Virtual object control method and device, storage medium and electronic equipment
By introducing scene identification in auto-propelled chess games to adjust virtual object attributes and restrict operations, the problem of single control form of virtual object is solved, and the diversity and strategic improvement of the game is achieved.
Patent Information
- Application Number
- CN202311850383.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-28
- Publication Date
- 2025-07-01
AI Technical Summary
The mechanism of existing auto-chess games is fixed, resulting in a relatively single form of virtual object control, lacking variability and strategy.
By displaying different scene logos in different rounds of the game, adjusting the attributes, skills and equipment attributes of virtual objects, and implementing different operational restrictions in the virtual store and preparation areas, increasing the diversity and strategy of the game.
It improves the flexibility and gaming experience of virtual object control, enriches gameplay, reduces repetition and boredom, and enhances players' strategic choices.
Smart Images

Figure CN120227645A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular, to a method and apparatus for controlling virtual objects, a storage medium, and an electronic device. Background Art
[0002] With the continuous development of the electronic game industry, many games with different gameplay have emerged, and more and more users have started to experience various games through electronic devices. For example, auto chess games.
[0003] The main strategy of existing auto chess games is that players purchase chess pieces for layout. The entire battlefield content is limited to the chessboard. Existing additional mechanisms are mostly applied to buff effects that take effect on chess pieces, chess piece combinations, or chessboard grids, or overall buff effects. Some games have an active skill mechanism that can be triggered actively within a small range. For example, an active skill can be launched in some grids to cause damage, or there is a weakening buff item with a range nature at the start of the game.
[0004] However, in existing auto chess games, there are only fixed and unchanging additional mechanisms, such as an increase in the number of combinations, additional effects of combinations, or overall buffs. That is, the game mechanism is fixed, resulting in a technical problem that the control form of virtual objects in the overall game is relatively single, and the overall game has been in repetitive combat links.
[0005] For the above problems, no effective solution has been proposed yet. Summary of the Invention
[0006] Embodiments of this application provide a method and apparatus for controlling virtual objects, a storage medium, and an electronic device to at least solve the technical problem of relatively single control forms for virtual objects in a virtual scene.
[0007] According to one aspect of the embodiments of this application, a method for controlling a virtual object is provided, including: displaying a combat area of a current running virtual game session, where a virtual game session is a turn-based game; in the case of entering the first turn of a virtual game session, displaying a first scene identifier, where the first scene identifier is used to represent the first scene where the first turn is located; in the case that the game system of a virtual game session is set to perform a target operation on at least some virtual objects controlled by a player account in the combat area when the scene where the first turn is located is the first scene, performing the target operation on at least some virtual objects in the combat area in the first turn.
[0008] Optionally, performing the target operation on at least some of the virtual objects in the combat area in the first round includes: performing an attribute adjustment operation on at least some of the virtual objects in the combat area in the first round, where the attribute adjustment operation is used to adjust the object attributes of at least some of the virtual objects in the first round, and / or adjust the skill attributes of at least some of the virtual objects in the first round, and / or adjust the equipment attributes of at least some of the virtual objects in the first round.
[0009] Optionally, performing the attribute adjustment operation on at least some of the virtual objects in the combat area in the first round includes at least one of the following: adjusting the attack value and / or defense value of at least some of the virtual objects in the combat area in the first round, where the object attributes include the attack value and / or defense value, the attack value is used to represent the damage value caused by at least some of the virtual objects performing a virtual attack operation in the first round, and the defense value is used to represent the damage value caused to at least some of the virtual objects when at least some of the virtual objects are subjected to a virtual attack operation in the first round; adjusting the number of skill releases and / or skill cooldown time of at least some of the virtual objects in the combat area in the first round, where the skill attributes include the number of skill releases and / or skill cooldown time, the number of skill releases is used to represent the number of times that at least some of the virtual objects are allowed to release virtual skills in the first round, and the skill cooldown time is used to represent the waiting duration between the release of a virtual skill by at least some of the virtual objects in the first round and the next time when the release of a virtual skill is allowed; adjusting the equipment attack value and / or equipment defense value of the virtual equipment used by at least some of the virtual objects in the combat area in the first round, where the equipment attributes include the equipment attack value and / or equipment defense value, the equipment attack value is used to represent the damage value caused by at least some of the virtual objects using the virtual equipment to perform a virtual attack operation in the first round, and the equipment defense value is used to represent the damage value caused to at least some of the virtual objects when at least some of the virtual objects using the virtual equipment are subjected to a virtual attack operation in the first round.
[0010] Optionally, when entering the first round of a virtual game, the display of the first scene identifier includes: when entering the first round of a virtual game, the display of the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located. When the N scene identifiers include the i-th scene identifier and the j-th scene identifier, the i-th scene identifier is used to represent the i-th scene where the i-th round of the consecutive N rounds is located, the j-th scene identifier is used to represent the j-th scene where the j-th round of the consecutive N rounds is located, and the i-th scene is different from the j-th scene. The game system is set to perform the i-th operation on the i-th group of virtual objects controlled by the player account in the combat area when the scene where the i-th round is located is the i-th scene, and is set to perform the j-th operation on the j-th group of virtual objects controlled by the player account in the combat area when the scene where the j-th round is located is the j-th scene. Both i and j are positive integers less than or equal to N and i is different from j. Among them, at least some of the virtual objects in the i-th group of virtual objects are different from the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation; or, at least some of the virtual objects in the i-th group of virtual objects are different from the virtual objects in the j-th group of virtual objects, and the i-th operation is the same as the j-th operation; or, the virtual objects in the i-th group of virtual objects are the same as the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation.
[0011] Optionally, when entering the first round of a virtual game, the display of the first scene identifier includes: when entering the first round of a virtual game, the display of the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located;
[0012] The above method further includes: when the k-th scene identifier among the N scene identifiers is used to represent the k-th scene in which the k-th round in the consecutive N rounds is located, the game system is set to prohibit the player account from obtaining or selling virtual objects in the virtual store when the scene in the k-th round is the k-th scene, and when entering the k-th round, the player account is prohibited from obtaining or selling virtual objects in the virtual store in the k-th round, where k is a positive integer less than or equal to N; or when the r-th scene identifier among the N scene identifiers is used to represent the r-th scene in which the r-th round in the consecutive N rounds is located, the game system is set to prohibit the player account from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game session when the scene in the r-th round is the r-th scene, and when entering the r-th round, the player account is prohibited from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game session in the r-th round or in the R rounds, where r is a positive integer less than or equal to N, and the R rounds include consecutive multiple rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.
[0013] Optionally, when entering the first round of a virtual game session, displaying the first scene identifier includes: when entering the first round of a virtual game session, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scene in which each round in the consecutive N rounds after the first round is located;
[0014] The above method further includes: when ending the last round in the consecutive N rounds and entering the next round after the last round, displaying M scene identifiers, where M is a positive integer, and the M scene identifiers are used to represent the scene in which each round in the consecutive M rounds after the last round is located, and at least some of the scene identifiers in the M scene identifiers are different from the scene identifiers in the N + 1 scene identifiers, and the N + 1 scene identifiers include the first scene identifier and the N scene identifiers.
[0015] Optionally, in the case of entering the first round of a virtual game, the first scene identifier and N scene identifiers are displayed, including: in the case of entering the first round of a virtual game, randomly selecting a first predetermined number of scene identifiers from a preset set of scene identifiers to obtain the first scene identifier and N scene identifiers, and displaying the first scene identifier and N scene identifiers, where the first predetermined number is equal to N + 1; in the case of ending the last round of N consecutive rounds and entering the next round after the last round, M scene identifiers are displayed, including: in the case of ending the last round of N consecutive rounds and entering the next round after the last round, randomly selecting a second predetermined number of scene identifiers from the set of scene identifiers to obtain M scene identifiers, and displaying M scene identifiers, where the second predetermined number is equal to M.
[0016] Optionally, in the first round, performing a target operation on at least some of the virtual objects in the combat area includes: in the first round, performing an attack operation on at least some of the virtual objects in the combat area, where the target operation includes an attack operation.
