Method and apparatus for generating virtual objects, and computer device and program
By introducing a randomly generated second virtual object with distinct attributes and appearance, the method enhances the randomness and richness of virtual object growth processes in strategy games, improving player engagement and enjoyment.
Patent Information
- Application Number
- JP2024564480
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-09-23
- Filing Date
- 2023-08-23
- Publication Date
- 2025-05-02
- Estimated Expiration
- 2043-08-23
AI Technical Summary
Existing virtual object growth processes in strategy games are simplistic and lack randomness, leading to a monotonous experience for players.
A method and device for generating virtual objects, where a second virtual object is randomly generated with distinct attributes and appearance, allowing it to participate in virtual matches and gain experience points, thereby enriching the growth mode and enhancing player engagement.
The introduction of a second virtual object with unique attributes and appearance increases randomness in the growth process, enriches the gameplay experience, and improves player engagement and enjoyment.
Smart Images

Figure 2025514433000001_ABST
Abstract
Description
[Technical field]
[0001] This application claims priority to a Chinese patent application bearing application number 202211167590.8 and entitled "Virtual object generation method, apparatus, device, medium and program product" filed with the China Patent Office on September 23, 2022, the entire contents of which are incorporated herein by reference.
[0002] TECHNICAL FIELD The embodiments of the present application relate to the technical field of interface interaction, and in particular to a method and apparatus for generating virtual objects, and a computer device and program. [Background technology]
[0003] Strategy games are games that focus on achieving various forms of victory. In war-based strategy games, players must think about various complex problems and control different virtual objects to fight in order to win.
[0004] In the related art, the combat attributes of a virtual object are related to factors such as the type of virtual object, the rank (level) of the player currently controlling the virtual object, the camp in which the virtual object is located, etc. The growth of a virtual object depends on factors such as the growth of the rank of the player currently controlling the virtual object, the growth of the rank of the camp in which the virtual object is located, etc.
[0005] However, the growth mode of the virtual object is fixed, and the combat attributes of virtual objects of the same type, the same grade, and the same camp are basically the same, so the growth process of the virtual object is relatively simple. Summary of the Invention [Problem to be solved by the invention]
[0006] The embodiments of the present application aim to provide a method and apparatus for generating a virtual object, and a computer device and program. [Means for solving the problem]
[0007] According to one aspect, there is provided a method for generating a virtual object, the method being carried out by a computing device, the method comprising: receiving an object generation operation, the object generation operation being used to instruct the generation of a set of virtual objects including a predetermined number of virtual objects, the set of virtual objects being used to conduct a virtual battle under the control of a master account; Displaying a generated result of a first virtual object in the set of virtual objects in response to the object generation operation; and In response to the existence of a second virtual object in the virtual object set, displaying a generation result of the second virtual object, wherein a total number of the first virtual object and the second virtual object is the predetermined number, the second virtual object is an object randomly generated in the virtual object set, and an object attribute corresponding to the first virtual object is different from an object attribute corresponding to the second virtual object.
[0008] According to another aspect, there is provided an apparatus for generating a virtual object, the apparatus comprising: a receiving module for receiving an object generation operation, the object generation operation being used to instruct the generation of a set of virtual objects including a predetermined number of virtual objects, the set of virtual objects being used to conduct a virtual match under the control of a master account; and a display module that displays a generation result of a first virtual object in the virtual object set in response to the object generation operation; The display module further displays a generation result of the second virtual object according to the existence of a second virtual object in the virtual object set, wherein a total number of the first virtual object and the second virtual object is the predetermined number, the second virtual object is an object randomly generated in the virtual object set, and an object attribute corresponding to the first virtual object is different from an object attribute corresponding to the second virtual object.
[0009] According to another aspect, a computing device is provided, the computing device including a processor and a memory, the memory having at least one program stored therein, the at least one program being loaded and executed by the processor to realize the method for generating a virtual object in an embodiment of the present application as described above.
[0010] According to another aspect, a computer-readable storage medium is provided, the storage medium having at least one program stored therein, the at least one program being loaded and executed by a processor to implement the method for generating a virtual object in an embodiment of the present application as described above.
