Virtual object control method and device in game, equipment and storage medium
By allowing the player's virtual objects to switch shapes and restore them in the game, the problem of the player's virtual objects being unable to continue the game after being defeated is solved, and the game's sense of participation and experience is improved.
Patent Information
- Application Number
- CN202411784792.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-05
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-12-05
AI Technical Summary
In the existing game game, the player's virtual object will die and be offline after being defeated, and the game behavior can no longer be performed, which affects the player's gaming experience and enthusiasm.
A virtual object control method in a game is provided, allowing the player's virtual object to switch from the first form to the second form, and different character attributes are configured in the second form, and game behavior is performed in the game scene. When the preset conditions are met, the virtual object can be restored to the first form.
It enhances the player's sense of participation and experience in the second form, provides the possibility of player virtual objects recovering from the death state, and improves the playability and fun of the game.
Smart Images

Figure CN119701363A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for controlling virtual objects in a game. Background Art
[0002] A game match refers to multiple player virtual objects participating in the same game, and the winner is determined through fair competition. Currently, in a game match, players can control their player virtual objects to use weapons to attack other player virtual objects, and the game match ranking is determined based on the number of kills.
[0003] However, in existing game matches, after a player's virtual object is defeated, it will die and immediately go offline or enter a spectator state and can no longer perform game actions, which affects the player's gaming experience and reduces the player's enthusiasm and sense of participation in the game. Summary of the invention
[0004] In view of the deficiencies in the above-mentioned prior art, the present application provides a method, device, equipment and storage medium for controlling virtual objects in a game, so as to solve the problems existing in the prior art.
[0005] The technical solution adopted in the embodiment of the present application is as follows:
[0006] In a first aspect, an embodiment of the present application provides a method for controlling a virtual object in a game, comprising:
[0007] Displaying the current player virtual object and other virtual objects in the first form in the game scene;
[0008] In response to an interaction event with the current player virtual object in the first form, controlling the current player virtual object to switch from the first form to a second form, wherein in the second form, the current player virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player virtual object in the first form;
[0009] Controlling the current player virtual object in the second form to perform game behavior in the game scene according to the second character attribute;
[0010] In response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition, the current player virtual object is controlled to restore from the second form to the first form.
[0011] In a second aspect, an embodiment of the present application provides a virtual object control device in a game, comprising:
[0012] A display module, used to display the current player virtual object and other virtual objects in the first form in the game scene;
[0013] a switching module, configured to respond to an interaction event with respect to the current player virtual object in the first form, and control the current player virtual object to switch from the first form to a second form, wherein in the second form, the current player virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player virtual object in the first form;
[0014] A control module, configured to control the current player virtual object in the second form to perform a game behavior in the game scene according to the second character attribute;
[0015] A recovery module is used to control the current player virtual object to recover from the second form to the first form in response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition.
[0016] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to implement the virtual object control method in the game described in the above embodiment.
[0017] In a fourth aspect, an embodiment of the present application provides a readable storage medium having program instructions stored thereon, and when the program instructions are executed by a processor, the method for controlling a virtual object in a game as described in the above embodiment is implemented.
[0018] The beneficial effect of the present application is that it provides a method for controlling virtual objects in a game. When the player's virtual object switches from a first form to a second form, the player can control the player's virtual object in the second form to perform game behaviors, and can also restore the player's virtual object from the second form to the first form, thereby enhancing the player's sense of game participation in the second form and improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0020] Figure 1 One of the flowcharts of the method for controlling a virtual object in a game provided in an embodiment of the present application;
[0021] Figure 2 A schematic diagram of a victory interface provided in an embodiment of the present application;
[0022] Figure 3 A graphical user interface of a current player's virtual object in the second form provided by an embodiment of the present application;
[0023] Figure 4 A second flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present application;
[0024] Figure 5 A third flowchart of a method for controlling a virtual object in a game provided in an embodiment of the present application;
[0025] Figure 6 A schematic diagram of displaying a legendary weapon on a graphical user interface provided by an embodiment of the present application;
[0026] Figure 7 A fourth flowchart of a method for controlling a virtual object in a game provided in an embodiment of the present application;
[0027] Figure 8 A schematic diagram of the process of switching the form of a player's virtual object provided by this application;
[0028] Fig. 9 A schematic diagram of the structure of a virtual object control device in a game provided by an embodiment of the present application;
[0029] Fig.10 A schematic diagram of the structure of an electronic device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0030] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.
[0031] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.
[0032] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0033] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.
[0034] The virtual object control method in the game provided by any embodiment of the present application can be run on a local terminal device or a server. When the virtual object control method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0035] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual object control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0036] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0037] An embodiment of the present application provides a method for controlling virtual objects in a game to solve the above-mentioned problem. The method provides a graphical user interface through an electronic device, wherein the electronic device can be the local terminal device mentioned above or a client device in a cloud interaction system.
[0038] The following is a specific example description of the virtual object control method in the game provided by the present application through multiple examples in combination with the accompanying drawings.
[0039] Figure 1 One of the flow charts of the virtual object control method in the game provided by the embodiment of the present application is as follows: Figure 1 As shown, the method includes:
[0040] S101. Displaying a current player virtual object and other virtual objects in a first form in a game scene.
[0041] In an optional embodiment, the first form refers to the "human" form, and the second form refers to the "zombie" form. In the human form, the player can pick up props (including but not limited to weapons, money, medicine, etc.), and weapons can be used to attack other virtual objects remotely. In the zombie form, the player cannot pick up props and can only attack other virtual objects through melee combat (normal attack).
[0042] In an optional embodiment, the player can pick up props in zombie form, and the zombie player can use the picked up props, and the effect of using the props is different from the effect of using the props in the first form, for example, the effect of the props can be stronger or weaker. In other embodiments, the player can pick up props in zombie form, but is prohibited from using them in zombie form, and can use them when returning to the first form.
[0043] When all players enter the game, they are divided into multiple teams (for example, a total of 100 players enter the game, with 4 players in each team, and a total of 25 teams). The initial form of the player virtual object controlled by each player is a human form. This embodiment takes the current player virtual object controlled by a player among all the players as an example for explanation. When entering the game, the current player virtual object in the first form and other virtual objects are displayed on the game scene displayed by the electronic device used by the player. Among them, other virtual objects may include, for example: enemy player virtual objects (at this time, the enemy player virtual objects are in the first form), NPC virtual objects (which may include NPC virtual objects in the first form and / or the second form).
