripheral device.
[0242] The peripheral device interface 2003 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 2001 and the memory 2002. In some embodiments, the processor 2001, the memory 2002, and the peripheral device interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2001, the memory 2002, and the peripheral device interface 2003 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0243] Those skilled in the art will understand that Fig. 20 The structure shown in the figure does not constitute a limitation on the terminal 2000, and the terminal 2000 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0244] An embodiment of the present application further provides a computer-readable storage medium, which stores at least one program, and the at least one program is loaded and executed by a processor to implement the control method of the virtual object described in the above embodiments.
[0245] According to one aspect of the present application, a computer program product is provided, the computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the control method of a virtual object provided in various optional implementations of the above aspects.
[0246] Those skilled in the art should be aware that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented with hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or codes on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein the communication media include any media that facilitates the transmission of a computer program from one place to another. The storage medium can be any available medium that a general or special-purpose computer can access.
[0247] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for controlling a virtual object, characterized in that: The method comprises: Displaying a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object; When the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, displaying the first virtual object in a first gain-increased state; When the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches a first layer number threshold, displaying the first virtual object to which the first gain trigger effect is applied; When the gain layer number of the first gain does not reach the first layer number threshold and the first virtual object moves to the second game sub-area, the first virtual object in the first gain reduced state is displayed.
2. The method according to claim 1, characterized in that The method of displaying the first virtual object in a first gain-increased state when the first virtual object is located in a first game sub-area and the first virtual object has no gain applied by other game sub-areas comprises: When the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas, based on a first stay time of the first virtual object in the first game sub-area, determining the number of gain layers of the first gain applied to the first virtual object, wherein an increase in the first gain is positively correlated with the first stay time; Based on the gain level of the first gain, the first virtual object is displayed in the first gain increased state.
3. The method according to claim 2, characterized in that The determining, based on a first residence time of the first virtual object in the first game sub-area, the number of gain layers of the first gain applied to the first virtual object comprises: Acquire an attribute value of a second virtual object, where the second virtual object and the first virtual object are in a hostile relationship in the virtual game; Determine, based on an attribute value range corresponding to the attribute value of the second virtual object, a unit increase of the first gain corresponding to the attribute value range, where different attribute value ranges correspond to different unit increases; Based on the unit increase of the first gain and the first residence time of the first virtual object in the first game sub-area, the number of gain layers of the first gain applied to the first virtual object is determined.
4. The method according to claim 1, characterized in that: The method of displaying the first virtual object in a first gain reduced state when the gain layer number of the first gain does not reach the first layer number threshold and the first virtual object moves to a second game sub-area comprises: When the gain layers of the first gain do not reach the first layer threshold and the first virtual object moves to the second game sub-area, based on the second stay time of the first virtual object in the second game sub-area, displaying the first virtual object in a state of reducing the first gain, and the reduction range of the first gain is positively correlated with the second stay time; The method further comprises: When the gain layer number of the first gain corresponding to the first virtual object reaches a second layer threshold, based on the third stay time of the first virtual object in the second game sub-area, the first virtual object is displayed in a second gain increase state, the increase amplitude of the second gain is positively correlated with the third stay time, and the second layer threshold is different from the first layer threshold.
5. The method according to claim 1, characterized in that After displaying the first virtual object to which the first gain triggering effect is applied, the method further includes: Reset the gain layer number of the first gain applied to the first virtual object.
6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: determining a division density of the game area based on an attribute value of a second virtual object in the virtual game, wherein the second virtual object and the first virtual object are in a hostile relationship in the virtual game, and the division density is negatively correlated with the attribute value of the second virtual object; Based on the division density, the game area in the virtual game is divided to obtain a plurality of game sub-areas.
7. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: When the first virtual object is located in the first game sub-area and the first virtual object has the first gain, the first virtual object is controlled to attack a second virtual object based on a first attack value, and the second virtual object and the first virtual object are in a hostile relationship in the virtual game; When the first virtual object is located in the second game sub-area and the first virtual object has the first gain, the first virtual object is controlled to attack the second virtual object based on a second attack value, and the second attack value is lower than the first attack value.
