Virtual object control method and device, electronic equipment and storage medium

By responding to target interaction behaviors in virtual games to determine the morphology switching conditions, the virtual object can intelligently switch its morphology and counterattack when attacked, solving the problem of independent morphology changes and counterattack mechanisms of virtual objects in existing technologies, and improving the interactive experience and tactical diversity of the game.

CN120643913APending Publication Date: 2025-09-16NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510821683.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-18
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

In the prior art, virtual game objects cannot dynamically change their shapes and automatically counterattack when attacked, which results in cumbersome user operations and a single gameplay, taking up device storage space and squeezing out server resources.

Method used

The virtual scene is displayed through the terminal device, and the form switching condition is judged in response to the target interactive behavior. When the condition is met, the virtual object is changed from the first form to the second form and counterattacks. Otherwise, the attacked state is determined according to the interactive behavior and the corresponding game behavior is executed.

Benefits of technology

It enables virtual objects to intelligently switch forms and counterattack based on the situation they are hit, improving the player's interactive experience, enriching the game's tactical depth and playability, while reducing state storage requirements and system resource usage.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120643913A_ABST
    Figure CN120643913A_ABST
Patent Text Reader

Abstract

The invention provides a virtual object control method, which comprises the following steps of: displaying a graphical user interface through terminal equipment, responding to a target interaction behavior aiming at a first virtual object, and judging whether a form switching condition is met or not; in response to the fact that the form switching condition is met, the first virtual object is changed into a second form from the first form, the first virtual object is controlled to execute an attack behavior on a target virtual object in the second form, and the target virtual object is a virtual object applying a target interaction behavior in the virtual scene; in response to the situation that the form switching condition is not met, the corresponding hit state of the first virtual object in the first form is determined according to the target interaction behavior, the first virtual object is controlled to execute the game behavior corresponding to the hit state, and the game behavior is different from the attack behavior. By establishing the dynamic connection relation between the virtual objects and optimizing the strike position adjusting mechanism, the interactive experience of players is effectively improved, and tedious manual operation is reduced.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular to a method, device, electronic device, and storage medium for controlling a virtual object. Background Art

[0002] Auto Chess is a strategic competitive game where players need to rationally deploy, upgrade, and match chess pieces, defeating their opponents through turn-based battles to ultimately win the game. In related technologies, game characters typically only experience displacement or hit animations when attacked, and are unable to dynamically change form or counterattack behavior based on the state of being attacked. Characters generally only exist in a single form and attack enemy units according to a preset pattern. The attack and attack mechanisms are independent of each other and have no effective connection. This results in cumbersome user operations, requiring separate control of the character's defense and attack behaviors; the gameplay is monotonous, lacking the tactical diversity brought about by form transitions; and the need to store animation resources separately for each state, occupying device storage space. Frequent state switching and judgment also squeeze server resources. Summary of the Invention

[0003] The present disclosure aims to provide a method, device, electronic device and storage medium for controlling a virtual object, so as to solve the problem that in a virtual game, it is impossible to realize shape change and automatic counterattack when being attacked.

[0004] In a first aspect, the present disclosure provides a method for controlling a virtual object, wherein a graphical user interface is displayed through a terminal device, the graphical user interface displays a virtual scene and a first virtual object located in the virtual scene; in response to a target interaction behavior with the first virtual object, a judgment is made as to whether a form switching condition is satisfied; in response to the form switching condition being satisfied, the first virtual object is changed from a first form to a second form, and the first virtual object is controlled to perform an attack behavior on the target virtual object in the second form, wherein the target virtual object is a virtual object in the virtual scene that applies the target interaction behavior; in response to the form switching condition not being satisfied, the corresponding struck state of the first virtual object in the first form is determined according to the target interaction behavior, and the first virtual object is controlled to perform a game behavior corresponding to the struck state, wherein the game behavior is different from the attack behavior.

[0005] In a second aspect, the present disclosure provides a control device for a virtual object, the device comprising: a display module configured to display a graphical user interface through a terminal device, the graphical user interface displaying a virtual scene, the virtual scene comprising a battle area, the battle area configured as an area for virtual objects located in the battle area to conduct game games, the battle area comprising a first virtual object; a state acquisition module configured to determine whether a form switching condition is satisfied in response to a target interaction behavior directed to the first virtual object; a form switching module configured to change the first virtual object from a first form to a second form in response to the form switching condition being satisfied, and control the first virtual object to perform an attack behavior on the target virtual object in the second form, wherein the target virtual object is a virtual object that applies the target interaction behavior in the battle area; the form switching module is further configured to determine a corresponding struck state of the first virtual object in the first form according to the target interaction behavior in response to the form switching condition not being satisfied, and control the first virtual object to perform a game behavior corresponding to the struck state, wherein the game behavior is different from the attack behavior.

[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the steps in any of the above-mentioned methods for controlling a virtual object are implemented.

[0007] In a fourth aspect, the present disclosure provides a non-transitory computer-readable storage medium storing a computer program, which, when executed by a processor, is implemented to execute the steps in any of the above-mentioned methods for controlling a virtual object.

[0008] The present disclosure provides a control method, device, electronic device and storage medium for virtual objects, which enable virtual objects to intelligently switch forms and counterattack the attack source according to the attack situation, thereby improving the player's interactive experience and realizing the linkage between defense and counterattack without additional operation; at the same time, it increases the multi-form changes and corresponding skill effects of virtual objects, greatly enriching the tactical depth and playability of the game; in addition, through conditional judgment, different form states of the same character are reused, which reduces the state storage demand and redundant calculation, and effectively reduces system resource usage.

[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a method for controlling a virtual object provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of a game interface after a change in form provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of a game interface after a change in form provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of a game interface after a change in form provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of a game interface that is restored to its original form according to an embodiment of the present disclosure; Figure 7 A schematic structural diagram of a virtual object control device provided by an embodiment of the present disclosure; Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0015] The virtual object control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the virtual object control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual object are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In this embodiment, a method for controlling a virtual object is provided. Figure 1 is a flowchart of a virtual object control method according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110: displaying a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene and a first virtual object located in the virtual scene; Step S120, in response to the target interaction behavior with respect to the first virtual object, determining whether a form switching condition is satisfied; Step S130, in response to satisfying the form switching condition, changing the first virtual object from the first form to the second form, and controlling the first virtual object to perform an attack behavior on a target virtual object in the second form, wherein the target virtual object is a virtual object in the virtual scene that applies the target interactive behavior; Step S140, in response to the form switching condition not being met, determining the hit state corresponding to the first virtual object in the first form according to the target interactive behavior, and controlling the first virtual object to perform the game behavior corresponding to the hit state, wherein the game behavior is different from the attack behavior.

[0019] The method provided in this embodiment enables the virtual object to be transformed into a form and to be judged whether the form switching conditions are met by detecting the interactive behavior received by the virtual object and determining whether the form switching conditions are met. When the conditions are met, the attack state of the virtual object can be determined based on the interactive behavior and the corresponding game behavior can be performed. This enriches the expression form and interactive method of the virtual object in the game, improves the fun and strategy of the game, enhances the player's sense of participation and immersion, further improves the interactive experience and game richness, and effectively solves the technical problems of the single interactive method of virtual objects and the insufficient feedback mechanism in the field of computer games.

[0020] The above steps are described in detail below.

[0021] In step S110, specifically, the terminal device may display a graphical user interface for presenting a virtual scene, which includes virtual objects and a first virtual object facing the terminal device in the battle area, as well as hostile virtual objects in different camps from the first virtual object.

[0022] The terminal device may be an electronic device capable of running computer programs and displaying a graphical user interface.

[0023] In an alternative embodiment, the terminal device may be a smartphone, tablet computer, personal computer, laptop computer, dedicated gaming device, or other computing device with a display function. For example, a user may run an Auto Chess game application on a smartphone, and a game interface including a virtual chessboard may be displayed on the smartphone screen.

[0024] In an alternative embodiment, the graphical user interface may include multiple functional areas, such as the main game interface, battle scene interface, character information interface, operation control area, and system menu. These areas are organized through layout design and visual elements to provide users with clear game information and convenient operation methods. For example, in the graphical user interface of an auto chess game, the top of the screen may display player information and game stage, the center area may display the battle board, and the bottom area may display the chess piece storage area and operation buttons.

[0025] The virtual scene is used to present the background, information, and other content of the game environment. This virtual scene can be a battle scene in a MOBA game, a combat scene in a Battle Royale game, or a chessboard area in an Auto Chess game. In this embodiment, the virtual scene includes a battle area, which is configured as an area within the battle area where virtual objects engage in game play. The battle area can be a dedicated area within the virtual scene for virtual objects to engage in competitive interaction. It typically defines the core gameplay space of the game and serves as the primary activity area for virtual objects to engage in game play.

[0026] In an alternative embodiment, the battle area can be a checkerboard-like grid map with clear boundaries, consisting of multiple cells, each of which can hold a virtual object, which can move and interact between these cells. For example, in an auto chess game, the battle area can be an 8×8 square grid chessboard, where each cell can hold a chess unit, and the chess units automatically move and fight on the board according to the game rules.

[0027] In an alternative embodiment, the battle area can feature special terrain and regional effects, such as high ground, low-lying areas, obstacles, acceleration zones, and damage zones. These special terrains can have different effects on virtual objects located on them, increasing the strategic depth of the game. For example, certain squares on the board could be water areas. Water-related virtual objects in these areas receive attribute bonuses, while fire-related virtual objects receive attribute deductions.

[0028] In an optional embodiment, the battle area can dynamically change as the game progresses, such as by shrinking the area, destroying certain areas or turning them into dangerous zones, or by introducing new interaction points, forcing players to adjust their strategies and the positioning of virtual objects. For example, as the game progresses, certain squares on the edge of the board may gradually disappear or become dangerous zones, forcing all virtual objects to move toward the center, increasing the tension and strategic considerations of the battle.