[0011] According to another aspect, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium, and a processor of a computing device reads the computer program from the computer-readable storage medium and executes the computer program, thereby causing the computing device to perform the method for generating a virtual object in the above-mentioned embodiment. Effect of the Invention
[0012] In the process of generating the first virtual object, the second virtual object is randomly generated, and the second virtual object has object attributes that are distinguishable from the first virtual object. This application can increase the randomness in the virtual object growth process, enrich the growth mode of the virtual object, and improve the fun and topicality of controlling the virtual object. [Brief description of the drawings]
[0013] [Figure 1] FIG. 2 illustrates the generation of a virtual object provided in one exemplary embodiment of the present application. [Diagram 2] FIG. 1 is a block diagram of a configuration of an electronic device provided in one exemplary embodiment of the present application. [Diagram 3]FIG. 1 illustrates an implementation environment provided in one exemplary embodiment of the present application. [Figure 4] 1 is a flowchart of a method for generating a virtual object provided in one exemplary embodiment of the present application. [Diagram 5] FIG. 2 illustrates a method for generating a virtual object provided in one exemplary embodiment of the present application. [Figure 6] 5 is a flowchart of a display method based on the generation result of a second virtual object provided in the embodiment shown in FIG. 4 . [Figure 7] FIG. 13 illustrates a display of presentation information corresponding to a second virtual object provided in one exemplary embodiment of the present application. [Figure 8] FIG. 2 is a diagram showing a second virtual object provided in one exemplary embodiment of the present application, the second virtual object being located at the center of an array of first virtual objects. [Figure 9] 11 is a flowchart of a logical method for generating a first virtual object and a second virtual object provided in another exemplary embodiment of the present application. [Figure 10] FIG. 13 illustrates logic for randomly generating a second virtual object provided in another exemplary embodiment of the present application. [Figure 11] 11 is a flowchart of a growth method provided in another exemplary embodiment of the present application after a second virtual object participates in a virtual battle. [Figure 12] FIG. 11 is a diagram illustrating providing N-fold experience points for a second object attribute of a second virtual object provided in another exemplary embodiment of the present application. [Figure 13] FIG. 13 is a diagram illustrating one home camp virtual object defeating an enemy camp virtual object provided in another exemplary embodiment of the present application. [Figure 14] FIG. 13 is a diagram illustrating one match encouragement information generation logic provided in another exemplary embodiment of the present application. [Figure 15] FIG. 2 is a block diagram of a configuration of a virtual object generation device provided in one exemplary embodiment of the present application. [Figure 16] FIG. 2 is a block diagram of a configuration of a virtual object generating device provided in another exemplary embodiment of the present application. [Figure 17] FIG. 1 is a block diagram of a computer device configuration provided in one illustrative embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application is described in detail below in conjunction with the drawings.
[0015] Before introducing the technical solution of this application, some nouns related to this application will be explained first. The following correlation interpretations can be arbitrarily combined with the technical solutions of the embodiments of this application as optional schemes, all of which belong to the protection scope of the embodiments of this application. The embodiments of this application include at least some of the contents of the following contents:
[0016] Virtual object: refers to movable and immovable objects in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and a cartoon character. The immovable object may be at least one of a virtual building, a virtual plant, and a virtual terrain. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, and each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. The activities of the virtual object may include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Optionally, the virtual object is a three-dimensional character generated based on three-dimensional human body skeleton technology, and the virtual object wears different skins to achieve different appearance images. In some implementations, the virtual object may be realized by a 2.5D or 2D model, and the embodiments of the present application are not limited thereto. For example, based on different ways of controlling the virtual objects, the virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects, among which the user-controlled virtual objects are movable objects in the virtual environment controlled by the client. The server-controlled virtual objects are virtual objects controlled by an automatic control algorithm or an AI program in the client or server. The server-controlled virtual objects include movable objects and non-movable objects in the virtual environment. For example, the non-movable objects can respond to or affect the activities of the movable objects, for example, the movable object can destroy the non-movable object, or the movable object can enter a hidden state (invisible state) when the movable object enters the non-movable object. For example, the first virtual object and the second virtual object in this application are user-controlled virtual objects.
[0017] Virtual environment (virtual scene): A scene displayed (or provided) when a client of a target application program (e.g., a game application program) is executed on a terminal device, and the virtual environment refers to a created environment for a virtual object to perform an activity (e.g., a game play), such as a virtual room, a virtual island, a virtual map, etc. Optionally, the virtual environment is an environment displayed (or provided) when an application program is executed on a terminal device. The virtual environment may be a simulation of the real world, a semi-simulated semi-fictional three-dimensional world, or a completely fictional three-dimensional world. The virtual environment may be any one of a two-dimensional virtual environment, a two-and-a-half-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment may further be a virtual environment for a battle between at least two virtual objects, and the virtual environment has virtual resources available for use by at least two virtual objects.
[0018] User Interface (UI) Control: Any visible control or element that appears in the user interface of an application program, such as a picture, an input frame, a text frame, a button, a tag, and other controls, some of which may respond to a user's operation. For example, a shortcut operation control can send notification information to a client corresponding to a teammate in response to an operation on the shortcut operation control. The UI control according to the embodiment of the present application includes, but is not limited to, a shortcut operation control.
[0019] In a game application program or some virtual scene-based application programs, a player can typically control a virtual object to perform various actions within a virtual scene, or the player can control a virtual object to interact with other virtual objects within the virtual scene, or the player can control the growth of a virtual object.
[0020] By way of example, a player may control a master virtual subject to engage in virtual versus interactions with virtual subjects controlled by other players within a virtual scene, and may also control the master virtual subject to interact with non-player characters (NPCs) within the virtual scene.