8. The method according to claim 7, characterized in that The method of controlling the first virtual object to attack the second virtual object based on the first attack value when the first virtual object is located in the first game sub-area and the first virtual object has the first gain includes: When the first virtual object is located in the first game sub-area and the first virtual object has the first gain, the first attack value is determined based on the number of gain layers of the first gain, and the first attack value is positively correlated with the number of gain layers of the first gain; Based on the first attack value, the first virtual object is controlled to attack the second virtual object.
9. The method according to claim 7, characterized in that: The method of controlling the first virtual object to attack the second virtual object based on a second attack value when the first virtual object is located in the second game sub-area and the first virtual object has the first gain includes: When the first virtual object is located in the second game sub-area and the first virtual object has the first gain, the second attack value is determined based on the number of gain layers of the first gain, and the second attack value is negatively correlated with the number of gain layers of the first gain; Based on the second attack value, the first virtual object is controlled to attack the second virtual object.
10. The method according to claim 1, characterized in that The method further comprises: Acquire game information of the virtual game, the game information including at least one of a game duration and an attribute value of a second virtual object, wherein the second virtual object and the first virtual object are in a hostile relationship in the virtual game; In the case where a task triggering condition is met, displaying a task sub-area in each game sub-area, wherein the task triggering condition includes at least one of the game duration reaching a duration threshold and the attribute value of the second virtual object reaching a first attribute threshold, and the display effect of the task sub-area in each game sub-area is different from the display effect of the game sub-area, and the display effect of the task sub-area in the game sub-area is the same as the display effect of at least one other game sub-area; Displaying mobile task prompt information in the game interface, and displaying corresponding task requirements in each task sub-area, wherein the mobile task prompt information is used to instruct the first virtual object and the third virtual object to perform the corresponding mobile task, and the third virtual object and the first virtual object are in a companion relationship in the virtual game; When the moving task is completed, the task sub-areas in each game sub-area are cancelled.
11. The method according to claim 10, characterized in that When the task triggering condition is met, the task sub-area is displayed in each game sub-area, including: When the task triggering condition is met, displaying a first task sub-region in the first game sub-region, the display effect of the first task sub-region being the same as the display effect of the second game sub-region, and the first task sub-region being used to accommodate a virtual object with a second gain; The mobile task prompt information is displayed in the game interface, and the corresponding task requirements are displayed in each task sub-area, including: The moving task prompt information is displayed in the game interface, and the first task requirement is displayed in the first task sub-area, the moving task prompt information includes a moving countdown, and the first task requirement includes the number of virtual object movements.
12. The method according to claim 11, characterized in that When the moving task is completed, canceling the display of the task sub-areas in each game sub-area includes: determining the number of virtual objects having the second gain within the first task sub-area when the movement countdown ends; When the number of objects reaches the number of virtual object movements, the first task sub-area is displayed canceled.
13. The method according to claim 10, characterized in that The method further comprises: When the moving task is not completed, the first virtual object and the third virtual object to which a task failure trigger effect is applied are displayed.
14. The method according to claim 10, characterized in that The method further comprises: controlling the first virtual object to attack the second virtual object; When the task sub-area is displayed in each game sub-area and the attribute value of the second virtual object reaches a second attribute threshold, the task sub-area in each game sub-area is cancelled, and the second attribute threshold is less than the first attribute threshold.
15. A control device for a virtual object, characterized in that: The device comprises: A first display module is used to display a first virtual object in a virtual game, where the first virtual object is located in a game area of the virtual game, where the game area includes a plurality of game sub-areas, and different game sub-areas are used to apply different gains to the virtual object; A second display module, configured to display the first virtual object in a first gain-increased state when the first virtual object is located in the first game sub-area and the first virtual object has no gain applied by other game sub-areas; A third display module, configured to display the first virtual object to which a first gain trigger effect is applied when the first virtual object is located in the first game sub-area and the gain layer number of the first gain reaches a first layer number threshold; The fourth display module is used to display the first virtual object in a first gain reduction state when the gain layer number of the first gain does not reach the first layer threshold and the first virtual object moves to a second game sub-area.
16. A computer device, characterized in that: The computer device includes a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the control method of the virtual object according to any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the control method of the virtual object as described in any one of claims 1 to 14.
18. A computer program product, characterized in that The method comprises computer instructions, which, when executed by a processor, implement the method for controlling a virtual object as claimed in any one of claims 1 to 14.