[0029] It should be noted that the battle area can be just one of the above embodiments, or it can be a combination of multiple embodiments. For example, the battle area can be a grid-like chessboard with special terrain effects and dynamic change mechanisms; or the battle area can be a simple flat battlefield that focuses on direct confrontation between virtual objects rather than terrain strategies.

[0030] The first virtual object may be a digital character entity participating in a game in a battle area, and usually performs operations and assumes roles on behalf of a player or AI in the game, serving as one of the main carriers of game interaction.

[0031] In one specific application, a player opens the Auto Chess game app on their phone. After the game loads, the main interface displays, which includes a chessboard battle area. Within this battle area, various virtual characters, acting as "chess pieces," are placed at different positions on the board. Once the game begins, the virtual objects in the battle area automatically move and interact according to the game's rules, and the player can observe the entire battle process visually presented in the graphical user interface.

[0032] In step S120, specifically, when the first virtual object receives a target interaction behavior from another virtual object, the system determines whether the interaction behavior triggers a preset form switching condition.

[0033] The target interactive behavior may be an influential operation or action performed on the first virtual object, which usually has the effect of changing the state or attribute of the virtual object and is a key event that triggers the game response mechanism.

[0034] In an alternative embodiment, a target interaction behavior can be an attack performed by another virtual object on the first virtual object, such as a melee attack, a ranged attack, or a skill attack, which may cause damage or other negative effects to the first virtual object. For example, when an enemy virtual object releases a fireball skill that hits the first virtual object, the fireball skill hit constitutes a target interaction behavior, which may cause the first virtual object to suffer fire damage.

[0035] In an alternative embodiment, a target interaction behavior can have multiple attribute parameters, such as damage type (physical damage, spell damage, true damage, etc.), damage value, additional effects (knockback, stun, slowdown, etc.), and force direction. These parameters will affect the effect of the interaction behavior and subsequent judgment. For example, a heavy attack with a strong knockback effect may generate a large force value, while a normal attack will generate a smaller force value.

[0036] In an optional embodiment, the target interaction behavior can be implemented by clicking, sliding, long pressing and / or other operations. For example, by clicking, the player can select the enemy virtual object to execute an attack command, causing it to attack the first virtual object, thereby forming a target interaction behavior.

[0037] It should be noted that the target interaction behavior can be just one of the above embodiments, or it can be multiple. For example, the target interaction behavior can be a skill attack with a knockback effect, and also include multiple attribute parameters such as damage value and direction of action; or the target interaction behavior can be a simple basic attack, but produce unique effects due to the attacker's special attributes.

[0038] The form switching condition may be a preset standard that triggers the first virtual object to change from the first form to the second form.

[0039] In an alternative embodiment, the form switching condition may be related to an attribute value of the first virtual object. For example, when the health value of the first virtual object drops below a certain threshold, or when it receives a single damage exceeding a certain value, the form switching is triggered. For example, when the health value of the first virtual object drops below 30% due to an attack, the form switching condition is met, triggering the transition from human form to animal form.

[0040] In an alternative embodiment, the form switching condition can be associated with a specific attribute of the target interactive behavior, such as a force value, speed value, or special effect value, etc., that reaches a preset threshold to trigger a form switch. For example, when the first virtual object experiences a knockback force exceeding 500 points, the form switching condition is met, triggering a form transition regardless of its current health.

[0041] It should be noted that the form switching condition can be just one of the above embodiments, or it can be multiple of them. For example, the form switching condition can be related to both the health value of the first virtual object and the strength value it receives, with either condition being met to trigger the switch. Alternatively, the form switching condition can require multiple sub-conditions to be met simultaneously, such as health falling below a threshold and receiving a specific type of skill attack to trigger the switch.

[0042] In a specific application, such as Figure 2 As shown in the figure, when the first virtual object is attacked by a powerful skill from an enemy virtual object during combat, the system calculates the percentage of remaining health after the damage caused by the attack, as well as the amount of strength applied by the attack. If the health is below 30% or the strength exceeds the threshold of 500 points, and the passive skill has not been triggered in the current round (i.e., it is not on cooldown), the system determines that the form switching conditions are met. Conversely, if the health is above the threshold and the strength is insufficient, or the skill is on cooldown, the form switching conditions are not met.

[0043] In step S130 , specifically, when it is determined that the form switching condition is met, the system triggers the form change of the first virtual object, and enables it to counterattack the virtual object that originally attacked it in the new form.

[0044] The first form may be an initial or normal state of the first virtual object, which generally defines the basic appearance and capabilities of the virtual object and is the default form of the virtual object.

[0045] In an alternative embodiment, the first form may have a specific visual representation, including visual elements such as a model, textures, animation sets, and special effects, to convey the basic image of the virtual object. For example, the first form may be a humanoid character model with corresponding basic animations such as standing, walking, and attacking.

[0046] In an alternative embodiment, the first form may have a specific attribute set and ability system, such as basic attack methods, movement characteristics, and skill combinations. These settings determine the virtual object's in-game performance in the first form. For example, the first form may have medium attack and defense power, excel at medium-range combat, and possess a balanced skill set.

[0047] It should be noted that the first form can be just one of the above embodiments, or it can be multiple of them. For example, the first form can have both a unique visual presentation and specific attribute settings and ability systems; or the first form can focus on a specific feature, such as a unique visual style or special combat mechanics.

[0048] The second form may be a changed state representation of the first virtual object, generally providing an appearance and capabilities different from the first form, and is an alternative form of existence for the virtual object under specific conditions.

[0049] In an alternative embodiment, the second form can have a significantly different visual appearance than the first form, including a completely changed model, textures, animation set, and special effects to convey a dramatic change in the virtual object. For example, the second form could be an animal form, such as a shark form, which contrasts sharply with the humanoid first form and features a completely new model and animation system.

[0050] In an alternative embodiment, the second form may have special attribute enhancements and ability changes, such as changes in movement, attack patterns, acquisition of new skills, or enhancements to existing skills. These changes enable the virtual object to perform actions not possible in the first form. For example, the second form may gain the ability to fly or pass through walls, significantly increase attack range and damage, or acquire a new special skill.

[0051] It should be noted that the second form can be just one of the above embodiments, or it can be a combination of multiple embodiments. For example, the second form can have a completely new visual appearance, special attribute enhancements, and ability changes; or the second form can focus on strengthening a specific aspect, such as significantly increasing attack power without changing the visual appearance.

[0052] An attack is a virtual object's ability to harm or negatively impact another virtual object. This typically reduces the target virtual object's attributes or imposes a negative state, and is a core mechanism for the interaction between virtual objects in games.

[0053] In an optional embodiment, attack behaviors can include multiple types, such as melee attacks, ranged attacks, area attacks, and continuous damage attacks. Each type may have different attack ranges, damage calculation methods, and additional effects. For example, a melee attack may only affect adjacent units but deal higher damage, while an area attack may affect multiple targets simultaneously but deal lower damage to a single target.

[0054] In an alternative embodiment, an attack can have multiple attributes and effects, such as physical damage, spell damage, true damage, continuous damage, incidental control effects (such as stun, slow, silence, etc.), and attribute weakening effects. These attributes and effects collectively determine the strategic value of the attack. For example, an attack might not only cause direct damage but also slow the target for 3 seconds, limiting its ability to move.

[0055] It should be noted that an attack behavior can be just one of the above embodiments, or it can be multiple. For example, an attack behavior can be a ranged skill attack with multiple effects such as damage and control; or an attack behavior can be a simple single-target attack with high damage output or special penetration effects.

[0056] In a specific application, such as Figure 3 and Figure 4 As shown, when the first virtual object meets the form switching conditions, its character model immediately changes from human to shark form, gaining invincibility and collision immunity. In shark form, it attacks its target virtual object (the object to which the target interaction behavior is applied), executing a powerful attack upon contact.

[0057] Specifically, in step S140, if the state switching condition is determined not to be met, the system determines the hit state that the first virtual object should enter based on the target interaction behavior received and performs the corresponding game feedback performance. It should be noted that if the state switching condition is not met, the first virtual object still maintains the first state and performs the corresponding game behavior.

[0058] The hit state can be the reaction state of a virtual object after it has been attacked or negatively interacted with. It usually expresses the degree to which the virtual object has been affected and is an important part of the damage feedback system in games.

[0059] In an alternative embodiment, the hit state can be divided into multiple levels based on the degree of damage received or specific conditions, such as light hit, moderate hit, heavy hit, and knockback. Each state may have different visual representations and game effects. For example, a light hit may only have a small shaking animation, while a heavy hit may include a full animation sequence of the character falling to the ground and then getting up.

[0060] In an optional embodiment, the attack state can be associated with the current attribute value of the virtual object. For example, different remaining health ranges may correspond to different attack reactions, with higher health values ​​resulting in smaller attacks and lower health values ​​resulting in larger attacks. For example, when health is above 75%, being attacked will only cause slight displacement; when health is between 50% and 75%, a staggering animation will occur; when health is between 25% and 50%, a rolling displacement will occur; and when health is below 25%, a large displacement animation will occur.

[0061] It should be noted that the hit state can be just one of the above embodiments, or it can be multiple. For example, the hit state can be divided into multiple levels based on the damage level and associated with the current attribute value of the virtual object; or the hit state can focus on intuitively expressing the damage effect, distinguishing the degree of damage through different visual and audio feedback.

[0062] Game behaviors are actions and performances performed by virtual objects in the game. They usually respond to game events and states, and are the way virtual objects interact with the game environment.

[0063] In an alternative embodiment, game behaviors can include multiple types, such as movement, attack, defense, skill casting, and hit reaction behaviors. These behaviors constitute a complete behavioral system for virtual objects in the game. For example, the game behaviors corresponding to a hit state may include different visual and functional expressions such as retreating, falling, being knocked away, and being stunned.

[0064] In an optional embodiment, game actions can have corresponding visual and audio effects, including character animation, particle effects, screen vibration, and audio feedback. These effects enhance the immersion and feedback of the game actions. For example, when a virtual object enters a state of being hit, a facial animation showing a painful expression may be played, accompanied by a sound effect of being hit and a brief flashing effect of the character.