[0017] Optionally, performing an attack operation on at least some of the virtual objects in the combat area in the first round includes one of the following: performing an attack operation on at least some of the virtual objects in the combat area at some moments in the first round; performing an attack operation on at least some of the virtual objects located at some positions in the combat area in the first round; performing an attack operation on at least some of the virtual objects located at some positions in the combat area at some moments in the first round.
[0018] Optionally, the some moments are randomly determined moments in the first round, and / or the some positions are randomly determined positions in the combat area.
[0019] Optionally, the method further includes: when the game system is set to prohibit the player account from obtaining or selling virtual objects in the virtual store when the scene in the first round is the first scene, prohibiting the player account from obtaining or selling virtual objects in the virtual store in the first round; or when the game system is set to prohibit the player account from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game when the scene in the first round is the first scene, prohibiting the player account from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game in the first round or in P rounds, where the P rounds include a continuous plurality of rounds starting from the first round, and P is a positive integer greater than or equal to 2.
[0020] Optionally, performing a target operation on at least some of the virtual objects in the combat area in the first round includes: when each of the at least some virtual objects in the combat area has an attribute of a combined type and an effective number corresponding to the attribute of the combined type of each virtual object, adding up the effective numbers corresponding to the attributes of the combined type of each virtual object among the at least some virtual objects to obtain a total effective number, and modifying the effective number corresponding to the attribute of the combined type of one of the at least some virtual objects to the total effective number; wherein, when the effective number corresponding to the attribute of the combined type of the p-th virtual object among the at least some virtual objects is the p-th number, the attribute of the combined type of the p-th virtual object is set to trigger the release of a target skill when the number of virtual objects with the target type in the combat area is greater than or equal to the p-th number, or trigger an adjustment of the attack value of the p-th virtual object, where the attack value is used to represent the damage value caused by the p-th virtual object performing a virtual attack operation, or trigger an adjustment of the defense value of the p-th virtual object, where the defense value is used to represent the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, and p is a positive integer.
[0021] Optionally, the above first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or the first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or the above first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.
[0022] According to another aspect of the embodiments of the present application, there is also provided a control device for virtual objects, including: a first display unit for displaying the combat area of a current running virtual game session, where a virtual game session is a turn-based game; a second display unit for displaying a first scene identifier when entering the first round of a virtual game session, where the first scene identifier is used to represent the first scene in which the first round is located; a first processing unit for performing a target operation on at least some of the virtual objects controlled by the player account in the combat area in the first round when the game system of the virtual game session is set to perform the target operation on at least some of the virtual objects in the scene where the first round is located as the first scene.
[0023] According to another aspect of the embodiments of the present application, there is also provided a computer-readable storage medium storing a computer program, where the computer program is configured to execute the above control method for virtual objects when running.
[0024] According to another aspect of the embodiments of the present application, there is also provided a computer program product, including computer programs / instructions, which when executed by a processor, implement the steps of the above method.
[0025] According to another aspect of the embodiments of the present application, there is also provided an electronic device, including a memory and a processor. A computer program is stored in the memory, and the processor is configured to execute the control method of the above virtual object through the computer program.
[0026] In the case of entering the first round of a virtual game according to the above embodiments provided by the present application, according to the first scene identifier displayed on the game interface, perform target operations in the first scene on at least some virtual objects controlled by the player account. In other words, by combining the scene where the current round is located, different types of target operations can be performed on virtual objects in different scenes, increasing the diversity of operation forms and achieving the technical effect of improving the flexibility of the control method for virtual objects. BRIEF DESCRIPTION OF THE DRAWINGS
[0027] The drawings described herein are used to provide a further understanding of the present application, and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application.
[0028] Figure 1 is a schematic diagram of an application scenario of an optional control method for virtual objects according to the embodiments of the present application;
[0029] Figure 2 is a flowchart of an optional control method for virtual objects according to the embodiments of the present application;
[0030] Figure 3 is a schematic diagram (I) of an optional control method for virtual objects according to the embodiments of the present application;
[0031] Figure 4 is a schematic diagram (II) of an optional control method for virtual objects according to the embodiments of the present application;
[0032] Figure 5 is a schematic diagram (III) of an optional control method for virtual objects according to the embodiments of the present application;
[0033] Figure 6 is a schematic diagram (IV) of an optional control method for virtual objects according to the embodiments of the present application;
[0034] Figure 7 is a schematic diagram of an optional prohibition of using a virtual store according to the embodiments of the present application;
[0035] Figure 8 It is a schematic diagram of an optional target operation on a virtual object in a preparation area according to an embodiment of the present application;
[0036] Figure 9 It is another schematic diagram of an optional target operation on a virtual object in a preparation area according to an embodiment of the present application;
[0037] Figure 10 It is a schematic diagram of an optional scene identifier switching display according to an embodiment of the present application;
[0038] Figure 11 It is a schematic diagram (one) of an optional target operation on a virtual object in a combat area according to an embodiment of the present application;
[0039] Figure 12 It is a schematic diagram (two) of an optional target operation on a virtual object in a combat area according to an embodiment of the present application;
[0040] Figure 13 It is a schematic diagram (three) of an optional target operation on a virtual object in a combat area according to an embodiment of the present application;
[0041] Figure 14 It is a schematic diagram (four) of an optional target operation on a virtual object in a combat area according to an embodiment of the present application;
[0042] Figure 15 It is an overall flowchart of an optional control method for a virtual object according to an embodiment of the present application;
[0043] Figure 16 It is a schematic structural diagram of an optional control device for a virtual object according to an embodiment of the present application;
[0044] Figure 17 It is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. Detailed implementation manners
[0045] In order to enable those skilled in the art to better understand the solutions of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
[0046] It should be noted that the terms "first", "second", etc. in the description, claims and the above-mentioned drawings of the present application are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of the present application described here can be implemented in an order other than those illustrated or described here. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0047] In the implementation process of the technical solution in the embodiment of the present application, legal regulations will be followed. When operating according to the technical solution in the embodiment, the data used does not involve user privacy. While ensuring that the operation process is compliant and legal, the security of the data is guaranteed.
[0048] According to one aspect of the embodiment of the present application, a method for controlling a virtual object is provided. As an alternative implementation, the above method for controlling a virtual object can be but is not limited to being applied to, for example, Figure 1 the application scenarios shown. In the application scenarios shown in Figure 1 the terminal device 102 can communicate with the server 106 through the network 104, and the server 106 can perform operations on the database 108, such as write data operations or read data operations. The above terminal device 102 can include, but is not limited to, a human-computer interaction screen, a processor, and a memory. The above human-computer interaction screen can be used to display, but is not limited to, the game screen of a virtual game on the terminal device 102 and the screen of performing a target operation on at least part of the virtual objects in the first round, etc. The above processor can be used to respond to the above human-computer interaction operation, perform corresponding operations, or generate corresponding instructions and send the generated instructions to the server 106. The above memory is used to store relevant processing data, such as the first scene identifier, the target operation, and the player account, etc.
[0049] As an alternative, the following steps in the control method of virtual objects can be executed on the server 106: Step S102, display the combat area of a currently running virtual game, where a virtual game is a turn-based game; Step S104, when entering the first turn of a virtual game, display a first scene identifier, where the first scene identifier is used to represent the first scene where the first turn is located; Step S106, when the game system of a virtual game is set to perform a target operation on at least some of the virtual objects controlled by the player account in the combat area when the scene where the first turn is located is the first scene, perform the target operation on at least some of the virtual objects in the combat area in the first turn.
[0050] In the above manner, when entering the first turn of a virtual game, according to the first scene identifier displayed on the game interface, perform the target operation on at least some of the virtual objects controlled by the player account in the first scene. In other words, by combining the scene where the current turn is located, different types of target operations can be performed on virtual objects in different scenes, increasing the diversity of operation forms and achieving the technical effect of improving the flexibility of the control method for virtual objects.
[0051] To solve the problem of the relatively single control form for virtual objects, an embodiment of the present application proposes a control method for virtual objects. Figure 2 It is a flowchart of the control method for virtual objects according to an embodiment of the present application, and this process includes the following steps S202 to step S206.