[0044] S102, responding to an interaction event with the current player's virtual object in the first form, controlling the current player's virtual object to switch from the first form to the second form.
[0045] Interaction events include, but are not limited to: the current player's virtual object is attacked and defeated (including attacks from enemy player virtual objects and / or NPC virtual objects), the current player's virtual object actively changes from a first form to a second form, and the current player's virtual object is subjected to skills by other virtual objects.
[0046] When one or more of the above interaction events are performed on the current player virtual object in the first form, in response to the interaction event for the current player virtual object, the current player virtual object is controlled to switch from the first form to the second form. For example, the player virtual object in the first form switches to the second form after being attacked and defeated, the current player virtual object actively changes from the first form to the second form, and the current player virtual object is transformed into the second form by the skills applied by other virtual objects. Among them, if the player virtual object in the first form switches to the second form after being attacked and defeated, it is considered to be killed successfully, and the kill will be counted in the number of kills of the attacking player virtual object.
[0047] It should also be noted that in this embodiment, the current player virtual object has role attributes, which may include, for example, life attributes, attack attributes, defense attributes, and any other type of attributes. In the second form, the current player virtual object is configured with a second role attribute corresponding to the second form, and the second role attribute is different from the first role attribute configured by the current player virtual object in the first form.
[0048] For example, the values of the life attribute, attack attribute, and defense attribute of the first character attribute and the second character attribute are different, the first character attribute and the second character attribute are unrelated and have no corresponding relationship, the specific attribute category of the second character attribute may be more or less than the specific category of the first character attribute, or the specific attribute category of the second character attribute partially overlaps with the specific category of the first character attribute.
[0049] S103: Control the current player virtual object in the second form to perform game behavior in the game scene according to the second character attribute.
[0050] After the current player virtual object switches to the second form, the player can also control the current player virtual object in the second form to perform game behaviors in the game scene according to the second character attributes. For example, the current player virtual object in the second form can be controlled to perform melee attacks on the enemy player virtual object in the first form. After the enemy player virtual object is attacked, the life attribute of the enemy player virtual object in the first form is reduced. If its life value is reduced to a first preset life value (for example, 0 or a number close to 0), the enemy player virtual object dies and switches from the first form to the second form. That is, the enemy player virtual object is successfully killed by the current player virtual object in the second form, and the kill is also counted in the kill count of the current player virtual object.
[0051] Compared to existing games, in which the player in the second form is considered "dead" and can no longer perform game actions, in this embodiment, after the player virtual object switches from the first form to the second form, the player virtual object in the second form can also perform game actions, thereby enhancing the player's sense of game participation and improving the player's gaming experience.
[0052] S104: In response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition, controlling the current player virtual object to restore from the second form to the first form.
[0053] After the current player's virtual object switches from the first form to the second form, in response to the game process satisfying a preset process condition and / or the current player's virtual object in the second form satisfying a preset state condition, the current player's virtual object can be controlled to restore from the second form to the first form, and after restoring to the first form, hold the weapon in the first form, that is, when restoring to the first form, the weapon when it was first in the first form is automatically restored.
[0054] Among them, the game process satisfies the preset process conditions, including but not limited to: when a preset game event is triggered, the second form of the player's virtual object is resurrected to the first form, for example, the money of the second form of the player's virtual object reaches a preset value, or the number of kills of the second form of the player's virtual object on the enemy player's virtual object reaches a preset value.
[0055] In addition, when the current player virtual object is in the second form, the position identification information of the first virtual prop in the game scene is displayed on the graphical user interface (the first form does not display the position identification information of the first virtual prop, and the first form cannot pick up the first virtual prop). The first virtual prop can be, for example, an injection. The player can control the player virtual object in the second form to pick up the injection. When three injections are collected, it is considered that the current player virtual object in the second form meets the preset state condition, and an injection animation is played to restore to the first form. The collection method of injections also includes: attacking the enemy player virtual object in the first form, causing it to die and drop the injection prop, or the teammates in the first form can buy the injection prop in the game store, and after the purchase, refresh it in the game scene, and it can be picked up by the teammates in the second form.
[0056] Since the game generates game results of multiple teams based on the states of player virtual objects in the first form in multiple teams, this embodiment provides an opportunity to restore the player virtual object from the second form to the first form, which also provides the possibility of restoring the player virtual object to the first form after changing to the second form, thereby winning with the first form. This can increase the player's gaming enthusiasm in the second form and further enhance the player's sense of game participation and gaming experience.
[0057] The game results of the multiple teams are generated according to the states of the player virtual objects with the first form in the multiple teams. For example, when only one team among the multiple teams has the player virtual object in the first form (i.e., the human form), the team is determined to be the winner and the result is displayed. Figure 2 The victory interface shown, Figure 2 The word "VICTORY" is displayed in the game, and the ranking of each team is also displayed; and the game settlement is triggered. For the team with only the second form player left alive, the ranking of other teams is calculated based on the "time when the last human in the team turns into a zombie". The later the time when the last human in the team turns into a zombie, the higher the ranking, and the victory interface in another color is displayed (same as Figure 2 Similar, just different color), reduce player frustration and enhance player participation in completing the game in the second form; for teams with no surviving players, display the failure interface.
[0058] In summary, this embodiment provides a method for controlling virtual objects in a game. After the player's virtual object switches from a first form to a second form, the player can control the player's virtual object in the second form to perform game behaviors, and can also restore the player's virtual object from the second form to the first form, thereby enhancing the player's sense of game participation in the second form and improving the player's gaming experience.
[0059] It should also be noted that the player virtual object in the first form can attack the hostile player virtual object in the first form, and can also attack the hostile player virtual object in the second form, but the player virtual object in the second form can only attack the hostile player virtual object in the first form, and cannot attack the hostile player virtual object in the second form, and the player virtual objects in the same team cannot attack each other. In other words, humans can attack humans and zombies in other teams, zombies can only attack humans in other teams, but cannot attack zombies in other teams, and humans and zombies in the same team cannot attack each other.