[0065] It should be noted that a game behavior can be just one of the above implementations, or it can be a combination of multiple implementations. For example, a game behavior can include multiple types of action performances and rich visual and audio feedback; or a game behavior can focus on a specific aspect, such as a detailed hit animation system that provides a highly realistic damage feedback experience.

[0066] like Figure 2 As shown, in a specific application of this embodiment, when the game enters the battle phase, an enemy virtual object in the battle area launches a powerful skill attack on the player character. After calculation, the system finds that the power value of this attack exceeds the preset threshold, and the player character's passive skill is not on cooldown, so it determines that the form switching condition is met. Immediately, the player character's character model changes from human form to shark form, and the player character attacks its enemy virtual object.

[0067] In a virtual object control method provided in an embodiment of the present application, the target behavior is a damaging behavior, and in response to the target interactive behavior directed to the first virtual object, the step of determining whether a form switching condition is satisfied includes at least one of the following: determining whether a remaining attribute value of the first virtual object satisfies a first attribute threshold, wherein the remaining attribute value is determined based on the target behavior and an original attribute value of the first virtual object; determining whether a force value exerted by the target behavior on the first virtual object satisfies a first force threshold; It is determined whether a current speed of the first virtual object updated according to the target behavior meets a first speed threshold.

[0068] The method provided in this embodiment enables the system to determine the triggering timing of form switching based on multiple physical parameter conditions, enhancing the in-game character's reaction mechanism after being attacked and providing a richer gaming experience. By setting one or more of a variety of trigger conditions (such as remaining attribute value, strength value, or speed value), the in-game character can respond accordingly to different combat situations. This not only enhances the realism and smoothness of the interactive experience, but also increases the strategic depth and playability of the game. It also solves the computer interaction problem of traditional games where the triggering conditions for character passive skills are limited.

[0069] The above scheme is described in detail below.

[0070] Regarding the target behavior being harmful behavior, Specifically, in the battle area of ​​the virtual scene, the target behavior may be a harmful behavior directed at the first virtual object, and such harmful behavior may have a negative impact on the first virtual object.

[0071] The damaging behavior may be an action that causes a reduction in the attribute value of the first virtual object in the virtual scene, typically having the effect of reducing the health value, energy value, or other game attribute value of the first virtual object.

[0072] In an alternative embodiment, the damaging action can be a skill attack inflicted by a virtual object of the enemy faction, which causes a reduction in an attribute value (e.g., health) of the first virtual object. For example, in an auto chess game, when an enemy unit casts a spell skill on the first virtual object, the skill causes numerical damage, reducing Sharliva's health.

[0073] In an optional embodiment, damage actions may also include attribute reduction effects caused by teammate friendly fire or rebound damage, which can also trigger the judgment of the form switching condition. For example, in certain game modes with friendly fire mechanics, if a teammate's area-of-effect skill accidentally damages the first virtual object, the system will also recognize this as a valid damage action and make the corresponding judgment.

[0074] It should be noted that the damage behavior can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, in some game scenarios, the damage behavior may refer specifically to damage caused by direct enemy attacks; in other scenarios, the damage behavior may include multiple types of damage, such as direct attack damage, environmental damage, and rebound damage.

[0075] In step S120 , in response to the target interaction behavior with respect to the first virtual object, it is determined whether a form switching condition is satisfied.

[0076] Specifically, after detecting that the first virtual object is subjected to a target interactive behavior (i.e., a damaging behavior), the system determines whether the triggering condition for form switching is met according to a preset judgment rule.

[0077] The determining whether the remaining attribute value of the first virtual object satisfies the first attribute threshold may be determining whether the remaining attribute value of the first virtual object after sustaining the damage behavior reaches or is lower than a preset threshold condition.

[0078] In an optional embodiment, the system may determine whether the percentage of the first virtual object's remaining health after being damaged is less than a predetermined threshold (e.g., 25%, 30%, or 35%). For example, after the player character is attacked, the system may calculate whether its current health is less than 30% of its maximum health. If so, the state switching condition is determined to be met.

[0079] In an optional embodiment, the judgment of the remaining attribute value can also be based on absolute values ​​rather than percentages. The system can set a fixed attribute value as a threshold, and trigger the form switch when the attribute value of the first virtual object drops below the fixed value.

[0080] In an alternative embodiment, the remaining attribute value can also be a composite condition based on multiple attributes, such as a combination of health and energy. For example, the system can determine whether the first virtual object's health is less than 40% and its energy is greater than 60%, and trigger a form switch only when both conditions are met.

[0081] It should be noted that determining whether the remaining attribute value of the first virtual object satisfies the first attribute threshold can be performed using only one of the aforementioned embodiments, or multiple embodiments can be used simultaneously. For example, the system can set a single health percentage condition as the judgment criterion, or it can set both a percentage condition and an absolute value condition, with the form switch triggered when either condition is met.

[0082] Determining whether the force value applied to the first virtual object by the target behavior satisfies the first force threshold may be evaluating whether the physical force applied to the first virtual object reaches a minimum force required to trigger the form transformation.

[0083] In an alternative embodiment, the system can calculate the knockback force generated by the damaging action. When this force exceeds a preset threshold, the first virtual object triggers a form switch. This mechanism simulates the instinctive reaction to a strong impact. For example, in the game, when the player character is hit by an enemy skill and the knockback force exceeds 800 points, the system determines that the form switch condition is met and triggers the transformation into shark form.

[0084] In an optional embodiment, the force value can also be determined based on its direction. This means the system not only determines the magnitude of the force, but also whether the direction of the force meets pre-defined conditions. For example, the form switching mechanism is triggered only when the force value is greater than a threshold and the direction of the force is toward the scene boundary.

[0085] In an alternative embodiment, the determination of Strength value can be associated with the type of damage source. Different types of damage sources may have different Strength threshold requirements. For example, the Strength threshold for ranged attacks may be set at 600 points, while the Strength threshold for melee attacks may be set at 900 points to reflect the different physical characteristics of different types of attacks.

[0086] It should be noted that determining whether the force exerted by the target behavior on the first virtual object satisfies the first force threshold can be performed using only one of the aforementioned embodiments, or a combination of the aforementioned embodiments. For example, the system can determine only whether the magnitude of the force exceeds the threshold, or it can consider both the magnitude and direction of the force to comprehensively determine whether the trigger condition is met.

[0087] Determining whether the current speed of the first virtual object updated according to the target behavior satisfies the first speed threshold can include evaluating whether the movement speed of the first virtual object after receiving the damaging behavior meets the speed standard for triggering the form transition. This typically serves to determine the timing of the form transition based on the change in motion state caused by the physical reaction.

[0088] In an alternative embodiment, the system can calculate the displacement speed of the first virtual object after it receives damage, and trigger a form switch when this speed exceeds a preset threshold (e.g., 500 game units per second). For example, if the player character is hit by a powerful skill and its knockback speed exceeds a threshold, the system will transform it into shark form, adapting to this high-speed state and entering cruising mode.

[0089] In an optional embodiment, the speed judgment may also take into account the acceleration factor, that is, the severity of the speed change.

[0090] In an optional embodiment, the determination of the speed threshold may also be associated with the initial state of the first virtual object. For example, for a first virtual object that is originally stationary, the speed threshold may be set to a lower value; while for a first virtual object that is already moving, a higher speed change may be required to trigger a form switch.

[0091] It should be noted that determining whether the current velocity of the first virtual object updated according to the target behavior meets the first velocity threshold can be performed using only one of the aforementioned embodiments, or a combination of the aforementioned embodiments. For example, the system can simply determine whether the absolute value of the velocity exceeds the threshold; or it can also consider both the velocity magnitude and the acceleration change to comprehensively assess whether the form switching condition is met.

[0092] In a virtual object control method provided in an embodiment of the present application, the target interaction behavior is configured to apply a first negative gain effect to an attribute value of a first virtual object; the method further includes: Step S410 , in response to satisfying the form switching condition, controlling elimination of the reducing effect of the target interaction behavior on the attribute value of the first virtual object and / or controlling the first virtual object to enter an unselected state.

[0093] The method provided in this embodiment allows players to eliminate negative impacts and gain tactical advantages during game play when a first virtual object experiences targeted interaction and meets the conditions for a form transition. This technical approach describes an additional immunity mechanism during the form transition of a game object, enabling players to resist damage and counterattack under specific conditions. The following describes this solution in detail.

[0094] In step S410, in response to the state switching condition being met, the effect of the target interaction behavior on reducing the attribute value of the first virtual object is controlled to be eliminated and / or the first virtual object is controlled to enter an unselected state.

[0095] Specifically, when the first virtual object is subjected to target interaction behavior and meets the form switching conditions, the system will eliminate the negative impact of the target interaction behavior on the attribute value of the first virtual object, and may cause the first virtual object to enter an unselected state, thereby protecting the first virtual object and enabling it to transform into the second form for counterattack.

[0096] The target interaction behavior can be an interactive operation that negatively impacts the attribute value of the first virtual object. This typically has the effect of reducing the first virtual object's combat capability, restricting its actions, or reducing its attribute value (e.g., health). For example, another player controlling a virtual object to inflict skill damage on the first virtual object would constitute a target interaction behavior.

[0097] The first negative gain effect may be an effect that negatively impacts the attribute value of the first virtual object, typically reducing the attribute value of the first virtual object, limiting its behavioral capabilities, or reducing its combat effectiveness.

[0098] In an optional embodiment, the first negative gain effect may be a direct decrease in attribute value, such as loss of health, reduced attack power, decreased defense power, etc. For example, when the first virtual object is hit by an enemy character, its health value will immediately decrease by a certain value. This direct value decrease is a direct attribute value decrease effect.

[0099] In an optional embodiment, the first negative gain effect can be a status-related negative effect, such as a restrictive control effect such as stun, deceleration, or silence. For example, when the first virtual object is hit by the freezing skill of an enemy virtual object, its movement speed is reduced by 50%, making it unable to move normally. This status restriction is also a form of the first negative gain effect.