[0021] The player can further control the master virtual subject to interact with other virtual subjects using various virtual props (items) within the virtual scene, for example, to attack enemy virtual subjects using the virtual props.
[0022] The player can further update the target attribute grade of the master virtual object to allow the master virtual object to grow.
[0023] For example, take the player controlling the growth of the virtual object. The player can upgrade his / her own rank, upgrade the rank of the area the player manages (is in charge of), upgrade the rank of the player's camp, etc., so that the virtual object grows and the rank of the virtual object is upgraded at the same time.
[0024] However, in the related art, in the process of virtual object growth, for virtual objects of the same type, their rank depends on the player's own rank, the rank of the area the player is in charge of, and the rank of the player's camp, that is, the growth of the virtual object grows with the growth of factors such as the player's own rank, the rank of the area the player is in charge of, and the rank of the player's camp, that is, the growth mode of the virtual object is fixed. Moreover, since the object attributes of virtual objects of the same type, rank, and camp are basically the same, the growth process of the virtual object is relatively simple and lacks randomness, and the process in which the player controls the virtual object to fight is boring.
[0025] In contrast, in the embodiment of the present application, a special virtual object, i.e., a second virtual object, is randomly generated, so that the second virtual object can be distinguished from a normal virtual object, i.e., the first virtual object, and the second virtual object has an object attribute that can be distinguished from the first virtual object, and the object attribute of the second virtual object can be superior to the object attribute of the first virtual object, or inferior to the object attribute of the first virtual object. The second virtual object can obtain experience points of the object attribute and realize growth by participating in virtual battle. This breaks the growth mode inherent to the virtual object, increases the randomness in the virtual object growth process, enriches the growth mode of the virtual object, and improves the fun and topicality of controlling the virtual object.
[0026] 1, the virtual scene includes a virtual training barracks 100. After receiving an object generation command, i.e., a training command, a certain number of virtual objects in the virtual training barracks 100 can be trained to generate different types of virtual objects, for example, a first virtual object 110 and a second virtual object 120 are trained by the virtual training barracks 100.
[0027] Among them, the second virtual object 120 is randomly generated. Usually, in the training result of the virtual training barracks 100, there is at most one second virtual object 120, and the rest are all first virtual objects 110.
[0028] The first virtual object 110 has a first target attribute, and the second virtual object 120 has a second target attribute, which is different from the first target attribute. The second target attribute may be better than the first target attribute or may be worse than the first target attribute. The first virtual object 110 and the second virtual object 120 owned by the current master account are located in the own camp 130.
[0029] After receiving the virtual battle command, the virtual object in the own camp 130 can have a virtual battle with the virtual object in the enemy camp 140. If the own camp 130 wins the virtual battle and the second virtual object 120 survives, the second object attribute of the second virtual object 120 can obtain corresponding experience value and grow, and after the obtained experience value reaches a predetermined threshold, the second virtual object 120 can be upgraded.
[0030] The computer device in this application includes a terminal device and a server. The terminal device may be a desktop computer, a notebook computer, a mobile phone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, etc. An application program supporting a virtual scene, for example, an application program supporting a 3D virtual scene, is installed and executed on the terminal device. The application program may be any one of a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a 3D map program, a Simulation Game (SLG), and a Multiplayer Online Battle Arena Games (MOBA). Optionally, the application program may be a standalone version application program, for example, a standalone version 3D game program, or a network online version application program. Illustratively, the server provides background services for the application program in the terminal device.
[0031] 2 is a block diagram of an electronic device 200 provided in one exemplary embodiment of the present application. The electronic device 200 includes an operating system 220 and an application program 222.
[0032] The operating system 220 is basic software for providing application programs 222 with secure access to computer hardware.
[0033] The application program 222 is an application program that supports a virtual scene. Optionally, the application program 222 is an application program that supports a three-dimensional virtual scene. The application program 222 may be any one of a virtual reality application program, a three-dimensional map program, a third-person shooting game (TPS), a first-person shooting game (FPS), a MOBA game, and a SLG game. The application program 222 may be a standalone version of the application program, for example, a standalone version of a three-dimensional game program, or a network online version of the application program.
[0034] 3 is a block diagram of a computer system configuration provided in one exemplary embodiment of the present application. The computer system 300 includes a first device 320, a server 340, and a second device 360.
[0035] An application program supporting a virtual scene is installed and executed on the first device 320. The application program may be any one of a virtual reality application program, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a SLG game. The first device 320 is a device used by a first user, and the first user uses the first device 320 to control a first virtual object in a virtual scene to perform an activity, which may include, but is not limited to, at least one of adjusting a body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. By way of example, the first virtual object is a first virtual person, such as a simulated human character or an animated human character.
[0036] The first device 320 is connected to the server 340 via a wireless network or a wired network.
[0037] The server 340 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 340 is used to provide background services to application programs that support the three-dimensional virtual scene. Optionally, the server 340 is responsible for the main computing tasks, and the first device 320 and the second device 360 are responsible for the secondary computing tasks; or the server 340, the first device 320, and the second device 360 are responsible for the main computing tasks; or the server 340, the first device 320, and the second device 360 use a computing architecture to perform collaborative computing.