[0052] Step S202, display the combat area of a currently running virtual game, where a virtual game is a turn-based game;
[0053] Step S204, when entering the first turn of a virtual game, display a first scene identifier, where the first scene identifier is used to represent the first scene where the first turn is located;
[0054] Step S206, when the game system of a virtual game is set to perform a target operation on at least some of the virtual objects controlled by the player account in the combat area when the scene where the first turn is located is the first scene, perform the target operation on at least some of the virtual objects in the combat area in the first turn.
[0055] For ease of understanding, in the embodiments of the present application, a self-chess game is used as an example to explain the above control method for virtual objects.
[0056] Among them, the self-chess game is a game mode where players place chess pieces to play a game. Players play the game by using the chess pieces to fight and defeat the opponent to obtain upgrades.
[0057] The game system can be understood, but is not limited to, as the background operating system for executing the above-mentioned virtual game session.
[0058] In the embodiments of the present application, in addition to applying the additional fixed mechanism in the related art (for example, one kill can cause the virtual character to lose 10 hit points) to the buff-like effects that take effect on the chess pieces, chess piece combinations, or the chessboard grids, a special mechanism outside the chessboard is also proposed, which is applied to the entire game session. The above special mechanism will be described separately in combination with different embodiments below.
[0059] As Figure 3 shown, taking the weather gameplay as an example, at the first round of the battle phase after the game starts, a first scene identifier, for example, sunny, is displayed on the game interface. In the first round, if a kill operation is performed on the virtual object A (which can also be understood as the chess piece A), then the damage index to the virtual object A will increase by 10% compared to the normal damage index. For example, under normal circumstances, the hit points decrease by 100, while in the first round, by killing the chess piece A, the hit points of the chess piece A decrease by 110.
[0060] Obviously, it is easy to understand that Figure 3 the first scene identifier "sunny" shown is only an example and is not limited thereto. For example, 2 first scene identifiers can also be displayed on the game interface in the first round, or 2 different types of scene identifiers can be displayed on the game interface in the first round, etc. For different types of first scene identifiers, corresponding target operations can be performed on at least some of the virtual objects in the battle area in the first round.
[0061] As an optional example, the above first scene identifier can be, but is not limited to, at least one of the following:
[0062] The first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or
[0063] The first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or
[0064] The first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.
[0065] Among them, the virtual weather identifiers include, but are not limited to, sunny, thunderstorm, frost, typhoon, etc., the virtual theme identifiers can be, but are not limited to, party, family, vacation, etc.; the virtual date identifiers can be, but are not limited to, holidays, months, etc. The above different types of scene identifiers will be described separately in combination with specific embodiments below.
[0066] In the above manner, in the case of entering the first round of a virtual game, according to the first scene identifier displayed on the game interface, perform target operations in the first scene on at least some of the virtual objects controlled by the player account. In other words, by combining the scene where the current round is located, different types of target operations can be performed on virtual objects in different scenes, increasing the diversity of operation forms and achieving the technical effect of improving the flexibility of the control method for virtual objects.
[0067] As an optional implementation method, the above-mentioned performing target operations on at least some of the virtual objects in the combat area in the first round includes:
[0068] Performing attribute adjustment operations on at least some of the virtual objects in the combat area in the first round, where the attribute adjustment operations are used to adjust the object attributes of at least some of the virtual objects in the first round, and / or adjust the skill attributes of at least some of the virtual objects in the first round, and / or adjust the equipment attributes of at least some of the virtual objects in the first round.
[0069] Among them, the above-mentioned attribute adjustment operations can, but are not limited to, adjusting the attributes or attribute values corresponding to the combat phase in the first round through the game system. The attributes or attribute values corresponding to the combat phase in the first round include damage values or defense values caused by performing attack operations or defense operations, etc.
[0070] As an optional implementation method, the above-mentioned performing attribute adjustment operations on at least some of the virtual objects in the combat area in the first round includes at least one of the following:
[0071] Adjusting the attack value and / or defense value of at least some of the virtual objects in the combat area in the first round, where the object attributes include the attack value and / or defense value. The attack value is used to represent the damage value caused by at least some of the virtual objects performing virtual attack operations in the first round, and the defense value is used to represent the damage value caused to at least some of the virtual objects when at least some of the virtual objects are subjected to virtual attack operations in the first round;
[0072] Adjusting the skill release times and / or skill cooldown times of at least some of the virtual objects in the combat area in the first round, where the skill attributes include the skill release times and / or skill cooldown times. The skill release times are used to represent the number of times that at least some of the virtual objects are allowed to release virtual skills in the first round, and the skill cooldown time is used to represent the waiting duration between the release of virtual skills by at least some of the virtual objects in the first round and the next time when the release of virtual skills is allowed;
[0073] Adjust the equipped attack value and / or equipped defense value of the virtual equipment used by at least some virtual objects in the combat area in the first round, where the equipment attributes include the equipped attack value and / or equipped defense value. The equipped attack value is used to represent the damage value caused by at least some virtual objects using virtual equipment to perform virtual attack operations in the first round, and the equipped defense value is used to represent the damage value caused to at least some virtual objects when at least some virtual objects using the virtual equipment are subjected to virtual attack operations in the first round.
[0074] As Figure 4 shown, assuming still taking the weather gameplay as an example, after the game starts, the weather icons for the current 3 rounds and the weather icon for the next stage will be displayed in the preparation stage after the first combat session. For example, the weather for the current 3-round match is sunny, and the weather for the match will switch to typhoon weather three rounds later.
[0075] Among them, the weather icon for the next stage can be, but is not limited to, the next round after 3 rounds, or the next stage of the current stage of one of the 3 rounds. For example, one round includes two combat stages before and after. If the current stage is the previous stage of the first round, then the latter stage of the first round is the next stage.
[0076] When the first scene icon is sunny, adjust the attack value and / or defense value of at least some virtual objects in the combat area in the first round. For example, in the first round, when performing a virtual attack operation on virtual object A, the damage value caused by this virtual attack operation will increase by 10% compared to the normal damage value; or, in the first round, when performing a virtual attack operation on virtual object B, the damage value caused to virtual object B when it receives the virtual operation will increase by 10%, etc.
[0077] In another alternative embodiment, for example, assuming that the first scene icon is snowing, adjust the number of skill releases and / or skill cooldown time of at least some chess pieces in the combat area in the first round. For example, assuming that in non-snowy weather, the number of skill releases of each chess piece in the first round is 5 times, and the time interval between two skill releases is 2s, then in the case where the first scene in the first round is snowy weather, the number of skill releases of each chess piece in the first round is reduced to 3 times, and the time interval between two skill releases is increased to 3s, etc.
[0078] In yet another alternative embodiment, adjust the equipped attack value and / or equipped defense value of the virtual equipment used by at least some virtual objects in the combat area in the first round, etc. For example, assuming that in the game mode of the auto chess game is the entertainment gameplay, the influence range of the entertainment gameplay will cover equipment, fetters, etc. For example, in the random equipment round, it is upgraded to a bright equipment (a more powerful type of equipment).
[0079] In the above manner, in different game modes, different types of scene identifiers can be combined to perform different operations on virtual objects in different regions of the game interface in the first round, and adjust the attribute values of at least some of the virtual objects in different regions, increasing the diversity of control forms and improving the user's game experience in the game round.
[0080] As an optional example, when entering the first round of a virtual game, displaying the first scene identifier includes:
[0081] When entering the first round of a virtual game, display the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes in each of the consecutive N rounds after the first round. When the N scene identifiers include the i-th scene identifier and the j-th scene identifier, the i-th scene identifier is used to represent the i-th scene in the consecutive N rounds, the j-th scene identifier is used to represent the j-th scene in the consecutive N rounds, and the i-th scene is different from the j-th scene, the game system is set to perform the i-th operation on the i-th group of virtual objects controlled by the player account in the combat area when the scene in the i-th round is the i-th scene, and is set to perform the j-th operation on the j-th group of virtual objects controlled by the player account in the combat area when the scene in the j-th round is the j-th scene. Both i and j are positive integers less than or equal to N, and i is different from j;
[0082] Among them, at least some of the virtual objects in the i-th group of virtual objects are different from the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation; or, at least some of the virtual objects in the i-th group of virtual objects are different from the virtual objects in the j-th group of virtual objects, and the i-th operation is the same as the j-th operation; or, the virtual objects in the i-th group of virtual objects are the same as the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation.