[0100] In an alternative embodiment, the first negative gain effect can be a persistent damage effect, such as poisoning, burning, bleeding, or other effects that continuously reduce attribute values ​​over time. For example, when the first virtual object is inflicted with a burning effect, it will lose a certain amount of health per second for the next five seconds. This persistent attribute value reduction also constitutes a first negative gain effect.

[0101] It should be noted that the first negative gain effect may be only one of the above embodiments, or may be multiple of the above embodiments at the same time. For example, the first negative gain effect may be only a direct reduction in health points, or may include multiple negative effects such as a reduction in health points and a reduction in movement speed.

[0102] The controlling and eliminating of the reducing effect of the target interactive behavior on the attribute value of the first virtual object may be a process of canceling the negative impact through program operation.

[0103] In an alternative embodiment, the control elimination effect can be to completely immunize the current damage, so that the health of the first virtual object remains unchanged. For example, when the first virtual object meets the form switching condition and receives 200 points of damage, the system will immediately eliminate the 200 points of damage effect, so that the health of the first virtual object remains at the value before the damage.

[0104] In an optional embodiment, the control elimination effect may include clearing all negative status effects attached to the first virtual object, such as control effects such as deceleration and dizziness.

[0105] In an optional embodiment, the control elimination effect can be to convert damage into a gain effect, turning the original attribute value reduction into an attribute value increase or other positive effects.

[0106] It should be noted that the effect of controlling the elimination of the target interaction behavior on the first virtual object's attribute value can be only one of the above-mentioned embodiments, or can be multiple of the above-mentioned embodiments. For example, the system can only immunize the current damage, or can also immunize the damage and clear all negative status effects.

[0107] The unselected state may be a state in which the first virtual object cannot be temporarily selected as a target by other virtual objects, which generally protects the first virtual object from further attacks and prevents it from being disturbed during the state transformation.

[0108] In an optional embodiment, the unselected state may be represented by the first virtual object temporarily obtaining an invincible effect, during which time the first virtual object will not suffer any damage.

[0109] In one specific application, when a player-controlled virtual object experiences a powerful attack from an enemy virtual object in a combat zone, causing its health to drop dramatically, if the virtual object's remaining health falls below a preset form-switching threshold (e.g., 25% of its maximum health), the system immediately determines that the form-switching condition has been met. At this point, the damage from the attack that would have caused significant health loss to the virtual object is completely eliminated, and the virtual object retains its pre-transformation health. Simultaneously, the virtual object becomes untargetable, making it unavailable for enemy units to target with skills or attacks.

[0110] In a method for controlling a virtual object provided in an embodiment of the present application, the step of controlling a first virtual object to perform an attack action on a target virtual object in a second form includes: Step S510, controlling the first virtual object to move along a preset direction in the second form; Step S520 : When it is detected that the first virtual object contacts a boundary object in the virtual scene, the first virtual object is controlled to move to a target position of the target virtual object in the second form and perform an attack behavior.

[0111] Through the method provided in this embodiment, the first virtual object can move along a preset path and perform attack behaviors after being deformed, thereby enhancing the visual effects and strategic nature of the character's skills in the game, improving the player's interactive experience when operating the virtual object, and enriching the game content. It provides players with a more diverse gaming experience and solves the technical problem of the lack of specific behavior patterns after the virtual objects change shape in traditional games.

[0112] The above scheme is described in detail below.

[0113] In step S510 , specifically, after the first virtual object changes from the first form to the second form, the system controls the virtual object to move in a preset direction so that the virtual object can change its position in the virtual scene.

[0114] The preset direction may be a specific movement direction determined according to the game settings and the current game state, and generally serves to guide the first virtual object to perform initial movement in the second form.

[0115] In an optional implementation, the preset direction may be an interaction direction formed when the target interaction behavior acts on the first virtual object.

[0116] In an alternative embodiment, the preset direction may be an optimal path direction dynamically calculated by the system based on the current game situation. For example, the system may analyze the distribution of enemy units within the battle area, determine a movement path that creates the greatest strategic advantage, and control the transformed first virtual object to move along this path.

[0117] In an optional embodiment, the preset direction can be one of a plurality of randomly generated optional directions. For example, in a game, when the first virtual object is deformed, the system can randomly select one of the four directions of east, south, west, or north as its movement direction, thereby increasing the uncertainty and fun of the game.

[0118] It should be noted that the preset direction can be just one of the above-mentioned embodiments, or a combination of multiple of them. For example, the system may first attempt to use the interaction direction formed by the target interaction behavior. If that direction is not feasible (e.g., it will directly hit an obstacle), it will switch to the dynamically calculated optimal path direction. Alternatively, in specific game modes, the system may comprehensively consider the interaction direction and the current situation, and calculate the final preset direction based on a weighted calculation.

[0119] In one specific application, the first virtual object controlled by the player in the battle area of ​​a virtual scene is attacked by a fireball skill from an enemy mage on the right. The system determines that the form switching conditions are met and changes the first virtual object from human form (first form) to shark form (second form). After the transformation, the system controls the first virtual object in shark form to move in the direction of the fireball attack (i.e., from right to left), cruising across the battle area.

[0120] In step S520, specifically, the system monitors the position information of the first virtual object in real time. When it is detected that it touches the boundary of the virtual scene during its movement in the second form, the system will change its movement state, control it to move directly to the target position where the target virtual object is located, and perform an attack on the target virtual object.

[0121] The boundary objects in the virtual scene can be virtual boundary lines or physical obstacles that limit the range of movement of virtual objects, and usually have the function of dividing the range of movement of the game scene and controlling the game process.

[0122] In an optional embodiment, the boundary object in the virtual scene can be a visible physical boundary that defines a certain area, such as a wall, railing, river, or other scene element. For example, in a MOBA game scene's wild environment, configured with mountains, hills, rivers, and walls, when the deformed first virtual object collides with the wall, the system detects this collision event and immediately changes its movement state. In an auto chess game, the virtual scene includes a battle area, which can be a chessboard area with a visible or non-visual grid. The boundary object can be the boundary of the battle area, which can be visible or non-visual.

[0123] In an optional embodiment, the boundary object in the virtual scene can be an object with collision or blocking effect in the virtual scene, for example, a prop object with collision or blocking effect released by other player characters in the scene, such as a magic wall.

[0124] In an optional embodiment, the boundary of the virtual scene may be dynamically changing, shrinking or changing shape as the game progresses.

[0125] It should be noted that the boundaries of the virtual scene can be just one of the aforementioned embodiments, or multiple of them. For example, a game can have both physical boundaries (e.g., walls) and virtual boundaries (e.g., activity area restrictions), with the first virtual object's contact with either type of boundary triggering a state change. Alternatively, in special levels, dynamically changing boundaries can be combined with fixed physical boundaries to create a more complex gaming environment.

[0126] The target position can be the current position of the target virtual object or the position that the system predicts the target virtual object will reach in the future, which usually has the function of determining the precise position where the first virtual object performs the attack behavior and improving the attack hit rate.

[0127] like Figure 2 and Figure 5 As shown, after transforming, the system controls the first virtual object in shark form to begin swimming at high speed in the direction of the attack (opposite to the direction of the spell being cast). When the shark encounters the boundary wall of the combat area, the system immediately changes its direction of movement, controlling it to rush towards the enemy wizard who initially attacked it and attack.

[0128] In a method for controlling a virtual object provided in an embodiment of the present application, the step of controlling a first virtual object to move along a preset direction in a second form includes: Step S610: Control the first virtual object to move at a first speed in the second form along an interaction direction when the first virtual object interacts with a target interaction behavior.

[0129] Specifically, the first virtual object moves at a first speed along an interaction direction when interacting with the target interaction behavior.

[0130] The first virtual object may be a game character in a virtual scene that can change form after receiving a specific interactive behavior, and generally has the characteristics of changing form and acquiring different abilities according to specific conditions.

[0131] In an optional embodiment, the target interactive behavior can be a skill or effect with a physical impact effect, which can produce a clear direction of action and force value. In this embodiment, the game behaviors performed by virtual objects in the game include game behaviors with force attributes and game behaviors without force attributes. For example, the skill behavior of the virtual object has a damage effect and a force attribute, so that when the player character is subjected to the skill behavior of other players, it will produce a physical effect after being acted upon by the force; and for the general attack behavior of the virtual character, it is generally considered that the attack behavior without a cooldown effect or a quantity condition, or a special effect is a general attack behavior. The general attack behavior only has a damage effect, but does not have a force attribute. Therefore, when receiving the general attack behavior, although the attribute value (such as health value) of the player character can be affected, it will not produce a physical feedback effect after being acted upon by the force, such as retreating.

[0132] It should be noted that the target interactive behavior can be just one of the above embodiments, or multiple of them. For example, the target interactive behavior can be both an enemy character's attack and a skill with a physical impact effect; or the target interactive behavior can be simply the impact of the battlefield environment on the first virtual object.

[0133] The interaction direction may be the direction of the force generated when the target interaction behavior acts on the first virtual object, and generally determines the initial movement direction of the first virtual object in the second form.

[0134] In an alternative embodiment, the interaction direction can be based on the vector direction formed between the source point of the target interaction behavior and the position of the first virtual object, representing the path of force transfer. For example, when an enemy archer character shoots an arrow from the southeast and hits the first virtual object in the center area, the system calculates the source direction of the arrow and uses it as the initial movement direction of the first virtual object after it transforms into a shark, causing it to begin moving in a northwest direction.

[0135] In an alternative embodiment, the interaction direction can be a force direction calculated based on the physical effects of the target interaction behavior, taking into account the magnitude of the force and environmental factors. For example, in a physics-driven game, when the first virtual object is hit by an enemy character's shockwave skill, the system calculates the actual force direction based on the shockwave's propagation direction and the angle of contact with the first virtual object, and causes the shark form to swim in that direction.