[0060] In an optional embodiment, the player virtual object in the second form can attack both the hostile player virtual object in the first form and the hostile player virtual object in the second form, that is, zombies can attack humans and zombies of other teams.
[0061] like Figure 3 As shown, when the current player virtual object is in the second form, if the enemy player virtual object 11 in the first form enters the field of view of the current player virtual object, the enemy player virtual object is displayed in the first display mode. For example, if a human from another team appears in the field of view of the zombie, the human is displayed in a perspective highlight mode (for example, displayed as a red perspective effect) so that the zombie can see the human more intuitively, thereby improving the game participation of the player in the second form. Among them, the first display mode is different from the display mode when the enemy player virtual object in the first form enters the field of view of the current player virtual object in the first form. For example, when the enemy player virtual object in the first form enters the field of view of the current player virtual object in the first form, the display mode of the enemy player virtual object is not changed.
[0062] In the second form, the player virtual object also has three skills. Figure 3 In the second state, the graphical user interface displays three skill controls. Players can trigger the corresponding skills by touching the controls. Touch operations include but are not limited to clicking or long pressing. Next to the skill controls, the graphical user interface of the player in the second state also displays the progress of picking up the injection. Figure 3 It is shown that two injections have been picked up; a melee attack control 12 is also shown, and a normal attack can be performed by clicking the control; Figure 3 The top also shows the countdown to the next resurrection, as well as the number of times the next resurrection will occur in this game. Figure 3 It means that the next resurrection will occur after 43.8s, and the next resurrection will be the 10th resurrection in this game. Figure 3 There is a small map in the upper right corner, which displays the location information of the injection.
[0063] Long press the first skill control to trigger the first skill, and start increasing the first movement energy value of the current player's virtual object in the second form ( Figure 3 At the same time, the current player's virtual object in the second form performs corresponding actions and starts to accumulate power by clenching fists. When the first movement energy value increases to the preset trigger energy value (the charging bar is full), the current player's virtual object in the second form is controlled to move in the game scene with the preset trigger energy value. The first movement energy value corresponds to the moving distance, that is, after the first movement energy value increases to the preset trigger energy value, the current player's virtual object in the second form can be controlled to jump higher and farther.
[0064] When releasing the first skill and jumping, the current player's virtual object swings its arms greatly in the air to simulate the feeling of being out of control. In addition, during the jumping process, the player can control the direction of the jump through the steering controls, which is similar to turning in the air. After the jump is completed and landed, the current player's virtual object makes a buffering action, similar to jumping and landing with a gun. It should be noted that at this time, the current virtual object in the second form can already move, and the buffering is only an action performance, which is used to simulate real jumping and landing actions to enhance the player's game immersion and experience.
[0065] Clicking the second skill control can trigger the second skill. Then, according to the trigger operation, the attack attribute value and / or the second movement energy value of the current player's virtual object in the second form can be increased. The attack attribute value corresponds to the attack damage value caused to the enemy player's virtual object, and the second movement energy value corresponds to the movement speed.
[0066] After the attack attribute value and the second movement energy value of the current player's virtual object are increased, the player can control the current player's virtual object to use the increased attack attribute value to perform an attack operation on the enemy player's virtual object in the first form, so that the life value of the attacked enemy player's virtual object is reduced more, and / or control the current player's virtual object in the second form to move at a faster speed in the game scene with the increased second movement energy value.
[0067] After triggering the second skill, the virtual object of the enemy player in the first form and within the preset range of the current player's virtual object in the game scene can also be displayed in the second display mode according to the triggering operation of the second skill. For example, after the zombie uses the second skill, if a human from other teams appears within the preset range (not limited to the field of view) centered on the zombie, the human will be displayed in a perspective highlighting manner, for example, displayed as a red perspective effect. This display effect is not limited by obstacles, that is, even if the human from other teams is blocked by obstacles, the zombie can see the human through the obstacles, which is equivalent to a perspective effect.
[0068] The third skill can be triggered by clicking the third skill control. After being triggered, a preset attribute area is generated and displayed in the game scene. The preset attribute area is used to apply a negative gain effect to the character attributes of the enemy player virtual object in the first form that comes into contact.
[0069] For example, when a zombie player uses the third skill, a pool of "venom" is generated and displayed in the game scene. When humans from other teams come into contact with the venom, the humans will be slowed down, and the zombie player can catch up with the humans faster and launch close combat attacks (normal attacks) on them.
[0070] In another embodiment, a second virtual prop may be provided in the game. The second virtual prop may be, for example, an energy block. The energy blocks are randomly scattered in the game scene. The energy blocks can enhance the character attributes of the second form of the player's virtual object.
[0071] Both the first form and the second form of the player's virtual object can pick up the second virtual prop, but the collection limit of the second virtual prop is 50. In the second form, if the current player's virtual object holds energy blocks, the character attributes of the current player's virtual object in the second form will be increased according to the number of energy blocks held by the current player's virtual object, where the character attributes include health and / or attack attributes.
[0072] For example, every 10 energy blocks can provide a gain buff for the current player's virtual object in the second form. Each layer of buff can increase 25 health points and increase the damage value by 10%. The gain buff can be stacked up to 5 layers, and the number of stacked buff layers is displayed on the graphical user interface. The buff layer can be represented by the zombie level. The zombie level of Lv1 means that 0 layers of buff are stacked (the number of energy blocks is less than 10), Lv2 means that 1 layer of buff is stacked (the number of energy blocks is greater than 10 and less than 20), and so on. The highest level of the zombie is Lv6, which means that 5 layers of buff are stacked (the number of energy blocks is 50). At this time, the energy block increases the zombie's health by 125 points and increases the damage value by 50%.
[0073] If the current player's virtual object switches from the first form to the second form, some of the second virtual props held by the current player's virtual object will be dropped into the game scene. That is, when a human turns into a zombie, some of the energy blocks it has collected will be dropped into the game scene. The number of drops is random, but the number of energy blocks held after the drop is not less than 30 (if the number of energy blocks held before turning from a human into a zombie is less than 30, no energy blocks will be dropped). Zombies will no longer drop energy blocks after death.
[0074] Since the player virtual object in the second form can also be attacked by the enemy player virtual object in the first form, another embodiment of the present application provides a game method for this situation.