[0083] Optionally, when the N scene identifiers include two different scene identifiers and the two different scene identifiers are used to represent two different scenes, the game system is set to perform different operations on the same or different virtual objects controlled by the player account in the combat area when the scenes in two different rounds of the consecutive N rounds are respectively two different scenes, or perform the same operation on different virtual objects controlled by the player account in the combat area
[0084] In as Figure 5In one of the illustrated embodiments, it is assumed that in the case of entering the first round of a virtual game, a first scene identifier "Sunny" and N = 2 scene identifiers are displayed on the game interface. Among them, the 2 scene identifiers are Thunderstorm and Typhoon respectively. The Thunderstorm identifier represents the scene in the 1st round after the first round, and the Typhoon identifier represents the scene in the 2nd round after the first round.
[0085] Among them, according to the Thunderstorm identifier, it can be determined that a first operation is performed on the first group of virtual objects (the first group of chess pieces) controlled by the player account in the combat area in the 1st round after the first round; according to the Typhoon identifier, it can be determined that a second operation is performed on the second group of virtual objects (the second group of chess pieces) controlled by the player account in the combat area in the 2nd round after the first round. Among them, the first operation can but is not limited to randomly hitting the chess pieces on the game field with lightning, and the hit chess pieces will be stunned; the second operation can but is not limited to prohibiting the use of the chess pieces (virtual objects) in the virtual store in the virtual scene purchased.
[0086] Obviously, Figure 5 The N = 2 scene identifiers shown are only an example and are not limited thereto. For example, it can also be N = 3 scene identifiers, and 2 or 3 scene identifiers can be the same or different.
[0087] It can be seen that under different scene identifiers, different target operations are allowed to be performed on the virtual objects in the combat area; and the virtual objects on which different target operations act are also different. Therefore, the variability during the game round is increased, and the game experience is improved.
[0088] As an optional example, in the case of entering the first round of a virtual game as described above, displaying the first scene identifier includes: in the case of entering the first round of a virtual game, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scene in each of the consecutive N rounds after the first round;
[0089] The above method further includes: when the kth scene identifier among the N scene identifiers is used to represent the kth scene in the consecutive N rounds, the game system is set to prohibit the player account from obtaining or selling virtual objects in the virtual store when the scene in the kth round is the kth scene, and in the case of entering the kth round, the player account is prohibited from obtaining or selling virtual objects in the virtual store in the kth round, where k is a positive integer less than or equal to N; or
[0090] The r-th scene identifier among N scene identifiers is used to represent the r-th scene in which the r-th round among N consecutive rounds is located. When the game system is set to the r-th scene in the r-th round, the player account is prohibited from upgrading or synthesizing at least some virtual objects in the combat area or the preparation area of a virtual game. And when entering the r-th round, the player account is prohibited from upgrading or synthesizing at least some virtual objects in the combat area or the preparation area of a virtual game during the r-th round or within R rounds. Here, r is a positive integer less than or equal to N, and the R rounds include a continuous number of rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.
[0091] As Figure 6 shown, assuming that N = 4 scene identifiers include 3 typhoon identifiers and 1 thunderstorm identifier, then when entering the typhoon weather corresponding to the k = 1st scene identifier (typhoon) among the 4 scene identifiers, the virtual store shows a locked style (closed), that is, the player account cannot obtain virtual objects from the virtual store or sell virtual objects.
[0092] Therefore, when entering the first round, according to the announced N = 4 scene identifiers, the player can make preparations in advance in the first round. For example, since it is impossible to purchase chess pieces (virtual objects) in the first 3 scene identifiers (typhoons) among the N = 4 scene identifiers, the player purchases chess pieces in advance in the first round.
[0093] It should be noted that the ways to prohibit the player account from obtaining virtual objects or selling virtual objects in the virtual store include but are not limited to the following two:
[0094] The first: As Figure 6 shown, the display style of the virtual store is in a locked state. By performing a trigger operation on the virtual store identifier, it is impossible to enter the virtual object list inside the store;
[0095] The second: As shown in (a) of Figure 7 , the display style of the virtual store does not change, and after performing the trigger operation, it is possible to enter the purchase interface of the virtual object. However, after clicking the "Purchase" button, a "Prohibited from Purchasing" window as shown in (b) of Figure 7 appears; or, after clicking the "Purchase" button, the purchase interface has no response, etc.
[0096] In another alternative embodiment, the weather effects in the above scene identifiers are not limited to the combat area and can also affect the preparation area.
[0097] For example, as Figure 8 shown, assuming that the r-th scene identifier is frost weather, the chess piece A in the current preparation area will be frozen for 3 rounds. For example, it is impossible to perform star promotion synthesis, enter the field, etc.
[0098] For another example, as Figure 9 shown, the chess piece A in the preparation area is frozen. The player purchases another chess piece A in the r-th round. There were originally 3 chess pieces A that could be combined into a 2-star, but due to the freezing, the combination cannot be performed.
[0099] In addition, prohibiting at least virtual objects in the preparation area of a virtual game from being upgraded also includes prohibiting a preset number of virtual objects from being upgraded from their original character level to a higher level. For example, since 1 chess piece A is frozen, originally 2 chess pieces A could be upgraded from junior mages to intermediate mages, but due to one chess piece A being frozen, normal upgrading cannot be carried out.
[0100] Through the above method, due to the scene in the current round, the scope of action of performing a target operation on at least virtual objects in a virtual game can be extended to combat areas, preparation areas, etc. in the virtual scene, improving the fun of the gameplay.
[0101] As an optional example, in the case of entering the first round of a virtual game, displaying the first scene identifier includes: in the case of entering the first round of a virtual game, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes in each of the consecutive N rounds after the first round;
[0102] The above method further includes: in the case of ending the last round of the consecutive N rounds and entering the next round after the last round, displaying M scene identifiers, where M is a positive integer, and the M scene identifiers are used to represent the scenes in each of the consecutive M rounds after the last round. At least some of the scene identifiers in the M scene identifiers are different from the scene identifiers in the N + 1 scene identifiers. The N + 1 scene identifiers include the first scene identifier and the N scene identifiers.
[0103] As Figure 10 shown in (a), assuming the first scene identifier is sunny and all N = 3 scene identifiers are typhoons, then in the case of ending the last round of the 3 rounds corresponding to the 3 typhoon identifiers and entering the next round after the last round, randomly display M = 3 scene identifiers as shown in Figure 10 (b), where the 3 scene identifiers are 2 frosts and 1 typhoon respectively.
[0104] It can be seen that the M = 3 scene identifiers have the same typhoon identifier as the first round and the N = 3 scene identifiers, and also have frost identifiers different from the first round and the N = 3 scene identifiers.
[0105] As an alternative example, the implementation process of randomly displaying M scene identifiers described above includes:
[0106] In the case of entering the first round of a virtual game, displaying a first scene identifier and N scene identifiers, including: in the case of entering the first round of a virtual game, randomly selecting a first predetermined number of scene identifiers from a preset set of scene identifiers to obtain a first scene identifier and N scene identifiers, and displaying the first scene identifier and N scene identifiers, where the first predetermined number is equal to N + 1;
[0107] In the case of ending the last round of consecutive N rounds and entering the next round after the last round, displaying M scene identifiers, including: in the case of ending the last round of consecutive N rounds and entering the next round after the last round, randomly selecting a second predetermined number of scene identifiers from the set of scene identifiers to obtain M scene identifiers, and displaying M scene identifiers, where the second predetermined number is equal to M.
[0108] It should be noted that the above M scene identifiers are randomly assigned by the game system at the end of the last round of N rounds, making the changes in the entire game show linear randomness, enriching the variable additional mechanisms, thereby making the originally repetitive and boring game more strategic and enriching the player's gaming experience.
[0109] In addition, by displaying not only the scene identifier of the current round but also the scene identifier of the next stage on the game interface, players can make a preliminary judgment on the effects of the game mechanisms in the next stage. For example, when it is about to reach the shopping day round (the price of shopping day round chess pieces is halved), they can consider reducing economic investment and purchasing multiple chess pieces at once in the shopping day round to quickly improve the overall combat power; another example is that the virtual store is closed in the typhoon weather round, so they can choose to consume gold coins to strengthen the lineup and reduce the margin of error before the typhoon weather.