[0136] In an alternative embodiment, the interaction direction can be fixed or configurable based on the skill effect, and does not necessarily rely entirely on physical simulation. For example, in certain skill designs, regardless of the direction from which the enemy character attacks the first virtual object, the system may set the interaction direction to one of several fixed directions based on game balance considerations, or select the optimal movement direction based on the current battlefield situation.

[0137] It should be noted that the interaction direction can be just one of the above-mentioned embodiments, or it can be a combination of multiple embodiments. For example, the interaction direction can be based on both the direction of the vector formed between the target interaction action's source point and the first virtual object's position, while also taking into account the force direction calculated from the physical effect; or the interaction direction can be based solely on a fixed direction set by the skill effect.

[0138] The first speed may be a speed parameter of the first virtual object when it initially moves in the second form.

[0139] In an optional embodiment, the first speed may be a fixed numerical parameter to ensure stability and predictability of movement.

[0140] In an alternative embodiment, the first speed may be a value dynamically calculated based on properties of the target's interactive behavior, such as being proportional to the amount of force it receives. For example, in a game with a relatively precise physics simulation, when the first virtual object receives attacks of varying strengths, its initial movement speed after transforming into a shark may be proportional to the strength of the attack, with stronger attacks resulting in a faster initial movement speed.

[0141] In an alternative embodiment, the first speed may be an adjustable parameter designed for game balance, varying according to game progression or character level. For example, in a character development game, as the first virtual object's level increases or its skills improve, its movement speed after transforming into a shark may also increase accordingly, perhaps from 8 units per second at a low level to 15 units per second at a high level.

[0142] It should be noted that the first speed can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the first speed can be a fixed numerical parameter that also adjusts according to the game progress; or the first speed can be a value dynamically calculated based on the properties of the target interactive behavior.

[0143] In a virtual object control method provided in one embodiment of the present application, the step of controlling the first virtual object to move to the target position of the target virtual object in the second form and performing an attack behavior includes: Step S710, controlling the movement speed of the first virtual object to be updated from the first speed to a second speed; Step S720, controlling the first virtual object to move to the target position of the target virtual object at the second speed in the second form; Step S730: Controlling application of a second negative gain effect to a third virtual object within a first preset range of the target position, wherein the third virtual object includes the target virtual object and / or a virtual object in a different camp from the first virtual object.

[0144] In step S710, specifically, when the first virtual object moves in the second form, its movement speed needs to be adjusted so as to be updated from the first speed to the second speed, thereby achieving changes in movement effects at different stages.

[0145] The first speed may be a speed value of the initial movement of the first virtual object in the second form, and generally has the function of controlling the initial movement of the first virtual object after deformation.

[0146] The second speed may be a moving speed value of the first virtual object in the subsequent stage of the second form, and generally has the function of controlling the first virtual object to move faster after a specific condition is triggered.

[0147] In an alternative embodiment, the second speed can be significantly higher than the first speed, enabling the first virtual object to achieve a rapid surprise attack effect. For example, when a shark-shaped character contacts the edge of the field, the system increases its movement speed from 5 units per second to 15 units per second, enabling it to quickly rush to the target location, creating a visually high-speed surprise attack effect and enhancing the game's tension and impact.

[0148] In an optional embodiment, the second speed can be dynamically adjusted according to the distance between the first virtual object and the target virtual object. The longer the distance, the higher the speed, so as to ensure that the attack is completed within a reasonable time.

[0149] In an optional embodiment, the second speed may be a fixed multiple of the first speed, such as 2 times, 3 times or higher, to represent a significant speed change.

[0150] It should be noted that the second speed can be just one of the above embodiments, or it can be multiple of the above embodiments. For example, the second speed can take into account a multiple relationship with the first speed, dynamically adjust according to the target distance, or use different speed calculation methods at different game stages to achieve the best gaming experience.

[0151] In step S720 , specifically, after the movement speed of the first virtual object is updated to the second speed, it is controlled to quickly move to the target position where the target virtual object is located in the second form to prepare for executing a subsequent attack behavior.

[0152] In step S730, specifically, when the first virtual object reaches the target position, it not only produces an attack effect on the target virtual object, but also exerts a negative effect on other virtual objects within a certain range around the target position, thereby achieving a range attack effect.

[0153] The first preset range may be an attack impact area centered on the target position, which generally has the function of determining the attack range of the first virtual object.

[0154] In an optional embodiment, the first preset range can be a circular area centered on the target location, and the radius can be adjusted based on the level or skill level of the first virtual object. For example, in Auto Chess, when the shark form rushes to the target location, the system will create a circular damage area centered on that location with a radius of 2 squares. The impact radius of a one-star chess piece is 1.5 squares, a two-star chess piece is 2 squares, and a three-star chess piece is 2.5 squares. The higher the level, the larger the impact range, enhancing the value and battlefield control ability of high-star chess pieces.

[0155] In an optional implementation, the first preset range may be a fan-shaped area determined according to the attack direction of the first virtual object, which is more in line with the release characteristics of certain skills.

[0156] In an optional embodiment, the first preset range can be a dynamically changing area, such as a pulse area that is initially small but expands briefly over time. For example, when a shark reaches a target location, the system creates an initial damage area with a radius of 1 block, which rapidly expands to 2.5 blocks within 0.3 seconds before quickly disappearing, creating a shockwave effect. This not only enhances the visual impact of the skill but also provides players with a small reaction time, adding strategic depth to the game.

[0157] It should be noted that the first preset range can be just one of the above embodiments, or it can be multiple of them. For example, the attack range can be a basic circular area, adjusted to an elliptical or fan-shaped area that deviates in a certain direction based on the attack direction, and the range can also be set to dynamically change over time, combining multiple factors to create more complex and vivid skill effects.

[0158] The second negative gain effect may be an unfavorable state or attribute reduction imposed on the third virtual object, which generally has the effect of reducing the combat capability of the attacked object or causing continuous damage.

[0159] In an alternative embodiment, the second negative gain effect can be a direct damage reduction, immediately reducing the health attributes of virtual objects within range. For example, in an Auto Chess game, upon reaching the target location, the shark form will cause a large amount of damage to all enemy pieces within range based on their spell attack attributes.

[0160] In an optional embodiment, the second negative gain effect can include a displacement effect, such as knockback or knockback, which changes the attacked target's position on the battlefield. For example, a Shark Charge attack not only damages enemy units within range but also applies a significant vertical knockback effect, launching them into the air for approximately one second, interrupting their normal attacks and skill releases, creating an opportunity for friendly units to output damage. This, combined with vivid physical effects, enhances the game's combat experience and visual presentation.

[0161] In an optional embodiment, the second negative gain effect may include an attribute weakening effect, such as reducing the attack power, defense power or speed of the attacked object.

[0162] It should be noted that the second negative gain effect can be just one of the above embodiments, or it can be multiple. For example, a shark attack can simultaneously cause direct damage, knockback, and attribute weakening effects. Alternatively, different combinations of negative gain effects can be selected based on the star level of the chess piece and the game stage, increasing the strategic depth and variability of the game.

[0163] In a method for controlling a virtual object provided in an embodiment of the present application, after the step of controlling a first virtual object to perform an attacking action on a target virtual object in a second form, the method includes: Step S810: Control the first virtual object to be restored to the first form, and the current attribute value of the first virtual object is the same as the attribute value before the first virtual object receives the target interactive behavior.

[0164] In step S810, specifically, this step is performed after the first virtual object completes the attack behavior on the target virtual object in the second form, with the purpose of restoring the deformed virtual object to its initial state while keeping its attribute value unchanged.

[0165] Restoring the first form may be a process of switching a virtual object that has been transformed into the second form back to its original state, which generally has the function of resetting appearance, capabilities, and state attributes.

[0166] In an alternative embodiment, restoring the first form can be a system-automated state restoration process triggered when specific conditions are met. For example, when the first virtual object completes a targeted attack in the second form, the game system automatically executes the state restoration logic, switching the character's model, animation, and related parameters back to the configuration of the first form while preserving the attribute values ​​before the attack.

[0167] The attribute value may be a numerical parameter representing the state characteristics of the virtual object, and generally has the function of determining the combat capability and survival status of the virtual object.

[0168] In an optional implementation, the attribute value may be a numerical indicator that measures the life state of the virtual object, such as health, shield value, or health value.

[0169] In an optional implementation, the attribute value may be a set of basic parameters constituting the combat capability of the virtual object, including multi-dimensional values ​​such as attack power, defense power, speed, etc.

[0170] like Figure 6 As shown, in a specific application of this embodiment, a character in the game system is subjected to a powerful attack by an enemy unit in a virtual battle scene, triggering a form switch condition, transforming into a shark form and performing a counterattack skill on the attacker. After completing the counterattack skill, the game system executes form recovery logic to ensure that one or more of the character's core attributes such as health, attack power, and defense power after returning to the first form are consistent with their pre-transformation values, thereby ensuring that the character does not lose combat effectiveness due to the use of skills during the form switch. This design not only increases the strategic depth of the game, but also ensures the stability and predictability of the character's performance.

[0171] In a control method for a virtual object provided in one embodiment of the present application, the hit state includes a first hit state and at least one second hit state, different hit states correspond to different attribute value intervals, the first hit state corresponds to a first attribute value area, the second hit state corresponds to a second attribute value interval, the first attribute value interval is smaller than the second attribute value area, when the form switching condition is met, the attribute value of the first virtual object is determined to be in the first attribute value area according to the target interaction behavior, and different second hit states corresponding to different attribute areas are configured with different displacement animations.

[0172] The method provided in this embodiment allows different attribute value ranges to be assigned to different attack states in the game. The attack state of a virtual object can be determined based on its current attribute value, and different displacement animation effects can be configured for each attack state, enriching the game's visual presentation. By combining the attack state with form switching conditions, form changes are triggered when specific conditions are met, allowing game characters to respond to dangerous situations through form transitions. This increases the game's strategic and playability, enhances the player's interactive experience, and enriches the game experience. This addresses the computer field issue of traditional games, which suffer from the monotony of character attack performance and the lack of strategic switching mechanisms.