[0038] The second device 360 is installed and executed with an application program supporting the virtual scene. The application program may be any one of a virtual reality application program, a three-dimensional map program, an FPS game, a MOBA game, and a SLG game. The second device 360 is used by a second user, and the second user uses the second device 360 to control a second virtual object in the virtual scene to perform an activity, which may include, but is not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. By way of example, the second virtual object is a second virtual person, such as a simulated human character or an animated human character.
[0039] In some embodiments, the first virtual person and the second virtual person are located in the same virtual scene. Optionally, the first virtual person and the second virtual person may belong to the same team or organization, may have a friendship relationship or temporary communication rights. Optionally, the first virtual person and the second virtual person may belong to different teams or organizations, or may belong to two antagonistic groups.
[0040] In some embodiments, the application programs installed on the first device 320 and the second device 360 are the same, or the application programs installed on the two devices are application programs of the same type on different control system platforms. The first device 320 may generally refer to one of a plurality of devices, and the second device 360 may generally refer to one of a plurality of devices. In this embodiment, only the first device 320 and the second device 360 are taken as an example for description. The first device 320 and the second device 360 may be of the same or different device types, and the device types include at least one of a game console, a desktop computer, a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a notebook computer. In the following embodiment, the device is taken as an example for description to be a desktop computer. In some embodiments, the first device and the second device are the terminal devices described in the above embodiment.
[0041] As can be understood by those skilled in the art, the number of the above-mentioned devices can be more or less. For example, there can be only one above-mentioned device, or there can be dozens, hundreds, or more of the above-mentioned devices. The embodiments of the present application are not limited to the number of devices and the types of devices.
[0042] It should be noted that the above-mentioned server 340 may be realized as a physical server or as a cloud server, among which cloud technology refers to a hosting technology that integrates a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data calculation, storage, processing and sharing. Cloud technology is a collective term for network technology, information technology, integration technology, platform management technology, application technology, etc. based on the business model application of cloud computing, which forms a resource pool, can be used on demand, and is flexible and convenient. Cloud computing technology is expected to become an important support. The background service of technical network systems requires a large amount of resources for computing and storage, such as video websites, picture websites and more portal websites. With the rapid development and application of the Internet industry, in the future, each item will need to be given a unique identifier and transmitted to the back-end system for logical processing, and different levels of data will be processed separately. All the data in each industry requires the support of a powerful system, which can be realized by cloud computing.
[0043] In some embodiments, the above-mentioned server 340 may further be implemented as a node in a blockchain system.
[0044] In some embodiments, the methods provided in the embodiments of the present application may be applied to a cloud gaming scenario, in which case the calculation of data logic in the game process is completed by the cloud server, and the terminal device is responsible for displaying the game interface.
[0045] In addition, all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, data for storage, data for display, etc.) and signals related to this application must be obtained with the permission of the user or the consent of the relevant parties, and the collection, use and processing of related data must comply with the relevant laws and standards of the relevant countries and regions. For example, all game data related to this application has been obtained with permission.
[0046] In the following, together with the introduction of the above nouns and the description of the implementation environment, a method for generating a virtual object provided in an embodiment of the present application will be described. Please refer to FIG. 4, which is a flowchart of a method for generating a virtual object provided in one exemplary embodiment of the present application. The following description will be given by taking the method as an example applied to a terminal device. For example, the execution subject of each step of the method may be the first device 320 or the second device 360 in a computer system as shown in FIG. 3, for example, the execution subject of each step is a client of an application program installed in the first device 320 or the second device 360. In the following embodiment of the method, for convenience of explanation, the execution subject of each step will be described only by taking the example that the execution subject of each step is a "client". As shown in FIG. 4, the method includes at least one step of steps 401 to 403.
[0047] Step 401: An object generation operation is received.
[0048] Among them, the object refers to a virtual object, the virtual object is in a virtual scene, and each virtual object is under the control of its corresponding master account and can perform operations specified by the master account.
[0049] The object generation operation is used to instruct the generation of a virtual object set including a predetermined number of virtual objects, i.e., the number of virtual objects in the virtual object set is a preset number (predetermined number). In some embodiments, the object generation operation is an operation for generating a virtual object in a virtual scene. For example, an object generation control is displayed in the user interface, the object generation control is a UI control, and the object generation operation may be an operation on the object generation control, but the operation type of the operation is not limited in this application. For example, the operation may include, but is not limited to, clicking, sliding, double clicking, long pressing, etc.
[0050] In some embodiments, the number of virtual objects in the virtual object set is a user-defined number, or a system-defined number. In this embodiment, the predetermined number is a user-defined number.
[0051] Wherein, the virtual pair of objects is used to receive control of the master account to play a virtual match and perform operations designated by the master account, for example, the virtual pair of objects is controlled by the master account to play a virtual match with another virtual pair of objects, wherein the master account may be any one of the above-mentioned user accounts of the application program executed on the first device or the user accounts of the application program executed on the second device, or may be other accounts, but this application is not limited thereto.