[0075] When the current player virtual object in the second form receives an interactive event from the enemy player virtual object in the first form, the character attribute of the current player virtual object in the second form is updated. Taking the character attribute as the life attribute as an example, for example, the life value of the current player virtual object in the second form is reduced. If its life value is reduced to a second preset condition (for example, the life value is 0 or a number close to 0), the current player virtual object is controlled to switch from the second form to the target form, wherein the target form includes at least one of the following: waiting for rescue state, watching state, and exiting the current game state. In the target form, the player can no longer control the player virtual object to perform game behaviors.
[0076] If the player in the target form still has teammates in the first form, the teammates can revive the player in the target form to the first form, specifically including: the teammates in the first form can buy a third virtual item (such as a resurrection item) in the store, buy and use the item on the teammates in the target form, and the virtual object of the player in the target state can be resurrected from the target form to the first form. If the player in the target form does not have teammates in the first form, it cannot be resurrected to the first form, and the team enters a semi-eliminated state, that is, it can no longer get the first place, but can continue to control the virtual object of the player in the second form to perform game behaviors, including but not limited to attacking the virtual object of the hostile player or picking up energy blocks.
[0077] As described above, the game settlement generates the game results according to the status of the player virtual objects in the first form in multiple teams. In this embodiment, by reviving the player virtual objects in the target form to the first form, the possibility of winning the game can be increased, the playability of the game is improved, and the player's gaming experience is also improved.
[0078] The game also has a preset resurrection trigger event. The preset resurrection trigger event is a global event that will be triggered multiple times at a preset interval. When the preset resurrection trigger event is triggered, all virtual objects in the target form will be resurrected to the second form. Among them, the preset interval time corresponding to the preset resurrection trigger event can be set by the game planner according to actual needs and is not limited here.
[0079] The preset resurrection trigger event is named "Resurrection" event in the game. A countdown progress bar will be displayed on the graphical user interface corresponding to each player to indicate the countdown to the next "Resurrection" event. When the countdown ends, the message "A large wave of zombies is coming" will be broadcast in text or voice form, and all player virtual objects in the target form will be resurrected to the second form, and new NPC virtual objects in the second form will be generated in the game scene, or the defeated NPC virtual objects in the second form will be resurrected.
[0080] After the countdown ends and the broadcast ends, a countdown progress bar is displayed again on each player's graphical user interface to indicate the countdown to the next resurrection.
[0081] In one embodiment, a fourth virtual item is placed in the game scene. The fourth virtual item is a legendary weapon. The number of legendary weapons can be one or more. The legendary weapon can greatly improve the attack attribute and / or defense attribute. For the player, the legendary weapon is a clear target. Obtaining the legendary weapon can greatly increase the possibility of winning the game. Figure 4 As shown, the method of the present application also includes:
[0082] S201. According to a pickup event of the current player virtual object in the first form for the fourth virtual prop, equip the fourth virtual prop to the current player virtual object in the first form.
[0083] Legendary weapons can only be picked up by the player's virtual object in the first form (can only be picked up by humans). When the current player's virtual object in the first form is close to a legendary weapon, the legendary weapon icon is displayed in the pickup list on the graphical user interface. The player clicks on the icon, which is regarded as receiving a pickup event for the legendary weapon, and the legendary weapon is equipped to the weapon column of the current player's virtual object.
[0084] S202. According to a skill triggering event of the current player's virtual object in the first form for the fourth virtual prop, a target skill of the fourth virtual prop is released in the game scene to increase the defense attribute and / or attack attribute of the current player's virtual object in the first form.
[0085] After the legendary weapon is successfully equipped, the skill control of the legendary weapon appears on the graphical user interface. When the player clicks the skill control of the legendary weapon, it is regarded as receiving a skill trigger event for the fourth virtual prop. The current player virtual object controlled by the player can release the target skill of the legendary weapon. The target skill can be, for example, a laser skill released by a legendary weapon. The laser skill can last for 8 seconds and has a damage value of 1000, that is, it can reduce the life attribute of the enemy player virtual object (including the enemy player virtual object in the first form and the second form) that comes into contact with it by 1000 points. At the same time as releasing the laser skill, the defense attribute of the current player virtual object is also enhanced, which can be immune to all damage, or the resistance attribute to damage is enhanced to be immune to part of the damage.
[0086] like Figure 5 As shown, before equipping the fourth virtual prop to the current player virtual object in the first form according to the pickup event of the current player virtual object in the first form for the fourth virtual prop in S201, the method of the present application may further include:
[0087] S301: If at least one player virtual object with a first form is detected within a preset range centered on the fourth virtual prop, the fourth virtual prop is controlled to enter an unlocked state, and the unlocking progress of the unlocked state is updated in real time.
[0088] At the beginning of the game, legendary weapons are randomly placed at any location in the game scene, such as Figure 6 As shown, the location identification information of the legendary weapon is displayed on each player's graphical user interface (in Figure 6 The player can control the player's virtual object to move near the legendary weapon (indicated by the triangle icon in the small map in the upper right corner). When there is a player's virtual object in the first form within the preset range centered on the legendary weapon, the legendary weapon enters the unlocked state, and the unlocking progress of the unlocked state is updated in real time in the form of a reading bar.
[0089] S302: If the unlocking progress reaches the preset progress completion condition, the fourth virtual prop is controlled to enter a pickup state.
[0090] When the unlocking progress reaches 100%, the reading bar is loaded and the legendary weapon becomes available for pickup. The player can control the player's virtual object to pick up and equip the legendary weapon. After picking up the weapon, the corresponding pickup information is broadcast on the graphical user interface of all players, such as "A player has picked up a legendary weapon" in text or voice form.
[0091] It should be noted that when there are multiple first-form player virtual objects within a preset range centered on a legendary weapon, the reading progress of the multiple first-form player virtual objects are independent of each other, but as long as one of the player virtual objects completes the reading, the legendary weapon can be picked up. For example, there are first-form player virtual objects A and B within a preset range centered on a legendary weapon, and the reading progress of A is 100%, and the reading progress of B is 60%. At this time, since A has completed the reading, the legendary weapon has been unlocked, so even if B has not completed the reading progress, B can pick up the legendary weapon. In this case, if B picks up the legendary weapon first, the legendary weapon will be equipped to B's weapon column.