[0173] The above scheme is described in detail below.

[0174] Specifically, in this embodiment, after a first virtual object receives a target interaction, the system determines its attack state based on its current attribute value (e.g., health percentage). Attack states are categorized into different levels: a first attack state and at least one second attack state, each corresponding to a specific attribute value range. When the first virtual object's attribute value is within the first attribute value range, it is considered to be in the first attack state; when it is within the second attribute value range, it is considered to be in the second attack state. The first attribute value range is typically smaller than the second attribute value range, indicating that the first virtual object's attribute value (e.g., remaining health) in the first attack state is lower, resulting in more severe damage. When the state switching condition is met, the system determines whether the first virtual object's attribute value is within the first attribute value range based on the target interaction. If so, a state switch is triggered. Furthermore, different displacement animations are configured for different second attack states corresponding to different attribute value ranges to intuitively convey the varying degrees of attack effect.

[0175] The hit state can be an identifier in the game that indicates different feedback states of a virtual object after being attacked, and generally has the function of indicating that the virtual object will show different visual effects and behavioral feedback when it receives different degrees of damage.

[0176] In an optional embodiment, the hit status may include a light hit status, a moderate hit status, and a severe hit status, each corresponding to a different degree of attribute value loss. For example, when the health value of the first virtual object is above 75%, it corresponds to a light hit status; when it is between 50% and 75%, it corresponds to a moderate hit status; when it is between 25% and 50%, it corresponds to a severe hit status; and when it is between 0% and 25%, it corresponds to a severe hit status.

[0177] For example, in a game match, when the first virtual object of the player-controlled character is attacked by a fireball from an enemy wizard, the system calculates its remaining health to be 78%, and determines it to be in a slightly hit state. At this time, the character only shows a small shaking animation; when it is attacked again and its health drops to 65%, it enters a moderately hit state, and the character will show a staggering backward animation effect.

[0178] In an optional embodiment, the first attack state can represent a virtual object in critical condition. The corresponding first attribute value range can be set between 0% and 25% of health. In this case, the virtual object's attack response will be more dramatic, such as showing a large displacement or falling animation. When the state switching conditions are met and the virtual object is in this critical state, the system will switch the virtual object to the second state to avoid danger.

[0179] For example, during a fierce battle, the player's character's first virtual object is attacked by concentrated enemy fire, and its health rapidly drops to 15%. At this point, the system determines that it is in a critical state (the first hit state). Under normal circumstances, the character will display a large falling animation due to severe damage. However, because the system simultaneously detects that the form switching conditions have been met (such as the damage value exceeds the threshold), the form switching mechanism is immediately triggered. The first virtual object quickly transforms into a shark, immune to the fatal attack, and maintains its pre-transformation health.

[0180] In an optional embodiment, the second hit state corresponding to different attribute areas can be configured with different displacement animations. For example, the light hit state with a health value in the range of 75%-100% corresponds to a small shaking animation, the medium hit state in the range of 50%-75% corresponds to a staggering animation, the heavier hit state in the range of 25%-50% corresponds to a rolling displacement animation, and the heavy hit state in the range of 0%-25% corresponds to a large displacement and falling animation. When the health value drops to 0, the knock-out animation is triggered.

[0181] The attribute value range can be a numerical range that divides different states of a virtual object in a game system, and is generally used to define different game effects and visual performances of a virtual object under different attribute value ranges.

[0182] In an optional embodiment, the attribute value intervals may be divided based on the health percentage of the virtual object.

[0183] In an optional embodiment, the design in which the first attribute value interval is smaller than the second attribute value interval can be expressed as a numerical relationship. For example, the first attribute value interval can be a health value range of 0%-25%, and the second attribute value interval can be a health value range of 25%-50% or higher. Through this design, the system can provide differentiated gaming experience and visual performance for virtual objects in different health value states.

[0184] For example, when the health of the first virtual object of the player character drops to 20%, the system determines that it is in the first attribute value range (0%-25%). If it is attacked again at this time, it will trigger a large-scale displacement and fall animation of a severely hit state; and when its health is 35%, it is in the second attribute value range (25%-50%). After being hit, it will only show a rolling displacement animation, which is less severe.

[0185] Displacement animation can be a sequence of visual effects that depicts the movement or posture changes of a virtual object in a game after being attacked. It typically serves to intuitively demonstrate the virtual object's reaction to the attack.

[0186] In an optional embodiment, the displacement animation can be designed with different expressions according to the severity of the hit state. For example, the displacement animation corresponding to a light hit state may be a slight shaking of the character or stepping on the spot; the displacement animation corresponding to a medium hit state may be the character staggering back a few steps; the displacement animation corresponding to a heavier hit state may be the character rolling or being knocked back a long distance; the displacement animation corresponding to a severe hit state may be a more impactful animation effect such as the character falling to the ground and then climbing up, or being knocked back to the ground heavily.

[0187] For example, in an arena battle, the first virtual object of the player-controlled character is attacked by a normal attack from an enemy fighter, and its health drops from 90% to 82%. The system triggers the displacement animation of a slightly hit state, and the character's upper body leans back slightly and shakes twice before returning to a normal standing position; when it is attacked by a more powerful skill and its health drops to 55%, the displacement animation of a medium hit state is triggered, and the character takes three steps back unsteadily, waving his arms to maintain balance, showing an obvious staggering effect.

[0188] In an optional embodiment, when the form switching condition is met, the system can interrupt the hit displacement animation that should be played, and directly switch to the form change special effects animation to show the process of the character changing from the first form to the second form.

[0189] In a method for controlling a virtual object provided in an embodiment of the present application, the step of controlling the first virtual object to move along a preset direction in the second form further includes: Step S1010, monitoring the state of the target virtual object while the first virtual object is moving in the second form; Step S1020, when it is detected that the target virtual object does not exist in the battle area, the control determines a second target virtual object from the battle area according to a preset rule; Step S1030: Control the first virtual object to attack the second target object in the second form.

[0190] Through the method provided in this embodiment, the system can dynamically monitor the state of the target virtual object during the movement of the first virtual object after deformation, and intelligently switch the attack target when the target virtual object disappears, ensuring the continuity and effectiveness of skill execution. This not only improves the interactive experience of the game, but also increases the richness of combat strategies, and solves the computer interaction problem of skill interruption caused by target loss during the execution of virtual object skills.

[0191] The above scheme is described in detail below.

[0192] Specifically, after the first virtual object changes to the second form and starts to move, the system will continue to obtain real-time status information of the target virtual object, including but not limited to the location information, existence status, health value, etc. of the target virtual object, to ensure the effective execution of subsequent attack behaviors.

[0193] When the system detects that the initial target virtual object no longer exists in the battle area due to various reasons (such as being defeated, leaving the field, becoming invisible, etc.), it will select one of the other virtual objects in the battle area as a new attack target according to pre-set rules, that is, the second target virtual object.

[0194] The preset rules may be judgment conditions and priority rankings for selecting a new target virtual object, and generally have the function of providing a clear target selection mechanism when the target virtual object disappears.

[0195] In an alternative embodiment, the preset rule may be based on a distance priority principle, i.e., selecting the enemy virtual object closest to the current position of the first virtual object in the battle area as the second target virtual object. In an alternative embodiment, the preset rule may be based on character attribute priority, such as selecting a new target by sorting the target virtual object's health from low to high, attack power from high to low, and defense power from low to high.

[0196] After determining the second target virtual object, the system controls the first virtual object to adjust the movement direction and target position, and performs an attack behavior on the newly selected second target virtual object in the second form, including moving to the target position and applying a damage effect.

[0197] In an optional embodiment, the attack behavior may include adjusting the movement path, that is, after the first virtual object determines the second target virtual object, it immediately calculates the optimal movement path and adjusts the movement direction to ensure that it can approach the second target virtual object with the shortest path or the optimal angle.

[0198] In a virtual object control method provided in one embodiment of the present application, the method further includes: Step S1110: When the first virtual object is in the first form, in response to an attack operation, a third negative gain effect is applied to a fourth virtual object within a second preset range of the attack target corresponding to the operation and / or a fourth negative gain effect is applied to the attack target corresponding to the operation.

[0199] The method provided in this embodiment enables virtual objects in their normal form to inflict area damage and negative effects on enemy virtual objects through active attacks. This not only enhances the interactive gaming experience but also adds strategic and rich gameplay, allowing players to choose appropriate attack methods based on different combat situations, thereby improving gameplay replayability. Furthermore, this area damage mechanism, combined with the morphing characteristics of virtual objects, provides a more diverse combat experience, effectively addressing the monotony of the traditional single attack mode in traditional fighting games.

[0200] The above scheme is described in detail below.

[0201] In step S1110, specifically, when the first virtual object is in the first form, the user can perform an attack operation through the terminal device, the system will respond to the attack operation, and apply a third negative gain effect to the fourth virtual object within a second preset range around the attack target pointed by the operation, and may also apply a fourth negative gain effect to the attack target itself.

[0202] The attack operation may be an operation instruction input by a user through a terminal device for controlling the first virtual object to perform an attack action, which generally triggers the first virtual object to perform a specific attack action and cause damage to the target.

[0203] In an alternative embodiment, the attack operation can be a standard attack command triggered by the user clicking an attack button in the virtual scene, which instructs the first virtual object to attack the currently selected enemy virtual object. For example, the user can click the attack button on the game interface, and the first virtual object will execute an attack animation and attack the currently locked enemy virtual object.

[0204] The attack target can be a virtual object designated by the user through an attack operation. It typically receives the attack from the first virtual object and suffers damage or negative effects. The attack target can be directly designated through the attack operation or automatically selected by the system based on certain rules.

[0205] In an optional embodiment, the attack target may be the enemy virtual object that is currently closest to the first virtual object, and the system will automatically use the enemy virtual object as the attack target when the user performs an attack operation.

[0206] In an alternative embodiment, the attack target can be a specific enemy virtual object that the user explicitly designates by clicking or selecting it. This approach allows the user to more precisely control the target of the first virtual object's attack. For example, the user can first click on the enemy virtual object to select it, then click the attack button, and the first virtual object will attack the selected target.