[0110] As an alternative implementation method, the above-mentioned performing a target operation on at least some virtual objects in the combat area in the first round includes:
[0111] Performing an attack operation on at least some virtual objects in the combat area in the first round, where the target operation includes an attack operation.
[0112] As an alternative example, the above-mentioned performing an attack operation on at least some virtual objects in the combat area includes at least one of the following:
[0113] Performing an attack operation on at least some virtual objects in the combat area at some moments in the first round;
[0114] Perform an attack operation on at least some of the virtual objects located at some positions in the battle area in the first round;
[0115] Perform an attack operation on at least some of the virtual objects located at some positions in the battle area at some moments in the first round.
[0116] It should be noted that the weather effects in the above scenario identifiers are not limited to virtual stores, buffs, etc., but also reflected in environmental interactions. For example, as Figure 11 shown, after entering a thunderstorm weather, lightning will be randomly generated on the virtual scene and randomly strike at least some of the chess pieces (virtual objects) in the battle area. For example, as Figure 12 shown, randomly strike chess piece A in the battle area. The struck chess piece A will be stunned for a preset duration and thus unable to release any skills within the preset duration.
[0117] Or after entering a thunderstorm weather, lightning will be generated and randomly strike the chess pieces (virtual objects) on at least some areas in the battle area. For example, randomly strike the chess piece at the middle position of the battle area, or randomly strike all the positions on the battle area, etc.
[0118] Or after entering a thunderstorm weather, lightning will be generated at random moments (which can be 1 moment or multiple moments) and randomly strike at least some of the virtual objects at some positions in the battle area.
[0119] Optionally, the above-mentioned some moments are randomly determined moments in the first round, and / or the above-mentioned some positions are randomly determined positions in the battle area.
[0120] Through the random selection of the above different gameplay modes, the game fatigue caused by long-term repetitive matches is reduced, and stage-specific special mechanisms are added, greatly enhancing the strategic nature of the player's matches.
[0121] As an optional example, the above method further includes:
[0122] When the game system is set to prohibit the player's account from obtaining or selling virtual objects in the virtual store when the scene in the first round is the first scene, prohibit the player's account from obtaining or selling virtual objects in the virtual store in the first round; or
[0123] When the game system is set to prohibit a player account from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game in the first scenario of the first round, the player account is prohibited from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game in the first round or in P rounds, where the P rounds include a continuous number of rounds starting from the first round, and P is a positive integer greater than or equal to 2.
[0124] For the specific implementation process of prohibiting a player account from obtaining or selling virtual objects in the virtual store in the first round, reference can be made to the description of Figure 6 and Figure 7 in the above embodiments, which will not be elaborated here.
[0125] For the implementation method of prohibiting a player account from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game in the first round or in P rounds, reference can be made to Figure 8 and Figure 9 .
[0126] For example, the effect of the weather gameplay is not only limited to the combat area, but can also affect the preparation area. For example, in frost weather, the pieces in the current preparation area will be frozen in the current round or multiple rounds and cannot be upgraded, synthesized, or put on the field, etc.; as Figure 9 shown, piece A in the preparation area is frozen. The player purchases another piece A during the player's turn. There were originally 3 piece A's that could be synthesized into 2 stars, but due to the freeze, the synthesis cannot be performed.
[0127] That is to say, the target operation performed on the virtual object in the current round can not only act on at least some of the virtual objects in the current round, but also continue to act on a continuous number of rounds after the current round, further increasing the combination methods of the game mechanism and improving the diversity of game changes.
[0128] As another alternative example, the above-mentioned performing the target operation on at least some of the virtual objects in the combat area in the first round includes:
[0129] When each virtual object in at least some of the virtual objects in the combat area has an attribute of a combination type and a corresponding effective quantity corresponding to the attribute of the combination type of each virtual object, adding the corresponding effective quantities of the attributes of the combination type of each virtual object in at least some of the virtual objects to obtain a total effective quantity, and modifying the corresponding effective quantity of the attribute of the combination type of one virtual object in at least some of the virtual objects to the total effective quantity;
[0130] Among them, when the effective quantity corresponding to the attribute of the combined type of the p-th virtual object in at least some virtual objects is the p-th quantity, the attribute of the combined type of the p-th virtual object is set to trigger the release of the target skill when the number of virtual objects with the target type in the combat area is greater than or equal to the p-th quantity, or to trigger an adjustment of the attack value of the p-th virtual object, where the attack value is used to represent the damage value caused by the p-th virtual object performing a virtual attack operation, or to trigger an adjustment of the defense value of the p-th virtual object, and the defense value is used to represent the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, and p is a positive integer.
[0131] Among them, the attribute of the combined type can be, but is not limited to, understood as a bond. In an auto chess game, a bond can be, but is not limited to, understood as multiple chess pieces that can produce combined effects according to their occupations and races. For example, when 3 different mages are on the field at the same time, the magic resistance of the enemy can be reduced. That is, some special combinations of chess pieces can produce some additional effects when grouped together.
[0132] In a specific embodiment, for example, in the Figure 13 shown party rendezvous, randomly combine the number of people in 2 bonds and select 1 bond to take effect. The effective number of people is the sum of the number of people in the 2 bonds. As Figure 13 shown, when the wizard bond and the shapeshifter bond are combined and the wizard bond is selected to take effect, then the number of activated wizard bonds changes from the original 2 to the sum of the numbers of the two bonds (the original number of activated wizard bonds is 2 and the original number of activated shapeshifter bonds is 1) as shown in Figure 14 3 people.
[0133] In addition, the above-mentioned attribute of the combined type can also be a fighter bond or other bonds, etc. When the effective quantity corresponding to at least 2 of the above-mentioned bonds is the p-th quantity, the attribute of the combined type of the p-th virtual object is set to trigger an adjustment of the attack value or defense value of the p-th virtual object when the number of virtual objects with the target type in the combat area is greater than or equal to the p-th quantity. Specifically, it is to adjust the damage value caused by the p-th virtual object performing a virtual attack operation or to adjust the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, etc.
[0134] By the above method, by introducing a scene identifier, in addition to acting on at least some virtual objects in different regions of a virtual game, it can also act on different contents in the virtual game scene. For example, it can affect the virtual objects, equipment, and chess piece bonds in the preparation area, etc., avoiding the defect that the combat link becomes boring due to the fixed gameplay in the related technology and lacking variability between rounds, improving the diversity of the overall game strategy, and enriching the player experience.
[0135] To more clearly understand the technical solutions in the above embodiments, the following will further describe the control method of the virtual object in combination with Figure 15 the overall flowchart shown below.
[0136] The specific steps are as follows:
[0137] S1502, the server inputs various weather effects;
[0138] The server sets various gameplay modes, for example, weather gameplay mode, daily life gameplay mode, etc.
[0139] S1504, the client randomly selects two weather effects to take effect;
[0140] For example, randomly select frost and thunderstorm two weather effects to take effect, and the current round is frost, then proceed to step S1506.
[0141] S1506, determine whether there are chess pieces in the preparation area in the virtual game scene;
[0142] If there are, execute step S1508; otherwise, execute step S1510.
[0143] S1508, freeze the chess pieces in the preparation area;
[0144] Among them, the frozen chess pieces cannot be synthesized or put on the field.
[0145] S1510, do nothing;
[0146] S1512, determine whether the chess pieces purchased in the virtual mall are frozen chess pieces;
[0147] If so, execute step S1514; otherwise, execute step S1516.
[0148] S1514, under the condition of meeting the synthesis condition, do not perform the synthesis operation;
[0149] S1516, purchase normally;
[0150] And under the condition of meeting the synthesis condition, synthesize a preset number of chess pieces.
[0151] S1518, enter the thunder weather after three rounds;
[0152] S1520, when the three rounds (frost) end and in the first round when entering the thunder weather, the game system randomly selects the next weather after the thunder weather;
[0153] For example, randomly select the next weather after a thunderstorm as sunny, thus reminding players to perform attack operations, because in sunny weather, the damage value of all chess pieces will increase by 10%.