[0092] It should also be noted that if the current player's virtual object holding a legendary weapon switches from the first form to the second form, that is, from a human to a zombie, the legendary weapon will fall into the game scene and can be picked up by other player virtual objects in the first form. At this time, to pick it up again, you need to re-enter the unlocked state and re-read the bar.
[0093] In another embodiment, if Figure 7 As shown, the method of the present application also includes:
[0094] S401. If the fourth virtual prop is equipped to the current player's virtual object in the first form, the preset crosshair is displayed in the first crosshair style of the fourth virtual prop.
[0095] When using a weapon, it is necessary to aim through the crosshairs. Therefore, a preset crosshair is displayed on the graphical user interface of the player's virtual object in the first form. When the legendary weapon is successfully equipped, the preset crosshair is displayed on the graphical user interface in the first crosshair style of the legendary weapon.
[0096] S402. According to the skill triggering event, the preset crosshair is switched from the first crosshair style to the second crosshair style of the fourth virtual prop.
[0097] When the current player's virtual object releases the target skill of the legendary weapon, the preset crosshair is switched from the first crosshair style to the second crosshair style of the fourth virtual prop, and the second crosshair style is a different pattern from the first crosshair style.
[0098] Optionally, when releasing the target skill of a legendary weapon, a skill cancel control may also be displayed on the graphical user interface. The player clicks the skill cancel control to cancel the release of the target skill of the legendary weapon in advance without waiting for the skill to be released (that is, without waiting for 8 seconds); legendary weapons also have melee attack functions (that is, ordinary attacks). After equipping legendary weapons, players can also control the current player's virtual object to make melee attacks on hostile virtual objects by clicking the melee control. The melee attack interval of legendary weapons is slightly longer than that of ordinary melee attacks.
[0099] Optionally, all players will go through the "birth island" stage before entering the game. When the birth island is created, a crack will be displayed in the scene where the virtual object controlled by the player is located. Up to 4 monsters will appear in the crack. Before the player enters the game, all monsters need to be eliminated to enhance the player's gaming experience.
[0100] In summary, if Figure 8 The figure shows the form switching process of the player virtual object provided by the present application. The method of the present application has the following advantages:
[0101] 1. After the player's virtual object switches from the first form to the second form, the player can control the player's virtual object in the second form to perform game actions, and can also restore the player's virtual object from the second form to the first form, which enhances the player's game participation and enthusiasm in the second form and improves the player's game experience.
[0102] 2. Through the third virtual prop, the player's virtual object in the target form can be resurrected to the first form, which can increase the possibility of winning the game, improve the playability of the game, enhance the possibility of winning, and also improve the player's gaming experience and enthusiasm.
[0103] 3. In the second form, the player's virtual object can release skills, which increases the player's sense of participation in the game in the second form.
[0104] 4. Legendary weapons can greatly improve attack attributes and / or defense attributes. For players, legendary weapons are a clear target to compete for. Obtaining legendary weapons can greatly increase the possibility of winning the game and enhance the fun of the game.
[0105] The following is a corresponding explanation of the device, equipment and storage medium for executing the virtual object control method in the game provided by any of the above embodiments of the present application. Its specific implementation process and the technical effects produced are the same as those of the corresponding method embodiments mentioned above. For the sake of brief description, for the parts not mentioned in the following embodiments, please refer to the corresponding content in the method embodiments.
[0106] like Fig. 9 As shown, the present application also provides a virtual object control device in a game, comprising:
[0107] The display module 10 is used to display the current player virtual object and other virtual objects in a first form in the game scene.
[0108] The switching module 20 is used to respond to interaction events with the current player's virtual object in the first form, and control the current player's virtual object to switch from the first form to the second form, wherein in the second form, the current player's virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player's virtual object in the first form.
[0109] The control module 30 is used to control the current player virtual object in the second form to perform game behavior in the game scene according to the second character attribute.
[0110] The recovery module 40 is used to control the current player virtual object to recover from the second form to the first form in response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition.
[0111] Optionally, the display module 10 is used to display the position identification information of the first virtual prop in the game scene on the graphical user interface when the current player virtual object is in the second form.
[0112] Optionally, the device of the virtual object control method in the game also includes an attribute module, which is used to reduce the life attribute of the hostile player virtual object in the first form according to an attack event of the current player virtual object in the second form against the hostile player virtual object in the first form.
[0113] Optionally, the display module 10 is used to display the enemy player virtual object in a perspective display manner if the enemy player virtual object in the first form enters the field of view of the current player virtual object in the second form.
[0114] Optionally, the attribute module is used to increase the first movement energy value of the current player virtual object in the second form according to the first skill trigger operation of the current player virtual object in the second form; if the first movement energy value increases to a preset trigger energy value, the current player virtual object in the second form is controlled to move in the game scene with the preset trigger energy value.
[0115] Optionally, the attribute module is used to increase the attack attribute value and the second movement energy value of the current player virtual object in the second form according to the second skill triggering operation of the current player virtual object in the second form; control the current player virtual object in the second form to perform an attack operation on the enemy player virtual object in the first form with the increased attack attribute value, and / or control the current player virtual object in the second form to move in the game scene with the increased second movement energy value.
[0116] Optionally, the display module 10 is used to display the enemy player virtual object in the first form within a preset range centered on the current player virtual object in the game scene in a second display manner according to the second skill triggering operation.
[0117] Optionally, the attribute module is used to generate and display a preset attribute area in the game scene according to the third skill trigger operation of the current player's virtual object in the second form, and the preset attribute area is used to apply a negative gain effect to the character attributes of the enemy player's virtual object in the first form that comes into contact.
[0118] Optionally, the display module 10 is used to drop part of the second virtual props held by the current player virtual object into the game scene if the current player virtual object switches from the first form to the second form.
[0119] Optionally, the attribute module is used to update the character attribute of the current player virtual object in the second form according to the interaction event received by the current player virtual object in the second form from the enemy player virtual object in the first form;
[0120] If the character attributes of the current player virtual object in the second form meet the second preset condition, the current player virtual object is controlled to switch from the second form to the target form, wherein the target form includes at least one of the following: waiting for rescue state, watching state, and exiting the current game state.
[0121] Optionally, the switching module 20 is used to control all player virtual objects in the target form to adjust to the second form according to a preset resurrection trigger event in the game scene.