[0207] The second preset range can be a specific area centered on the attack target. This typically serves to limit the range of influence of the third negative gain effect. The second preset range can be a fixed area size or dynamically adjusted based on the attributes or level of the first virtual object.

[0208] The fourth virtual object may be an enemy virtual object within the second preset range. It typically receives the range damage effect of the first virtual object's attack. The fourth virtual object may include the attack target and other enemy virtual objects surrounding the attack target.

[0209] In an alternative embodiment, the fourth virtual object may be any virtual object within the second preset range that belongs to a different faction than the first virtual object, regardless of the type, level, or status of the virtual object. For example, when the first virtual object performs a range attack, all enemy units within the second preset range, including ordinary units, elite units, and boss units, will be considered the fourth virtual object and affected by the attack.

[0210] In an alternative embodiment, the fourth virtual object may be a limited number of enemy virtual objects selected from the second preset range according to a specific priority rule, such as the enemies with the lowest health or the enemies with the highest threat level. For example, the system may select up to five enemy units with the lowest health percentages from the second preset range as the fourth virtual objects, so that attacks prioritize those enemies that are already injured.

[0211] In an optional embodiment, the fourth virtual object may also include an enemy virtual object of a specific type or tag, so that the first virtual object's attacks have special effects on certain enemy types. For example, the system may specifically identify enemy units with the "armor" tag within the second predetermined range as the fourth virtual object, causing the first virtual object's attacks to have additional effects on these units.

[0212] It should be noted that the fourth virtual object can be just one of the above-mentioned embodiments, or it can be multiple of the above-mentioned embodiments. For example, the system can consider both the faction attributes and health status of enemy units, giving priority to enemy faction units with low health when determining the fourth virtual object; or the system can dynamically adjust the selection rules of the fourth virtual object based on the game difficulty setting or the current battle stage to provide a more balanced or challenging gaming experience.

[0213] The third negative gain effect may be an effect that adversely affects the attribute value of the fourth virtual object, typically weakening the combat capability of the enemy virtual object. The third negative gain effect may be a direct damage effect or a weakening effect of various states.

[0214] In an optional embodiment, the third negative gain effect can be a direct damage effect, causing a certain percentage or fixed value reduction on the health of the fourth virtual object; it can be a defense reduction effect, reducing the ability of the fourth virtual object to resist damage; or it can be a control effect, limiting the ability of the fourth virtual object to move.

[0215] The fourth negative gain effect can be a special negative effect specifically applied to the attack target. It typically has the effect of additionally weakening the primary attack target. The fourth negative gain effect is typically stronger than or different from the third negative gain effect. In other embodiments, the third and fourth negative gains can also be the same.

[0216] In an alternative embodiment, the fourth negative gain effect can have a higher damage value than the third negative gain effect, causing additional damage to the primary target. For example, in addition to the base damage inflicted on all enemies within range, the primary target will also receive additional damage equal to 100% of the first virtual object's attack power, resulting in a significantly higher total damage to the primary target than to other affected units.

[0217] In an optional embodiment, the fourth negative gain effect may be a special control effect, such as a knockback, knock-back or imprisonment effect, specifically acting on the primary attack target.

[0218] In an optional embodiment, the fourth negative gain effect can also be a status effect with a longer duration, applying a long-term weakening to the main attack target.

[0219] In one specific application, in the Auto Chess game, when the player's first virtual object is in its first form (human form), it attacks the currently selected enemy piece. In response to this attack, the system creates a circular area with a radius of 3 squares centered on the attacked enemy piece. All enemy pieces within this area (acting as the fourth virtual object) receive magic damage equal to 240% of Sharliva's spell attack power and are inflicted with a 20% defense reduction for 5 seconds. Furthermore, the primary target is additionally slowed for 3 seconds, reducing its movement speed by 40%. This area-of-effect attack mechanism maximizes Sharliva's combat effectiveness against concentrated enemy pieces, providing players with a wide range of tactical options.

[0220] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a virtual object control device 700, such as Figure 7 As shown, the device includes: A display module 710 is configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene, wherein the virtual scene includes a battle area, wherein the battle area is configured as an area where virtual objects located in the battle area play a game, and wherein the battle area includes a first virtual object; A state acquisition module 720 is configured to determine whether a form switching condition is satisfied in response to a target interaction behavior with respect to the first virtual object; a form switching module 730 configured to, in response to a form switching condition being met, change the first virtual object from the first form to the second form, and control the first virtual object to perform an attack action on a target virtual object in the second form, wherein the target virtual object is the virtual object that applies the target interactive action in the battle area; The form switching module 730 is also configured to determine the hit state corresponding to the first virtual object in the first form according to the target interactive behavior in response to the form switching condition not being met, and control the first virtual object to perform the game behavior corresponding to the hit state, wherein the game behavior is different from the attack behavior.

[0221] Through the above-mentioned control device of virtual objects, virtual objects can intelligently switch forms and counterattack the attack source according to the attack situation, which improves the player's interactive experience and can achieve the linkage of defense and counterattack without additional operation; at the same time, it increases the multi-form changes and corresponding skill effects of virtual objects, greatly enriching the tactical depth and playability of the game; in addition, through conditional judgment, different form states of the same character are reused, which reduces state storage requirements and redundant calculations, and effectively reduces system resource usage.

[0222] The present disclosure also provides an electronic device, such as Figure 8As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned virtual object control method.

[0223] Specifically, the above-mentioned control method of the virtual object includes: displaying a graphical user interface through a terminal device, the graphical user interface displays a virtual scene, the virtual scene includes a battle area, the battle area is configured as an area for virtual objects located in the battle area to conduct game games, and the battle area includes a first virtual object; in response to a target interactive behavior with respect to the first virtual object, judging whether a form switching condition is satisfied; in response to satisfying the form switching condition, changing the first virtual object from the first form to the second form, and controlling the first virtual object to perform an attack behavior on the target virtual object in the second form, wherein the target virtual object is a virtual object that imposes a target interactive behavior in the battle area; in response to not satisfying the form switching condition, determining the corresponding struck state of the first virtual object in the first form according to the target interactive behavior, and controlling the first virtual object to perform a game behavior corresponding to the struck state, wherein the game behavior is different from the attack behavior.

[0224] Optionally, the target behavior is a damaging behavior, and in response to the target interactive behavior directed to the first virtual object, the step of determining whether the form switching condition is satisfied includes at least one of the following: determining whether the remaining attribute value of the first virtual object satisfies a first attribute threshold, wherein the remaining attribute value is determined based on the target behavior and the original attribute value of the first virtual object; determining whether the force value applied to the first virtual object by the target behavior satisfies the first force threshold; and determining whether the current speed of the first virtual object updated according to the target behavior satisfies the first speed threshold.

[0225] Optionally, the form change condition includes at least one of the following: the remaining attribute value is lower than the first attribute threshold; the strength value is greater than the first strength threshold; the current speed is greater than the first speed threshold.

[0226] Optionally, the target interaction behavior is configured to apply a first negative gain effect to the attribute value of the first virtual object; the method also includes: in response to satisfying the form switching condition, controlling the elimination of the reducing effect of the target interaction behavior on the attribute value of the first virtual object and / or controlling the first virtual object to enter an unselected state.

[0227] Optionally, the step of controlling the first virtual object to perform an attack on the target virtual object in the second form includes: controlling the first virtual object to move along a preset direction in the second form; when it is detected that the first virtual object contacts a boundary object in the virtual scene, controlling the first virtual object to move to the target position of the target virtual object in the second form and performing an attack.

[0228] Optionally, the step of controlling the first virtual object to move along a preset direction in the second form includes: controlling the first virtual object to move at a first speed along an interaction direction when the first virtual object interacts with the target interaction behavior in the second form.

[0229] Optionally, the steps of controlling the first virtual object to move to the target position of the target virtual object in the second form and performing an attack behavior include: controlling the movement speed of the first virtual object to be updated from the first speed to the second speed; controlling the first virtual object to move to the target position of the target virtual object at the second speed in the second form; and controlling the application of a second negative gain effect to a third virtual object within a first preset range of the target position, wherein the third virtual object includes the target virtual object and / or a virtual object in a different camp from the first virtual object.

[0230] Optionally, after the step of controlling the first virtual object to perform an attack behavior on the target virtual object in the second form, the method includes: controlling the first virtual object to be restored to the first form, and the current attribute value of the first virtual object is the same as the attribute value before the first virtual object receives the target interaction behavior.

[0231] Optionally, the hit state includes a first hit state and at least one second hit state, different hit states correspond to different attribute value intervals, the first hit state corresponds to a first attribute value area, the second hit state corresponds to a second attribute value interval, the first attribute value interval is smaller than the second attribute value area, when the form switching condition is met, the attribute value of the first virtual object is determined to be in the first attribute value area according to the target interaction behavior, and different second hit states corresponding to different attribute areas are configured with different displacement animations.

[0232] Optionally, the method also includes: monitoring the state of the target virtual object while the first virtual object moves in the second form; when it is detected that the target virtual object does not exist in the battle area, controlling to determine the second target virtual object from the battle area according to preset rules; and controlling the first virtual object to perform an attack on the second target object in the second form.

[0233] Optionally, the method also includes: when the first virtual object is in the first form, in response to an attack operation, applying a third negative gain effect to a fourth virtual object within a second preset range of the attack target corresponding to the operation and / or applying a fourth negative gain effect to the attack target corresponding to the operation.

[0234] Optionally, the first form and the second form have different appearance features and / or skill configurations.

[0235] The electronic device provided by the aforementioned embodiment enables virtual objects to intelligently switch forms and counterattack the attack source based on the attack situation, enhancing the player's interactive experience and enabling coordinated defense and counterattack without additional operation. This also increases the virtual objects' multi-form changes and corresponding skill effects, significantly enriching the game's tactical depth and playability. Furthermore, by conditionally reusing the same character's different forms, state storage requirements and redundant computations are reduced, effectively lowering system resource usage.