[0052] In some embodiments, the virtual scene includes a virtual training barracks and virtual objects. The virtual training barracks is a kind of virtual building. The virtual training barracks includes candidate virtual objects, and the virtual training barracks can train the candidate virtual objects to generate a virtual object set including a predetermined number of virtual objects, and the virtual training barracks can also train the candidate virtual objects to upgrade the ranks, object attributes, skills, etc. of the candidate virtual objects.
[0053] After receiving the object generation operation, the virtual training barracks can be instructed to train the waiting-for-selection virtual objects in the virtual training barracks to generate one virtual object group A, for example, the virtual object group A includes 20 virtual objects, and the virtual object group A can conduct a virtual battle under the control of the master account.
[0054] The virtual objects in virtual object group A may individually conduct virtual battles or other operations under the control of the master account, or may be collectively controlled to conduct virtual battles or other operations. The virtual objects in virtual object group A may be combined with existing virtual objects in the master account to form a new virtual object group B, and the virtual objects in virtual object group B may individually conduct virtual battles or other operations under the control of the master account, or may be collectively controlled to conduct virtual battles or other operations.
[0055] The above-mentioned virtual scene may include at least one of a virtual building, a virtual object, a virtual facility, a virtual city, a virtual item, and the like, but this embodiment is not limited thereto.
[0056] After receiving the object generation operation, the virtual training camp can train the candidate virtual object to generate a virtual object group, or the virtual training camp can generate a virtual object group without training the candidate virtual object. When the virtual training camp needs to train the virtual object to generate a virtual object group after receiving the object generation operation, the process of generating the virtual object group includes, but is not limited to, the following two cases:
[0057] 1. When virtual objects already exist in the virtual training barracks, existing candidate virtual objects may be trained in the virtual training barracks to generate a virtual object set, the virtual object set including a predetermined number of virtual objects, and the virtual objects in the virtual object set are different from the candidate virtual objects that have not been trained by the virtual training barracks; and 2. Even when there are no candidate virtual objects in the virtual training barracks, a certain number of virtual objects can be directly generated in the training manner, and a virtual object set can be generated.
[0058] After receiving the object generation operation, when there is no need to generate a virtual object set by training candidate virtual objects through a virtual training barracks, the virtual object set is directly generated, and the virtual objects include a predetermined number of virtual objects, but this embodiment is not limited thereto.
[0059] In addition, the number of virtual objects in the virtual object group may be any predetermined number, and the virtual object group can perform any operation under the control of the master account, such as virtual battles, virtual building construction, virtual training, etc., and this embodiment is not limited thereto.
[0060] Step 402: Display a generated result of a first virtual object in the virtual object set in response to an object generation operation.
[0061] In some embodiments, the generation result of the first virtual object may be displayed in the form of text or in the form of a screen. For example, when the generation result is in the form of text, the generation result may represent at least one of the number and object attributes of the first virtual object. For example, the generation result of the first virtual object is text displayed on a user interface, and the content of the text is "generate 10 soldiers", in which 10 represents the number of the first virtual object and soldier represents the object attribute of the first virtual object. For example, when the generation result is in the form of a screen, the first virtual object generated in the virtual scene is directly mapped to the user interface to obtain a display screen of the first virtual object displayed on the user interface, and each first virtual object in the virtual scene has a corresponding model architecture, which is pre-rendered by the application program. For example, the generation result of the first virtual object is an image of 10 soldiers displayed on the user interface. Among them, the generation result of the first virtual object in the virtual object set may be referred to as a first object generation result. The first object generation result may include, but is not limited to, the display style (appearance) of the first virtual object, the display number of the first virtual object, the display position of the first virtual object, the object type of the first virtual object, etc. Note that this application does not limit the content included in the generation result of the first virtual object, and all results related to the first virtual object may be included in the first object generation result.
[0062] In some embodiments, the virtual object set may be a collection of objects including at least two virtual objects. There is no limitation on the types of the virtual objects. Illustratively, the virtual object set includes at least one type of virtual object.
[0063] In this embodiment, the virtual object set includes two types of virtual objects, and one of the types of virtual objects is a first virtual object.
[0064] In some embodiments, the type of the first virtual object is any one of regular infantry, regular cavalry, regular tank crew, regular sailor, etc. In this embodiment, the case where the type of the first virtual object is regular infantry is taken as an example. Of course, the first virtual object may be other types of soldiers, but this application is not limited thereto. In some embodiments, the type of the first virtual object may be preset. For example, when the user pre-instructs that the type of the first virtual object in the virtual object set is regular infantry, the type of the first virtual object generated is regular infantry.
[0065] In some embodiments, the number of first virtual objects in the virtual object set is 19, and each first virtual object has the same characteristics and appearance. The appearance of the first virtual object is a virtual person holding a virtual weapon in its hand.