[0122] Optionally, the device further comprises a generating module for generating a new non-player virtual object of the second form according to the preset resurrection trigger event; and for resurrecting a defeated non-player virtual object of the second form according to the preset resurrection trigger event.
[0123] Optionally, the switching module 20 is used to control the current player virtual object to adjust from the target form to the first form according to the use event of the teammate player virtual object for the third virtual prop.
[0124] Optionally, the device further includes a game result generating module, configured to generate game results of the multiple teams according to the states of the player virtual objects having the first form in the multiple teams.
[0125] Optionally, the device further comprises a prop delivery module, which is used to deliver a fourth virtual prop into the game scene.
[0126] An equipment module is used to equip the fourth virtual prop to the current player virtual object in the first form according to a pickup event of the current player virtual object for the fourth virtual prop in the first form.
[0127] An attribute module is used to release the target skill of the fourth virtual prop in the game scene according to the skill triggering event of the current player virtual object in the first form for the fourth virtual prop, so as to increase the defense attribute and / or attack attribute of the current player virtual object in the first form.
[0128] The equipment module is used to control the fourth virtual prop to enter an unlocked state and update the unlocking progress of the unlocked state in real time if at least one player virtual object with the first form is detected within a preset range centered on the fourth virtual prop; if the unlocking progress reaches a preset progress completion condition, control the fourth virtual prop to enter a pick-upable state.
[0129] Optionally, the equipment module is used to display the preset crosshair in the first crosshair style of the fourth virtual prop if the fourth virtual prop is equipped to the current player virtual object in the first form; and according to the skill triggering event, switch the preset crosshair from the first crosshair style to the second crosshair style of the fourth virtual prop.
[0130] Optionally, the prop delivery module is used to drop the fourth virtual prop into the game scene if the current player virtual object switches from the first form to the second form.
[0131] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0132] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0133] Fig.10 This is a structural diagram of an electronic device provided in one embodiment of the present application. The electronic device may be a local terminal device or a server. The electronic device includes a processor 100, a storage medium 200 and a bus 300. The processor and the storage medium communicate via the bus.
[0134] The storage medium stores program instructions executable by the processor. When the electronic device is running, the processor executes the program instructions. The implementation method includes:
[0135] Displaying the current player virtual object and other virtual objects in the first form in the game scene;
[0136] In response to an interaction event with the current player virtual object in the first form, controlling the current player virtual object to switch from the first form to a second form, wherein in the second form, the current player virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player virtual object in the first form;
[0137] Controlling the current player virtual object in the second form to perform game behavior in the game scene according to the second character attribute;
[0138] In response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition, the current player virtual object is controlled to restore from the second form to the first form.
[0139] Optionally, when the current player virtual object is in the second form, position identification information of the first virtual prop in the game scene is displayed on a graphical user interface.
[0140] Optionally, the method further comprises:
[0141] According to an attack event of the current player virtual object in the second form against the enemy player virtual object in the first form, the life attribute of the enemy player virtual object in the first form is reduced.
[0142] Optionally, the method further comprises:
[0143] If the enemy player virtual object in the first form enters the field of view of the current player virtual object in the second form, the enemy player virtual object is displayed in the first display mode.
[0144] Optionally, the method further comprises:
[0145] According to the first skill triggering operation of the current player virtual object in the second form, increasing the first movement energy value of the current player virtual object in the second form;
[0146] If the first movement energy value increases to a preset trigger energy value, the current player virtual object is controlled to move in the game scene with the preset trigger energy value in the second form.
[0147] Optionally, the method further comprises:
[0148] According to the second skill triggering operation of the current player virtual object in the second form, increasing the attack attribute value and the second movement energy value of the current player virtual object in the second form;
[0149] Control the current player virtual object in the second form to perform an attack operation on the enemy player virtual object in the first form with the increased attack attribute value, and / or control the current player virtual object in the second form to move in the game scene with the increased second movement energy value.
[0150] Optionally, the method further comprises:
[0151] According to the second skill triggering operation, the enemy player virtual object that is within a preset range of the current player virtual object in the game scene and is in the first form is displayed in a second display manner.
[0152] Optionally, the method further comprises:
[0153] According to the third skill triggering operation of the current player's virtual object in the second form, a preset attribute area is generated and displayed in the game scene, and the preset attribute area is used to apply a negative gain effect to the enemy player's virtual object in the first form that comes into contact.
[0154] Optionally, the method further comprises:
[0155] If the current player virtual object switches from the first form to the second form, part of the second virtual props held by the current player virtual object are dropped into the game scene.
[0156] Optionally, the method further comprises:
[0157] According to the number of second virtual props held by the current player virtual object in the second form, the character attribute of the current player virtual object in the second form is increased.
[0158] Optionally, the method further comprises:
[0159] updating the character attributes of the current player virtual object in the second form according to the interaction event received by the current player virtual object in the second form from the enemy player virtual object in the first form;
[0160] If the character attributes of the current player virtual object in the second form meet the second preset condition, the current player virtual object is controlled to switch from the second form to the target form, wherein the target form includes at least one of the following: waiting for rescue state, watching state, and exiting the current game state.
[0161] Optionally, the method further comprises:
[0162] According to a preset resurrection trigger event in the game scene, all player virtual objects in the target form are controlled to adjust to the second form.
[0163] Optionally, the method further comprises:
[0164] Generating a new non-player virtual object in the second form according to the preset resurrection trigger event;
[0165] According to the preset resurrection trigger event, the defeated non-player virtual object in the second form is resurrected.
[0166] Optionally, the method further comprises:
[0167] According to the use event of the teammate player virtual object for the third virtual prop, the current player virtual object is controlled to adjust from the target form to the first form.
[0168] Optionally, the method further comprises:
[0169] The game results of the multiple teams are generated according to the states of the player virtual objects having the first form in the multiple teams.
[0170] Optionally, the method further comprises:
[0171] placing a fourth virtual prop in the game scene;
[0172] According to a pickup event of the current player virtual object in the first form for the fourth virtual item, equipping the fourth virtual item to the current player virtual object in the first form;
[0173] According to the skill triggering event of the current player's virtual object in the first form for the fourth virtual prop, the target skill of the fourth virtual prop is released in the game scene to increase the defense attribute and / or attack attribute of the current player's virtual object in the first form.