[0154] S1522, enter the combat phase, and randomly drop thunder according to the thunderstorm weather after the frost weather;
[0155] Among them, randomly dropping thunder includes, but is not limited to, dropping thunder on at least some of the chess pieces in the combat area at a random time, randomly dropping thunder on at least some of the chess pieces in at least some areas of the combat area, etc.
[0156] S1524, determine whether there are chess pieces in the lightning strike area;
[0157] If there are chess pieces, execute step S1526; otherwise, execute step S1528.
[0158] Among them, the lightning strike area includes, but is not limited to, any area or part of the entire combat area.
[0159] S1526, the chess pieces in the area are stunned for 1s;
[0160] Among them, the stun duration is only an example and is not limited thereto. For example, it can also be 2s, 3s, etc.
[0161] S1528, no chess pieces are struck by lightning and no chess pieces are stunned;
[0162] S1530, after 3 thunderstorm weather rounds end, randomly display the next weather after the thunderstorm on the game interface.
[0163] For example, display a sunny weather sign and perform different target operations on different virtual objects in the corresponding sunny weather rounds.
[0164] Through the above-mentioned various embodiments provided by the present application, it can be seen that according to the randomly displayed scene identifiers, different types of operations can be performed on different areas, different equipment, and other contents in the virtual game scene, enriching the diversity of game play and improving the variability of the player's game rounds.
[0165] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the present application.
[0166] According to another aspect of the embodiments of the present application, there is also provided asFigure 16 A control device for a virtual object as shown, the device comprising:
[0167] A first display unit 1602, configured to display a combat area of a current running virtual game session, wherein a virtual game session is a turn-based game;
[0168] A second display unit 1604, configured to display a first scene identifier in the case of entering the first turn of a virtual game session, wherein the first scene identifier is used to represent a first scene where the first turn is located;
[0169] A first processing unit 1606, configured to perform a target operation on at least some of the virtual objects controlled by a player account in the combat area in the first turn in the case that the game system of a virtual game session is set such that the scene where the first turn is located is the first scene.
[0170] Optionally, the above-mentioned first processing unit 1606 includes:
[0171] A first processing module, configured to perform an attribute adjustment operation on at least some of the virtual objects in the combat area in the first turn, wherein the attribute adjustment operation is used to adjust the object attributes of at least some of the virtual objects in the first turn, and / or adjust the skill attributes of at least some of the virtual objects in the first turn, and / or adjust the equipment attributes of at least some of the virtual objects in the first turn.
[0172] Optionally, the above-mentioned first processing module includes:
[0173] A first processing sub-module, configured to perform at least one of the following
[0174] Adjust the attack value and / or defense value of at least some of the virtual objects in the combat area in the first turn, wherein the object attributes include the attack value and / or defense value, the attack value is used to represent the damage value caused by at least some of the virtual objects performing a virtual attack operation in the first turn, and the defense value is used to represent the damage value caused to at least some of the virtual objects when at least some of the virtual objects are subjected to a virtual attack operation in the first turn;
[0175] Adjust the skill release times and / or skill cooldown times of at least some of the virtual objects in the combat area in the first turn, wherein the skill attributes include the skill release times and / or skill cooldown times, the skill release times are used to represent the number of times that at least some of the virtual objects are allowed to release virtual skills in the first turn, and the skill cooldown time is used to represent the waiting duration between the time when at least some of the virtual objects release virtual skills and the next time when they are allowed to release virtual skills in the first turn;
[0176] Adjust the equipped attack value and / or equipped defense value of the virtual equipment used by at least some of the virtual objects in the combat area in the first round, where the equipment attributes include the equipped attack value and / or the equipped defense value. The equipped attack value is used to represent the damage value caused by at least some of the virtual objects using the virtual equipment to perform virtual attack operations in the first round, and the equipped defense value is used to represent the damage value caused to at least some of the virtual objects when at least some of the virtual objects using the virtual equipment are subjected to virtual attack operations in the first round.
[0177] Optionally, the above-mentioned first display unit 1602 includes:
[0178] A first display module, configured to display a first scene identifier and N scene identifiers when entering the first round of a virtual game. Here, N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located. When the N scene identifiers include the i-th scene identifier and the j-th scene identifier, the i-th scene identifier is used to represent the i-th scene where the i-th round of the consecutive N rounds is located, the j-th scene identifier is used to represent the j-th scene where the j-th round of the consecutive N rounds is located, and the i-th scene is different from the j-th scene. The game system is set to perform the i-th operation on the i-th group of virtual objects controlled by the player account in the combat area when the scene where the i-th round is located is the i-th scene, and is set to perform the j-th operation on the j-th group of virtual objects controlled by the player account in the combat area when the scene where the j-th round is located is the j-th scene. Both i and j are positive integers less than or equal to N, and i is different from j;
[0179] Among them, at least some of the virtual objects in the i-th group of virtual objects are different from at least some of the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation; or, at least some of the virtual objects in the i-th group of virtual objects are different from at least some of the virtual objects in the j-th group of virtual objects, and the i-th operation is the same as the j-th operation; or, the virtual objects in the i-th group of virtual objects are the same as the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation.
[0180] Optionally, the above-mentioned first display unit 1602 includes:
[0181] A second display module, configured to display a first scene identifier and N scene identifiers when entering the first round of a virtual game. Here, N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located.
[0182] The above-mentioned device further includes:
[0183] A second processing unit, configured to, when the k-th scene identifier among N scene identifiers is used to represent the k-th scene in which the k-th round among consecutive N rounds is located, and the game system is set to prohibit a player account from obtaining or selling virtual objects in a virtual store when the scene in the k-th round is the k-th scene, and when entering the k-th round, prohibit the player account from obtaining or selling virtual objects in the virtual store in the k-th round, where k is a positive integer less than or equal to N; or
[0184] when the r-th scene identifier among N scene identifiers is used to represent the r-th scene in which the r-th round among consecutive N rounds is located, and the game system is set to prohibit a player account from upgrading or synthesizing at least some virtual objects in a combat area or a preparation area for a virtual game session when the scene in the r-th round is the r-th scene, and when entering the r-th round, prohibit the player account from upgrading or synthesizing at least some virtual objects in the combat area or the preparation area for the virtual game session in the r-th round or in R rounds, where r is a positive integer less than or equal to N, and R rounds include consecutive multiple rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.
[0185] Optionally, the above first display unit 1602 includes:
[0186] A third display module, when entering the first round of a virtual game session, displays a first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes in which each of the consecutive N rounds after the first round is located.
[0187] The above device further includes:
[0188] A third display unit, configured to, when ending the last round among consecutive N rounds and entering the next round after the last round, display M scene identifiers, where M is a positive integer, and the M scene identifiers are used to represent the scenes in which each of the consecutive M rounds after the last round is located, and at least some of the scene identifiers in the M scene identifiers are different from the scene identifiers in the N + 1 scene identifiers, and the N + 1 scene identifiers include the first scene identifier and the N scene identifiers.
[0189] Optionally, the above first display unit 1602 includes:
[0190] A fourth display module, when entering the first round of a virtual game session, randomly selects a first predetermined number of scene identifiers from a preset set of scene identifiers to obtain a first scene identifier and N scene identifiers, and displays the first scene identifier and the N scene identifiers, where the first predetermined number is equal to N + 1;
[0191] The above-mentioned third display unit includes:
[0192] A second processing module, configured to randomly select a second predetermined number of scene identifiers from a set of scene identifiers when the last round of N consecutive rounds ends and the next round after the last round is entered, obtain M scene identifiers, and display the M scene identifiers, where the second predetermined number is equal to M.
[0193] Optionally, the above-mentioned first processing unit 1606 includes:
[0194] A third processing module, configured to perform an attack operation on at least some virtual objects in the combat area in the first round, where the target operation includes an attack operation.
[0195] Optionally, the above-mentioned third processing module includes:
[0196] A second processing sub-module, configured to perform at least one of the following:
[0197] Perform an attack operation on at least some virtual objects in the combat area at some moments in the first round;
[0198] Perform an attack operation on at least some virtual objects located at some positions in the combat area in the first round;
[0199] Perform an attack operation on at least some virtual objects located at some positions in the combat area at some moments in the first round.