[0066] In addition, the first virtual object in the virtual object set may be any type of military unit, for example, any one of regular infantry, regular cavalry, regular tank crew, regular sailor, etc., but is not limited thereto. When the virtual object set includes other types of virtual objects, the other types of virtual objects may be any type of military unit, but this embodiment does not limit this.
[0067] The number of virtual objects in the virtual object set may be any predetermined number, and if a first virtual object is included, the number of first virtual objects may also be any number, the appearance of the first virtual object may be any virtual person, and if the first virtual object holds a virtual weapon in its hand, the type of virtual weapon held by the first virtual object in its hand may also be any type, but this embodiment is not limited thereto.
[0068] Step 403: In response to the existence of a second virtual object in the virtual object set, a generation result of the second virtual object is displayed.
[0069] Moreover, the generation result of the second fictitious object is similar to the generation result of the first fictitious object described above, and a detailed description thereof will be omitted here.
[0070] The second virtual object is a virtual object belonging to a different type from the first virtual object. For example, the difference between the first virtual object and the second virtual object may be at least one of the following, namely, a display style (appearance), an object attribute, a location, etc. Among them, the object attribute may include, but is not limited to, an attack attribute, a defense attribute, a skill type, etc.
[0071] In some embodiments, the generation result of the second virtual object in the virtual object set may be referred to as the second object generation result. The second object generation result may include, but is not limited to, the display style (appearance) of the second virtual object, the display number of the second virtual object, the display position of the second virtual object, the object type of the second virtual object, etc. This application does not limit the contents included in the generation result of the second virtual object, and all results related to the second virtual object may be included in the second object generation result.
[0072] Wherein, the virtual object set includes at least one kind of virtual object, each kind of virtual object has its corresponding object attribute to indicate the characteristic information of each virtual object, each object attribute has its corresponding experience value to indicate the object attribute grade of each virtual object, and each virtual object further has its corresponding skill attribute to represent the attack or defense method that each virtual object can use when performing the virtual battle process.
[0073] Among them, the target attribute type and the target attribute grade of the virtual object are mainly used to embody (represent) the combat grade and the defense grade of the virtual object; or, based on the target attribute type and the target attribute grade of the virtual object, judge the battle situation when the virtual object engages in a virtual battle.
[0074] In some embodiments, based on the object attribute type and the object attribute value of the virtual object, the virtual object can inflict a corresponding injury on the enemy virtual object when engaging in a virtual battle; or can perform a corresponding defense when being injured by the enemy virtual object.
[0075] For the same type of virtual objects, the target attribute types of each virtual object are all the same, and the experience values corresponding to each target attribute are all the same, that is, the target attribute grades of the same type of virtual objects are the same.
[0076] In some embodiments, the set of virtual objects includes two types of virtual objects, ie, the set of virtual objects includes a first virtual object and a second virtual object.
[0077] In some embodiments, the set of virtual objects includes 20 virtual objects, the number of first virtual objects is 19, and the number of second virtual objects is 1.
[0078] The total number of the first virtual object and the second virtual object is a predetermined number of virtual objects included in the virtual object set, i.e., 20, and the second virtual object is a randomly generated object in the virtual object set.
[0079] The object attributes corresponding to the first fictitious object are different from the object attributes corresponding to the second fictitious object, including but not limited to at least one of the following cases:
[0080] 1. the number of the first target attribute types is different from the number of the second target attribute types, the first target attribute types are greater than the second target attribute types, or the first target attribute types are less than the second target attribute types; and 2. The first target attribute type is the same as the second target attribute type, but the number of each of the first target attribute types is different from the number of each of the second target attribute types, that is, the number of each of the first target attribute types and the number of each of the second target attribute types are partially different, or the number of each of the first target attribute types and the number of each of the second target attribute types are completely different, whereby the target attribute of the first virtual object may be referred to as the first target attribute, and the target attribute of the second virtual object may be referred to as the second target attribute.
[0081] The target attribute types of the virtual object include, but are not limited to, vitality value (Health Point (HP)), attack power, magic power, attack speed, armor, and magic resistance (which can also be called magic resistance), and typically, the target attributes possessed by the virtual object include at least one of these types.
[0082] Among them, the life value represents the life of the virtual object and is used to represent the degree to which the virtual object is injured by an enemy virtual object when the virtual object participates in a virtual battle. When the life value is the initial value X, it means that the virtual object is not injured, when the life value is 0, it means that the virtual object has been injured and removed, and when the life value is within the range of 0 to X, it means that the virtual object is injured but alive.
[0083] Among them, armor represents the defensive grade of a virtual object and is used to reduce the degree to which the virtual object is injured by an enemy virtual object when the virtual object participates in a virtual battle. Usually, in the virtual battle process, the armor of a virtual object has a fixed value.
[0084] Among them, the attack power represents the attack grade of the virtual object and is used to represent the degree of damage that the virtual object will inflict on the opponent virtual object when participating in a virtual battle. Usually, in the virtual battle process, the attack power of the virtual object has a fixed value.