[0174] Optionally, before equipping the fourth virtual item to the current player virtual object in the first form according to the pickup event of the current player virtual object in the first form, the method further includes:
[0175] If at least one player virtual object of the first form is detected within a preset range centered on the fourth virtual prop, the fourth virtual prop is controlled to enter an unlocked state, and the unlocking progress of the unlocked state is updated in real time;
[0176] If the unlocking progress reaches a preset progress completion condition, the fourth virtual item is controlled to enter a pickup state.
[0177] Optionally, the method further comprises:
[0178] If the fourth virtual prop is equipped to the current player virtual object in the first form, a preset crosshair is displayed in the first crosshair style of the fourth virtual prop;
[0179] According to the skill triggering event, the preset crosshair is switched from the first crosshair style to the second crosshair style of the fourth virtual prop.
[0180] Optionally, the method further comprises:
[0181] If the current player virtual object switches from the first form to the second form, the fourth virtual prop is dropped into the game scene.
[0182] The present application also provides a readable storage medium, on which program instructions are stored. When the program instructions are executed by a processor, the method implemented includes:
[0183] Displaying the current player virtual object and other virtual objects in the first form in the game scene;
[0184] In response to an interaction event with the current player virtual object in the first form, controlling the current player virtual object to switch from the first form to a second form, wherein in the second form, the current player virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player virtual object in the first form;
[0185] Controlling the current player virtual object in the second form to perform game behavior in the game scene according to the second character attribute;
[0186] In response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition, the current player virtual object is controlled to restore from the second form to the first form.
[0187] Optionally, when the current player virtual object is in the second form, position identification information of the first virtual prop in the game scene is displayed on a graphical user interface.
[0188] Optionally, the method further comprises:
[0189] According to an attack event of the current player virtual object in the second form against the enemy player virtual object in the first form, the life attribute of the enemy player virtual object in the first form is reduced.
[0190] Optionally, the method further comprises:
[0191] If the enemy player virtual object in the first form enters the field of view of the current player virtual object in the second form, the enemy player virtual object is displayed in the first display mode.
[0192] Optionally, the method further comprises:
[0193] According to the first skill triggering operation of the current player virtual object in the second form, increasing the first movement energy value of the current player virtual object in the second form;
[0194] If the first movement energy value increases to a preset trigger energy value, the current player virtual object is controlled to move in the game scene with the preset trigger energy value in the second form.
[0195] Optionally, the method further comprises:
[0196] According to the second skill triggering operation of the current player virtual object in the second form, increasing the attack attribute value and the second movement energy value of the current player virtual object in the second form;
[0197] Control the current player virtual object in the second form to perform an attack operation on the enemy player virtual object in the first form with the increased attack attribute value, and / or control the current player virtual object in the second form to move in the game scene with the increased second movement energy value.
[0198] Optionally, the method further comprises:
[0199] According to the second skill triggering operation, the enemy player virtual object in the first form and within a preset range centered on the current player virtual object in the game scene is displayed in a second display manner.
[0200] Optionally, the method further comprises:
[0201] According to the third skill triggering operation of the current player's virtual object in the second form, a preset attribute area is generated and displayed in the game scene, and the preset attribute area is used to apply a negative gain effect to the character attributes of the enemy player's virtual object in the first form that comes into contact.
[0202] Optionally, the method further comprises:
[0203] If the current player virtual object switches from the first form to the second form, part of the second virtual props held by the current player virtual object are dropped into the game scene.
[0204] Optionally, the method further comprises:
[0205] According to the number of second virtual props held by the current player virtual object in the second form, the character attribute of the current player virtual object in the second form is increased.
[0206] Optionally, the method further comprises:
[0207] updating the character attributes of the current player virtual object in the second form according to the interaction event received by the current player virtual object in the second form from the enemy player virtual object in the first form;
[0208] If the character attributes of the current player virtual object in the second form meet the second preset condition, the current player virtual object is controlled to switch from the second form to the target form, wherein the target form includes at least one of the following: waiting for rescue state, watching state, and exiting the current game state.
[0209] Optionally, the method further comprises:
[0210] According to a preset resurrection trigger event in the game scene, all player virtual objects in the target form are controlled to adjust to the second form.
[0211] Optionally, the method further comprises:
[0212] Generating a new non-player virtual object in the second form according to the preset resurrection trigger event;
[0213] According to the preset resurrection trigger event, the defeated non-player virtual object in the second form is resurrected.
[0214] Optionally, the method further comprises:
[0215] According to the use event of the teammate player virtual object for the third virtual prop, the current player virtual object is controlled to adjust from the target form to the first form.
[0216] Optionally, the method further comprises:
[0217] The game results of the multiple teams are generated according to the states of the player virtual objects having the first form in the multiple teams.
[0218] Optionally, the method further comprises:
[0219] placing a fourth virtual prop in the game scene;
[0220] According to a pickup event of the current player virtual object in the first form for the fourth virtual item, equipping the fourth virtual item to the current player virtual object in the first form;
[0221] According to the skill triggering event of the current player's virtual object in the first form for the fourth virtual prop, the target skill of the fourth virtual prop is released in the game scene to increase the defense attribute and / or attack attribute of the current player's virtual object in the first form.
[0222] Optionally, before equipping the fourth virtual item to the current player virtual object in the first form according to the pickup event of the current player virtual object in the first form, the method further includes:
[0223] If at least one player virtual object of the first form is detected within a preset range centered on the fourth virtual prop, the fourth virtual prop is controlled to enter an unlocked state, and the unlocking progress of the unlocked state is updated in real time;
[0224] If the unlocking progress reaches a preset progress completion condition, the fourth virtual item is controlled to enter a pickup state.
[0225] Optionally, the method further comprises:
[0226] If the fourth virtual item is equipped to the current player virtual object in the first form, a preset crosshair is displayed in the first crosshair style of the fourth virtual item;
[0227] According to the skill triggering event, the preset crosshair is switched from the first crosshair style to the second crosshair style of the fourth virtual prop.
[0228] Optionally, the method further comprises:
[0229] If the current player virtual object switches from the first form to the second form, the fourth virtual prop is dropped into the game scene.