[0200] Optionally, the above-mentioned some moments are randomly determined moments in the first round, and / or the some positions are randomly determined positions in the combat area.
[0201] Optionally, the above-mentioned device further includes:
[0202] A third processing unit, configured to prohibit a player account from obtaining or selling virtual objects in a virtual store in the first round when the game system is set to prohibit the player account from obtaining or selling virtual objects in the virtual store when the scene where the first round is located is the first scene; or
[0203] When the game system is set to prohibit a player account from upgrading or synthesizing at least some virtual objects in the combat area or the preparation area of a virtual game in one round when the scene where the first round is located is the first scene, prohibit the player account from upgrading or synthesizing at least some virtual objects in the combat area or the preparation area of a virtual game in one round or in P rounds, where the P rounds include a continuous plurality of rounds starting from the first round, and P is a positive integer greater than or equal to 2.
[0204] Optionally, the above-mentioned first processing unit 1606 includes:
[0205] A fourth processing module, configured to, when each virtual object in at least part of the virtual objects in the combat area has an attribute of a combined type and an effective number corresponding to the attribute of the combined type possessed by each virtual object, add up the effective numbers corresponding to the attributes of the combined type possessed by each virtual object in at least part of the virtual objects to obtain a total effective number, and modify the effective number corresponding to the attribute of the combined type possessed by one virtual object in at least part of the virtual objects to the total effective number;
[0206] Wherein, when the effective number corresponding to the attribute of the combined type possessed by the pth virtual object in at least part of the virtual objects is the pth number, the attribute of the combined type possessed by the pth virtual object is set to trigger the release of a target skill when the number of virtual objects with the target type in the combat area is greater than or equal to the pth number, or trigger an adjustment of the attack value of the pth virtual object, where the attack value is used to represent the damage value caused by the pth virtual object when performing a virtual attack operation, or trigger an adjustment of the defense value of the pth virtual object, and the defense value is used to represent the damage value caused to the pth virtual object when the pth virtual object is subjected to a virtual attack operation, and p is a positive integer.
[0207] Optionally, the above-mentioned first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or
[0208] The first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or
[0209] The first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.
[0210] By applying the above-mentioned device in the case of entering the first round of a virtual game, according to the first scene identifier displayed on the game interface, target operations in the first scene are performed on at least part of the virtual objects controlled by the player account. In other words, by combining the scene where the current round is located, different types of target operations can be performed on virtual objects in different scenes, increasing the diversity of operation forms and achieving the technical effect of improving the flexibility of the control method for virtual objects.
[0211] It should be noted that the embodiments of the control device for virtual objects here can refer to the embodiments of the control method for virtual objects above, and will not be elaborated here.
[0212] According to another aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned control method for virtual objects is further provided. The electronic device may beFigure 17 The terminal device shown. In this embodiment, the electronic device is taken as an example of the background device for illustration. As Figure 17 shown, the electronic device includes a memory 1702 and a processor 1704. A computer program is stored in the memory 1702, and the processor 1704 is configured to execute the steps in any of the above method embodiments through the computer program.
[0213] Optionally, in this embodiment, the above electronic device may be at least one network device among multiple network devices in a computer network.
[0214] Optionally, in this embodiment, the above processor may be configured to execute the following steps through a computer program:
[0215] S1, display the combat area of a currently running virtual game session, where a virtual game session is a turn-based game;
[0216] S2, in the case of entering the first turn of a virtual game session, display a first scene identifier, where the first scene identifier is used to represent the first scene where the first turn is located;
[0217] S3, in the case that the game system of a virtual game session is set to perform a target operation on at least some virtual objects controlled by a player account in the combat area when the scene where the first turn is located is the first scene, perform the target operation on at least some virtual objects in the combat area in the first turn.
[0218] Optionally, those of ordinary skill in the art can understand that Figure 17 the structure shown is only schematic, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a mobile Internet device (MID), a PAD, and other target terminals. Figure 17 It does not limit the structure of the above electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown Figure 17 in the figure, or have a different configuration from that shown Figure 17 in the figure.
[0219] Among them, the memory 1702 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual object in the embodiments of the present application. The processor 1704 executes various functional applications and data processing by running the software programs and modules stored in the memory 1702, that is, implements the above-mentioned control method of the virtual object. The memory 1702 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some instances, the memory 1702 may further include a memory remotely disposed relative to the processor 1704, and these remote memories may be connected to the terminal through a network. Examples of the above-mentioned network include but are not limited to the Internet, enterprise intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1702 may specifically but not limitedly be used to store the first scenario identifier, the game interface of a virtual game, and the target operation, etc. As an example, as Figure 17 shown, the above-mentioned memory 1702 may include, but not limited to, the first display unit 1602, the second display unit 1604, and the first processing unit 1606 in the above-mentioned control device of the virtual object. In addition, it may also include, but not limited to, other module units in the above-mentioned control device of the virtual object, which will not be elaborated in this example.
[0220] Optionally, the above-mentioned transmission device 1706 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one instance, the transmission device 1706 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable, thereby enabling communication with the Internet or a local area network. In one instance, the transmission device 1706 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0221] In addition, the above-mentioned electronic device further includes: a display 1708, which is used to display the above-mentioned first image and second image; and a connection bus 1710, which is used to connect each module component in the above-mentioned electronic device.
[0222] In other embodiments, the above-mentioned terminal device or server may be a node in a distributed system. Among them, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes can form a point-to-point network, and any form of computing device, such as a server, a terminal, and other electronic devices, can become a node in the blockchain system by joining the point-to-point network.
[0223] According to another aspect of the present application, there is provided a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the 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 provided in various optional implementations of the above server verification process and the like. Among them, the computer program is set to execute the steps in any one of the above method embodiments when running.
[0224] Optionally, in this embodiment, the above computer-readable storage medium may be set to store a computer program for executing the following steps:
[0225] S1. Display the battle area of a currently running virtual game session, where a virtual game session is a turn-based game;
[0226] S2. In the case of entering the first turn of a virtual game session, display a first scene identifier, where the first scene identifier is used to represent the first scene where the first turn is located;
[0227] S3. In the case that the game system of a virtual game session is set to perform a target operation on at least some virtual objects controlled by a player account in the battle area when the scene where the first turn is located is the first scene, perform the target operation on at least some virtual objects in the battle area in the first turn.
[0228] Optionally, in the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0229] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by a program instructing the hardware related to the target terminal, and the program can be stored in a computer-readable storage medium. The storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disc, etc.
[0230] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0231] If the integrated unit in the above embodiments is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in the above computer-readable storage medium. Based on such an understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing one or more computer devices (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods in various embodiments of this application.
[0232] In the above embodiments of this application, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0233] In the several embodiments provided by this application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only illustrative. For example, the division of units is only a logical function division. In actual implementation, there can be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of units or modules can be in an electrical or other form.
[0234] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0235] In addition, the functional units in various embodiments of this application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.
[0236] The above are only the preferred embodiments of this application. It should be noted that for those of ordinary skill in the art, without departing from the principle of this application, several improvements and refinements can still be made, and these improvements and refinements should also be regarded as the protection scope of this application.
Claims
1. A control method for a virtual object, characterized in that, Comprising: Displaying a combat area of a current running virtual game session, wherein the virtual game session is a turn-based game; When entering the first turn of the virtual game session, displaying a first scene identifier, wherein the first scene identifier is used to represent the first scene where the first turn is located; When the game system of the virtual game session is set to perform a target operation on at least some virtual objects controlled by a player account in the combat area when the scene where the first turn is located is the first scene, performing the target operation on the at least some virtual objects in the combat area in the first turn.
2. The method according to claim 1, wherein The performing the target operation on the at least some virtual objects in the combat area in the first turn includes: Performing an attribute adjustment operation on the at least some virtual objects in the combat area in the first turn, wherein the attribute adjustment operation is used to adjust the object attributes of the at least some virtual objects in the first turn, and / or adjust the skill attributes of the at least some virtual objects in the first turn, and / or adjust the equipment attributes of the at least some virtual objects in the first turn.