[0085] Among them, the attack speed represents the attack speed of the virtual object, and is used to represent the number of injuries that the virtual object inflicts on the enemy virtual object within a given time when the virtual object participates in a virtual battle. Usually, the attack speed of the virtual object is a fixed value in the virtual battle process.
[0086] Among them, magical power represents the skill release grade of the virtual object. When the virtual object participates in a virtual battle, the virtual object consumes magical power to use its own skills to attack and inflict harm on the enemy virtual object. Usually, in the virtual battle process, the magical power of the virtual object is a fixed value.
[0087] Among them, magic resistance represents the magical defense grade of the virtual target, and is used to reduce the degree to which the virtual target is harmed by the skill release of the enemy virtual target when participating in a virtual battle. Usually, in the virtual battle process, the magic resistance of the virtual target is a fixed value.
[0088] In some embodiments, all of the first virtual objects in the set of virtual objects have the same military type, which is a normal infantryman. Each of the first virtual objects may have six first object attributes, which are: life point, attack power, magic power, attack speed, armor, and magic resistance.
[0089] In some embodiments, the values of each first target attribute are all 100, that is, the first target experience points corresponding to the life value, attack power, magic power, attack speed, armor and magic resistance of each first virtual target are all 100.
[0090] In some embodiments, the second fictitious object in the set of fictitious objects is a hero infantryman, and the second fictitious object includes six second object attributes: life, attack, magic, attack speed, armor, and magic resistance.
[0091] In some embodiments, the values of each second object attribute are all 200, that is, the second object experience values corresponding to the life value, attack power, magic power, attack speed, armor and magic resistance of each second virtual object are all 200.
[0092] The appearance of the second virtual object is different from the appearance of the first virtual object.
[0093] In some embodiments, the outline of the first virtual object is smaller than the outline of the second virtual object, the outline of the first virtual object does not have a halo, and the outline of the second virtual object has a halo.
[0094] In addition, the number of types of virtual objects in the virtual object set may be any number, and any virtual object may be included in the virtual object set, that is, the virtual object set may include a first virtual object and a second virtual object, may include only one of the first virtual object or the second virtual object, or may not include any one of the first virtual object and the second virtual object. The number of virtual objects in the virtual object set may be any number, and when the virtual object set includes the first virtual object and the second virtual object, the number of the first virtual objects and the number of the second virtual objects may be any number not exceeding the total number of virtual objects in the virtual object set, but this embodiment is not limited thereto.
[0095] In addition, the number of types of first target attributes of the first virtual object may be arbitrary, and may include, for example, at least one of target attributes such as life value, attack power, magic power, attack speed, armor, and magic resistance, but is not limited to these, the first target attributes of the first virtual object may include other target attributes other than these target attributes, the number corresponding to each of the first target attributes of the first virtual object may be any number, and the first skill attribute possessed by the first virtual object may be any skill, but this embodiment does not limit this.
[0096] In addition, the number of types of second target attributes of the second virtual object may be arbitrary, and may include, for example, at least two of target attributes such as life value, attack power, magic power, attack speed, armor, and magic resistance, but is not limited to these, the second target attributes of the second virtual object may include other target attributes other than these target attributes, the number corresponding to each of the second target attributes of the second virtual object may be any number, and the second skill attribute possessed by the second virtual object may be any skill, and this embodiment does not limit this.
[0097] In addition, there are differences in appearance between different types of virtual objects, and the first virtual object and the second virtual object have different appearances. In the above example, the appearance (shape) of the first virtual object is smaller than that of the second virtual object, the appearance contour of the first virtual object does not have a halo, and the appearance contour of the second virtual object has a halo. In some embodiments, the differences in appearance between the virtual object and the second virtual object include, but are not limited to, at least one of the following: color, size, appearance shape, props held, the presence or absence of a halo, and the presence or absence of highlights, and there may be any other type of appearance difference, but this embodiment is not limited thereto.
[0098] In addition, the second object attribute of the second virtual object may be superior to the first object attribute of the first virtual object, or may be inferior to the first object attribute of the first virtual object, but this embodiment is not limited to this.
[0099] By way of example, FIG. 5 is a diagram illustrating a method for generating a virtual object provided in one exemplary embodiment of the present application.
[0100] 5, there is one virtual training barracks 510 in the virtual scene 500, and after receiving an object generation operation, the virtual training barracks 510 starts to train virtual objects and generates a certain number of first virtual objects 520 and one second virtual object 530. The appearance of the second virtual object 530 is different from the first virtual object 520, that is, the outer shape of the second virtual object 530 is larger than that of the first virtual object 520.
[0101] In summary, by receiving an object generation operation, a first virtual object can be generated in the process of training a virtual object, and a second virtual object can be randomly generated, where the second virtual object has a second object attribute different from that of the first virtual object and an appearance different from that of the first virtual object, and the object attribute of the second virtual object can be better than that of the first virtual object or can be worse than that of the first virtual object, thereby increasing the randomness in the generation process of the virtual object, enriching the variety of the virtual objects, and improving the fun and topicality when controlling the virtual objects to perform various operations.