[0230] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0231] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0232] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0233] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
[0234] The above are only specific implementations of the present application, but the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily thought of by a person skilled in the art within the technical scope disclosed in the present application should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A method for controlling a virtual object in a game, characterized in that: include: Displaying the current player virtual object and other virtual objects in the first form in the game scene; In response to an interaction event with the current player virtual object in the first form, controlling the current player virtual object to switch from the first form to a second form, wherein in the second form, the current player virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player virtual object in the first form; Controlling the current player virtual object in the second form to perform game behavior in the game scene according to the second character attribute; In response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition, the current player virtual object is controlled to restore from the second form to the first form.
2. The method according to claim 1, characterized in that The method further comprises: When the current player virtual object is in the second form, the position identification information of the first virtual prop in the game scene is displayed on the graphical user interface.
3. The method according to claim 1, characterized in that The method further comprises: According to an attack event of the current player virtual object in the second form against the enemy player virtual object in the first form, the life attribute of the enemy player virtual object in the first form is reduced.
4. The method according to claim 3, characterized in that The method further comprises: If the enemy player virtual object in the first form enters the field of view of the current player virtual object in the second form, the enemy player virtual object is displayed in the first display mode.
5. The method according to claim 1, characterized in that The method further comprises: According to the first skill triggering operation of the current player virtual object in the second form, increasing the first movement energy value of the current player virtual object in the second form; If the first movement energy value increases to a preset trigger energy value, the current player virtual object is controlled to move in the game scene with the preset trigger energy value in the second form.
6. The method according to claim 1, characterized in that The method further comprises: According to the second skill triggering operation of the current player virtual object in the second form, increasing the attack attribute value and the second movement energy value of the current player virtual object in the second form; Control the current player virtual object in the second form to perform an attack operation on the enemy player virtual object in the first form with the increased attack attribute value, and / or control the current player virtual object in the second form to move in the game scene with the increased second movement energy value.
7. The method according to claim 6, characterized in that The method further comprises: According to the second skill triggering operation, the enemy player virtual object that is within a preset range of the current player virtual object in the game scene and is in the first form is displayed in a second display manner.
8. The method according to claim 1, characterized in that The method further comprises: According to the third skill triggering operation of the current player's virtual object in the second form, a preset attribute area is generated and displayed in the game scene, and the preset attribute area is used to apply a negative gain effect to the character attributes of the enemy player's virtual object in the first form that comes into contact.
9. The method according to claim 1, characterized in that: The method further comprises: If the current player virtual object switches from the first form to the second form, part of the second virtual props held by the current player virtual object are dropped into the game scene.
10. The method according to claim 1, characterized in that The method further comprises: According to the number of second virtual props held by the current player virtual object in the second form, the character attribute of the current player virtual object in the second form is increased.
11. The method according to claim 1, characterized in that: The method further comprises: updating the character attributes of the current player virtual object in the second form according to the interaction event received by the current player virtual object in the second form from the enemy player virtual object in the first form; If the character attributes of the current player virtual object in the second form meet the second preset condition, the current player virtual object is controlled to switch from the second form to the target form, wherein the target form includes at least one of the following: waiting for rescue state, watching state, and exiting the current game state.
12. The method according to claim 11, characterized in that The method further comprises: According to a preset resurrection trigger event in the game scene, all player virtual objects in the target form are controlled to adjust to the second form.
13. The method according to claim 12, characterized in that The method further comprises at least one of the following: Generating a new non-player virtual object in the second form according to the preset resurrection trigger event; According to the preset resurrection trigger event, the defeated non-player virtual object in the second form is resurrected.
14. The method according to claim 11, characterized in that The method further comprises: According to a usage event of the teammate player's virtual object for the third virtual prop, the current player's virtual object is controlled to adjust from the target form to the first form.
15. The method according to claim 1, characterized in that The method further comprises: The game results of the multiple teams are generated according to the states of the player virtual objects having the first form in the multiple teams.
16. The method according to claim 1, characterized in that The method further comprises: placing a fourth virtual prop in the game scene; According to a pickup event of the current player virtual object in the first form for the fourth virtual item, equipping the fourth virtual item to the current player virtual object in the first form; According to the skill triggering event of the current player's virtual object in the first form for the fourth virtual prop, the target skill of the fourth virtual prop is released in the game scene to increase the defense attribute and / or attack attribute of the current player's virtual object in the first form.
17. The method according to claim 16, characterized in that According to the pickup event of the fourth virtual item by the current player virtual object in the first form, before equipping the fourth virtual item to the current player virtual object in the first form, the method further includes: If at least one player virtual object of the first form is detected within a preset range centered on the fourth virtual prop, the fourth virtual prop is controlled to enter an unlocked state, and the unlocking progress of the unlocked state is updated in real time; If the unlocking progress reaches a preset progress completion condition, the fourth virtual item is controlled to enter a pickup state.
18. The method according to claim 16, characterized in that The method further comprises: If the fourth virtual prop is equipped to the current player virtual object in the first form, a preset crosshair is displayed in the first crosshair style of the fourth virtual prop; According to the skill triggering event, the preset crosshair is switched from the first crosshair style to the second crosshair style of the fourth virtual prop.
19. The method according to claim 16, characterized in that The method further comprises: If the current player virtual object switches from the first form to the second form, the fourth virtual prop is dropped into the game scene.
20. A virtual object control device in a game, characterized in that: include: A display module, used to display the current player virtual object and other virtual objects in the first form in the game scene; a switching module, configured to respond to an interaction event with respect to the current player virtual object in the first form, and control the current player virtual object to switch from the first form to a second form, wherein in the second form, the current player virtual object is configured with a second character attribute corresponding to the second form, and the second character attribute is different from the first character attribute configured for the current player virtual object in the first form; A control module, configured to control the current player virtual object in the second form to perform a game behavior in the game scene according to the second character attribute; A recovery module is used to control the current player virtual object to recover from the second form to the first form in response to the game process satisfying a preset process condition and / or the current player virtual object in the second form satisfying a preset state condition.
21. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to implement the virtual object control method in the game as described in any one of claims 1 to 19.
22. A readable storage medium, characterized in that: The readable storage medium stores program instructions, and when the program instructions are executed by a processor, the method for controlling a virtual object in a game according to any one of claims 1 to 19 is implemented.
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