3. The method according to claim 2, wherein The performing the attribute adjustment operation on the at least some virtual objects in the combat area in the first turn includes at least one of the following: Adjusting the attack value and / or defense value of the at least some virtual objects in the combat area in the first turn, wherein the object attributes include the attack value and / or defense value, the attack value is used to represent the damage value caused by the at least some virtual objects performing a virtual attack operation in the first turn, and the defense value is used to represent the damage value caused to the at least some virtual objects when the at least some virtual objects are subjected to a virtual attack operation in the first turn; Adjusting the skill release times and / or skill cooldown times of the at least some virtual objects in the combat area in the first turn, wherein the skill attributes include the skill release times and / or the skill cooldown times, the skill release times are used to represent the number of times the at least some virtual objects are allowed to release virtual skills in the first turn, and the skill cooldown times are used to represent the waiting duration between the at least some virtual objects releasing virtual skills and the next time they are allowed to release the virtual skills in the first turn; Adjusting the equipment attack value and / or equipment defense value of the virtual equipment used by the at least some virtual objects in the combat area in the first turn, wherein the equipment attributes include the equipment attack value and / or the equipment defense value, the equipment attack value is used to represent the damage value caused by the at least some virtual objects using the virtual equipment to perform a virtual attack operation in the first turn, and the equipment defense value is used to represent the damage value caused to the at least some virtual objects when the at least some virtual objects using the virtual equipment are subjected to a virtual attack operation in the first turn.
4. The method according to claim 1, characterized in that, When entering the first round of a virtual game session, displaying a first scene identifier, including: When entering the first round of the virtual game session, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located. When the N scene identifiers include an ith scene identifier and a jth scene identifier, the ith scene identifier is used to represent the ith scene where the ith round of the consecutive N rounds is located, the jth scene identifier is used to represent the jth scene where the jth round of the consecutive N rounds is located, and the ith scene is different from the jth scene. The game system is configured to perform an ith operation on the ith group of virtual objects controlled by the player account in the combat area when the scene where the ith round is located is the ith scene, and is configured to perform a jth operation on the jth group of virtual objects controlled by the player account in the combat area when the scene where the jth round is located is the jth scene. Both i and j are positive integers less than or equal to N, and i is different from j; wherein, at least some of the virtual objects in the ith group of virtual objects are different from the virtual objects in the jth group of virtual objects, and the ith operation is different from the jth operation; or, at least some of the virtual objects in the ith group of virtual objects are different from the virtual objects in the jth group of virtual objects, and the ith operation is the same as the jth operation; or, the virtual objects in the ith group of virtual objects are the same as the virtual objects in the jth group of virtual objects, and the ith operation is different from the jth operation.
5. The method according to claim 1, wherein: When entering the first round of the virtual game session, displaying a first scene identifier, including: when entering the first round of the virtual game session, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located; The method further includes: When the kth scene identifier among the N scene identifiers is used to represent the kth scene where the kth round of the consecutive N rounds is located, the game system is configured to prohibit the player account from obtaining or selling virtual objects in the virtual store when the scene where the kth round is located is the kth scene, and to prohibit the player account from obtaining or selling virtual objects in the virtual store in the kth round when entering the kth round, where k is a positive integer less than or equal to N; or The r-th scene identifier among the N scene identifiers is used to represent the r-th scene in the r-th round among the consecutive N rounds. The game system is configured to prohibit the player account from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game session when the scene in the r-th round is the r-th scene. And when entering the r-th round, the player account is prohibited from upgrading or synthesizing at least some of the virtual objects in the combat area or the preparation area of a virtual game session during the r-th round or within R rounds. Wherein, r is a positive integer less than or equal to N, the R rounds include consecutive multiple rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.
6. The method according to claim 1, wherein when entering the first round of a virtual game session, displaying a first scene identifier includes: when entering the first round of the virtual game session, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scene in each of the consecutive N rounds after the first round; the method further includes: when ending the last round among the consecutive N rounds and entering the next round after the last round, displaying M scene identifiers, where M is a positive integer, and the M scene identifiers are used to represent the scene in each of the consecutive M rounds after the last round, at least some of the scene identifiers in the M scene identifiers are different from the scene identifiers in the N + 1 scene identifiers, and the N + 1 scene identifiers include the first scene identifier and the N scene identifiers.
7. The method according to claim 6, wherein when entering the first round of the virtual game session, displaying the first scene identifier and N scene identifiers includes: when entering the first round of the virtual game session, randomly selecting a first predetermined number of scene identifiers from a preset set of scene identifiers to obtain the first scene identifier and the N scene identifiers, and displaying the first scene identifier and the N scene identifiers, where the first predetermined number is equal to N + 1; when ending the last round among the consecutive N rounds and entering the next round after the last round, displaying M scene identifiers includes: when ending the last round among the consecutive N rounds and entering the next round after the last round, randomly selecting a second predetermined number of scene identifiers from the set of scene identifiers to obtain the M scene identifiers, and displaying the M scene identifiers, where the second predetermined number is equal to M.
8. The method according to claim 1, wherein Performing the target operation on at least some of the virtual objects in the combat area in the first round includes: Perform an attack operation on at least part of the virtual objects in the combat area during the first round, where the target operation includes the attack operation.
9. The method according to claim 8, wherein Performing an attack operation on at least part of the virtual objects in the combat area during the first round includes one of the following: Performing the attack operation on at least part of the virtual objects in the combat area at some moments during the first round; Performing the attack operation on at least part of the virtual objects located at some positions in the combat area during the first round; Performing the attack operation on at least part of the virtual objects located at some positions in the combat area at some moments during the first round.
10. The method according to claim 9, wherein The some moments are randomly determined moments during the first round, and / or the some positions are randomly determined positions in the combat area.
11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: When the game system is set to prohibit the player account from obtaining or selling virtual objects in the virtual store when the scene where the first round is located is the first scene, prohibiting the player account from obtaining or selling virtual objects in the virtual store during the first round; or When the game system is set to prohibit the player account from upgrading or synthesizing at least part of the virtual objects in the combat area or the preparation area of a virtual game session when the scene where the first round is located is the first scene, prohibiting the player account from upgrading or synthesizing at least part of the virtual objects in the combat area or the preparation area of a virtual game session during the first round or during P rounds, where the P rounds include a continuous plurality of rounds starting from the first round, and P is a positive integer greater than or equal to 2.
12. The method according to any one of claims 1 to 10, characterized in that, Performing the target operation on at least part of the virtual objects in the combat area during the first round includes: When each virtual object among at least part of the virtual objects in the combat area has an attribute of a combination type and an effective quantity corresponding to the attribute of the combination type of each virtual object, adding up the effective quantities corresponding to the attributes of the combination type of each virtual object among at least part of the virtual objects to obtain a total effective quantity, and modifying the effective quantity corresponding to the attribute of the combination type of one virtual object among at least part of the virtual objects to the total effective quantity; Among them, when the effective quantity corresponding to the attribute of the combined type of the p-th virtual object among the at least partial virtual objects is the p-th quantity, the attribute of the combined type of the p-th virtual object is set to trigger the release of a target skill when the quantity of virtual objects of the target type in the combat area is greater than or equal to the p-th quantity, or trigger an adjustment of the attack value of the p-th virtual object, where the attack value is used to represent the damage value caused by the p-th virtual object performing a virtual attack operation, or trigger an adjustment of the defense value of the p-th virtual object, and the defense value is used to represent the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, and p is a positive integer.
13. The method according to any one of claims 1 to 10, characterized in that The first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or The first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or The first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.
14. A control device for a virtual object, characterized in that, Comprising: A first display unit for displaying a combat area of a current running virtual game session, where the virtual game session is a turn-based game; A second display unit for displaying a first scene identifier when entering the first turn of the virtual game session, where the first scene identifier is used to represent the first scene where the first turn is located; A first processing unit for performing a target operation on at least partial virtual objects controlled by a player account in the combat area in the first turn when the game system of the virtual game session is set to perform the target operation on the at least partial virtual objects in the scene where the first turn is located as the first scene.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, where the program can be executed by a terminal device or a computer to perform the method described in any one of claims 1 to 13.
16. A computer program product, comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 13 are implemented.
17. An electronic device, comprising a memory and a processor, characterized in that, A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 13 through the computer program.