[0236] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0237] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0238] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0239] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual object control method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0240] Specifically, the control method of a virtual object includes: displaying a graphical user interface through a terminal device, the graphical user interface displays a virtual scene, the virtual scene includes a battle area, the battle area is configured as an area for virtual objects located in the battle area to conduct game games, and the battle area includes a first virtual object; in response to a target interactive behavior with respect to the first virtual object, determining whether a form switching condition is satisfied; in response to satisfying the form switching condition, changing the first virtual object from the first form to the second form, and controlling the first virtual object to perform an attack behavior on the target virtual object in the second form, wherein the target virtual object is a virtual object that applies the target interactive behavior in the battle area; in response to not satisfying the form switching condition, determining the struck state corresponding to the first virtual object in the first form according to the target interactive behavior, and controlling the first virtual object to perform a game behavior corresponding to the struck state, wherein the game behavior is different from the attack behavior.

[0241] Optionally, the target behavior is a damaging behavior, and in response to the target interactive behavior directed to the first virtual object, the step of determining whether the form switching condition is satisfied includes at least one of the following: determining whether the remaining attribute value of the first virtual object satisfies a first attribute threshold, wherein the remaining attribute value is determined based on the target behavior and the original attribute value of the first virtual object; determining whether the force value applied to the first virtual object by the target behavior satisfies the first force threshold; and determining whether the current speed of the first virtual object updated according to the target behavior satisfies the first speed threshold.

[0242] Optionally, the form change condition includes at least one of the following: the remaining attribute value is lower than the first attribute threshold; the strength value is greater than the first strength threshold; the current speed is greater than the first speed threshold.

[0243] Optionally, the target interaction behavior is configured to apply a first negative gain effect to the attribute value of the first virtual object; the method also includes: in response to satisfying the form switching condition, controlling the elimination of the reducing effect of the target interaction behavior on the attribute value of the first virtual object and / or controlling the first virtual object to enter an unselected state.

[0244] Optionally, the step of controlling the first virtual object to perform an attack on the target virtual object in the second form includes: controlling the first virtual object to move along a preset direction in the second form; when it is detected that the first virtual object contacts a boundary object in the virtual scene, controlling the first virtual object to move to the target position of the target virtual object in the second form and performing an attack.

[0245] Optionally, the step of controlling the first virtual object to move along a preset direction in the second form includes: controlling the first virtual object to move at a first speed along an interaction direction when the first virtual object interacts with the target interaction behavior in the second form.

[0246] Optionally, the steps of controlling the first virtual object to move to the target position of the target virtual object in the second form and performing an attack behavior include: controlling the movement speed of the first virtual object to be updated from the first speed to the second speed; controlling the first virtual object to move to the target position of the target virtual object at the second speed in the second form; and controlling the application of a second negative gain effect to a third virtual object within a first preset range of the target position, wherein the third virtual object includes the target virtual object and / or a virtual object in a different camp from the first virtual object.

[0247] Optionally, after the step of controlling the first virtual object to perform an attack behavior on the target virtual object in the second form, the method includes: controlling the first virtual object to be restored to the first form, and the current attribute value of the first virtual object is the same as the attribute value before the first virtual object receives the target interaction behavior.

[0248] Optionally, the hit state includes a first hit state and at least one second hit state, different hit states correspond to different attribute value intervals, the first hit state corresponds to a first attribute value area, the second hit state corresponds to a second attribute value interval, the first attribute value interval is smaller than the second attribute value area, when the form switching condition is met, the attribute value of the first virtual object is determined to be in the first attribute value area according to the target interaction behavior, and different second hit states corresponding to different attribute areas are configured with different displacement animations.

[0249] Optionally, the method also includes: monitoring the state of the target virtual object while the first virtual object moves in the second form; when it is detected that the target virtual object does not exist in the battle area, controlling to determine the second target virtual object from the battle area according to preset rules; and controlling the first virtual object to perform an attack on the second target object in the second form.

[0250] Optionally, the method also includes: when the first virtual object is in the first form, in response to an attack operation, applying a third negative gain effect to a fourth virtual object within a second preset range of the attack target corresponding to the operation and / or applying a fourth negative gain effect to the attack target corresponding to the operation.

[0251] Optionally, the first form and the second form have different appearance features and / or skill configurations.

[0252] The storage location provided by the above-mentioned implementation method enables virtual objects to intelligently switch forms and counterattack the attack source according to the attack situation, thereby improving the player's interactive experience and realizing the linkage between defense and counterattack without additional operation; at the same time, it increases the multi-form changes and corresponding skill effects of virtual objects, greatly enriching the tactical depth and playability of the game; in addition, through conditional judgment, different form states of the same character are reused, which reduces the state storage requirements and redundant calculations, and effectively reduces system resource usage.

[0253] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0254] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0255] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for controlling a virtual object, characterized in that: The method comprises: displaying a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene and a first virtual object located in the virtual scene; In response to a target interaction behavior with respect to the first virtual object, determining whether a form switching condition is satisfied; In response to satisfying the form switching condition, changing the first virtual object from the first form to the second form, and controlling the first virtual object to perform an attack behavior on a target virtual object in the second form, wherein the target virtual object is the virtual object in the virtual scene that applies the target interactive behavior; In response to the form switching condition not being met, the struck state corresponding to the first virtual object in the first form is determined according to the target interactive behavior, and the first virtual object is controlled to perform a game behavior corresponding to the struck state, wherein the game behavior is different from the attack behavior.

2. The method according to claim 1, characterized in that The target behavior is a damaging behavior, and the step of determining whether a form switching condition is satisfied in response to the target interactive behavior directed to the first virtual object comprises at least one of the following: determining whether a remaining attribute value of the first virtual object satisfies a first attribute threshold, wherein the remaining attribute value is determined according to the target behavior and an original attribute value of the first virtual object; determining whether a force value exerted by the target behavior on the first virtual object satisfies a first force threshold; It is determined whether a current speed of the first virtual object updated according to the target behavior meets a first speed threshold.

3. The method according to claim 1, characterized in that The morphological change condition includes at least one of the following: The remaining attribute value is lower than the first attribute threshold; The strength value is greater than a first strength threshold; The current speed is greater than a first speed threshold.

4. The method according to claim 1, wherein The target interaction behavior is configured to apply a first negative gain effect to the attribute value of the first virtual object; the method further includes: In response to satisfying the form switching condition, the effect of the target interaction behavior on reducing the attribute value of the first virtual object is controlled to be eliminated and / or the first virtual object is controlled to enter an unselected state.

5. The method according to claim 1, characterized in that The step of controlling the first virtual object to perform an attack action on the target virtual object in the second form includes: controlling the first virtual object to move along a preset direction in the second form; When it is detected that the first virtual object contacts a boundary object in the virtual scene, the first virtual object is controlled to move to a target position of the target virtual object in the second form and perform an attack behavior.

6. The method according to claim 5, characterized in that The step of controlling the first virtual object to move along a preset direction in the second form includes: The first virtual object is controlled to move at a first speed in the second form along an interaction direction when the first virtual object interacts with the target interaction behavior.

7. The method according to claim 5, characterized in that The step of controlling the first virtual object to move to the target position of the target virtual object in the second form and performing an attack behavior includes: controlling the movement speed of the first virtual object to be updated from the first speed to a second speed; controlling the first virtual object to move to a target position of the target virtual object at the second speed in the second form; Controlling application of a second negative gain effect to a third virtual object within a first preset range of the target position, wherein the third virtual object includes the target virtual object and / or a virtual object in a different camp from the first virtual object.

8. The method according to claim 1, characterized in that After the step of controlling the first virtual object to perform an attack action on a target virtual object in the second form, the method includes: The first virtual object is controlled to be restored to the first form, and a current attribute value of the first virtual object is the same as the attribute value before the first virtual object receives the target interactive behavior.

9. The method according to claim 2, characterized in that The hit state includes a first hit state and at least one second hit state, and different hit states correspond to different attribute value intervals. The first hit state corresponds to a first attribute value area, and the second hit state corresponds to a second attribute value interval. The first attribute value interval is smaller than the second attribute value area. When the form switching condition is met, the attribute value of the first virtual object is determined to be in the first attribute value area according to the target interaction behavior, and different second hit states corresponding to different attribute areas are configured with different displacement animations.

10. The method according to claim 5, characterized in that The method further comprises: During the movement of the first virtual object in the second form, monitoring the state of the target virtual object; When it is detected that the target virtual object does not exist in the battle area, controlling to determine a second target virtual object from the battle area according to a preset rule; The first virtual object is controlled to perform an attack action on the second target object in a second form.

11. The method according to claim 1, wherein The method further comprises: When the first virtual object is in the first form, in response to an attack operation, a third negative gain effect is applied to a fourth virtual object within a second preset range of the attack target corresponding to the operation and / or a fourth negative gain effect is applied to the attack target corresponding to the operation.

12. The method according to claim 1, characterized in that The first form and the second form have different appearance features and / or skill configurations.

13. A control device for a virtual object, characterized in that: The device comprises: a display module configured to display a graphical user interface through a terminal device, wherein the graphical user interface displays a virtual scene and a first virtual object located in the virtual scene; a state acquisition module configured to determine whether a form switching condition is satisfied in response to a target interaction behavior with respect to the first virtual object; a form switching module, configured to, in response to satisfying the form switching condition, change the first virtual object from a first form to a second form, and control the first virtual object to perform an attack behavior on a target virtual object in the second form, wherein the target virtual object is a virtual object in the virtual scene that applies the target interactive behavior; The form switching module is further configured to, in response to the form switching condition not being met, determine the struck state corresponding to the first virtual object in the first form according to the target interactive behavior, and control the first virtual object to perform a game behavior corresponding to the struck state, wherein the game behavior is different from the attack behavior.

14. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the method according to any one of claims 1 to 12 is implemented.

15. A non-transitory computer-readable storage medium, characterized in that The non-transitory computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 12 is implemented.