[0102] In some embodiments, when a second virtual object different from the first virtual object exists in the virtual object set, it is necessary to highlight the second virtual object by arranging (rearranging) all virtual objects in the virtual object set in a predetermined order when displaying the generation result of the second virtual object. FIG. 6 is a flowchart of a method for displaying the generation result of a second virtual object provided in another exemplary embodiment of the present application, and the following description will be given taking the method as applied to a terminal device as an example. As an example, the execution subject of each step of the method may be the first device 320 or the second device 360 in a computer system as shown in FIG. 3, for example, the execution subject of each step is a client of an application program installed in the first device 320 or the second device 360, and in the following embodiment of the method, for convenience of description, the execution subject of each step will be described as a "client". As shown in FIG. 6, the above-mentioned step 403 may further be realized as at least one step of steps 4031 to 4034 as follows.
[0103] Step 4031: In response to the presence of a second virtual object in the virtual object set, display the second virtual object.
[0104] In the embodiment of the present application, the display position of the second virtual object is not limited. For example, the second virtual object is located at the center of the arrangement of the first virtual object. For example, the second virtual object is located at the center of the range in which the virtual object set is located, or is located near other virtual object sets within the range in which the virtual object set is located.
[0105] In some embodiments, there are 20 virtual objects in the virtual object set, of which there are 19 first virtual objects and 1 second virtual object.
[0106] In some embodiments, the first fictitious object and the second fictitious object are displayed in a distinguished manner. In the embodiments of the present application, the manner of distinguishing the first fictitious object and the second fictitious object is not limited. The manner of distinguishing the first fictitious object and the second fictitious object includes, but is not limited to, different colors, different body shapes, different brightness, different special effects, etc.
[0107] In some embodiments, a highlight mode is used to highlight the second virtual object at the center of the array of the first virtual object, where the highlight mode includes at least one of a magnified display mode, a highlighted display mode, a blinking edge display mode, and a marked display mode.
[0108] In some embodiments, the second virtual object is located at the center of the array of the first virtual object in the zoomed display mode.
[0109] It should be noted that the number of virtual objects in the virtual object set may be any number, and when there are different numbers of virtual objects in the virtual object set, the display order of the arrangement of the first virtual object and the second virtual object may be different, but the second virtual object is still located at the center position of the arrangement of the first virtual object, although this embodiment is not limited thereto.
[0110] In addition, when a second virtual object exists in the virtual object set, the second virtual object is located at the center of the first virtual object array in a highlight mode, and the appearance of the second virtual object is different from that of the first virtual object, and the highlight mode of the second virtual object includes, but is not limited to, at least one of an enlarged display mode, a highlight display mode, a blinking edge display mode, and a mark display mode, and may include other types of highlight display modes, but this embodiment is not limited thereto.
[0111] Step 4032: Display presentation information corresponding to the second virtual object.
[0112] In some embodiments, the presentation information is information about the second virtual object. The present application is not limited to the content of the presentation information. For example, the types of the presentation information include, but are not limited to, text information, picture information, audio information, etc. In some embodiments, the presentation information includes an identification code. Types of identification codes in the present application include, but are not limited to, digital identification codes, character identification codes, graphic identification codes, etc.
[0113] Among them, the presentation information corresponding to the second virtual object includes an identification code corresponding to the second virtual object, the identification code is used to uniquely indicate the presentation information of the second virtual object, and the presentation information is mainly used to indicate that a second virtual object is generated in the virtual object set after receiving an object generation operation.
[0114] In some embodiments, the presentation information corresponding to the second virtual object is a text presentation information of "Second virtual object acquired", which is displayed at the top center of the screen.
[0115] In some embodiments, the presentation information includes an identification code corresponding to the second virtual object, the identification code being a unique number in the generation order of the second virtual object, the unique number being 0089029, which is a seven-digit number.
[0116] In addition, the presentation information corresponding to the second virtual object may be displayed at any position in the screen, for example, including any one of the positions of the upper center of the screen, the upper left corner of the screen, the upper right corner of the screen, the lower left corner of the screen, the lower right corner of the screen, etc., but is not limited thereto, and may be located at other positions in the screen. The presentation information corresponding to the second virtual object may be any form of presentation information, for example, including at least one presentation information such as text presentation information, video presentation information, and audio presentation information, but is not limited thereto. When it is text presentation information, the text content of the text presentation information may be at least one content of any Chinese character, English character, special symbol, etc., or may be any other text content. When it is video presentation information, the video content in the video presentation information may be any screen, and the time length, color, special effect, etc. of the content of the video presentation information may be any. When it is audio presentation information, the audio content in the audio presentation information may be at least one content of any audio effect, music, audio segment, conversation, etc., but this embodiment is not limited thereto.
[0117] In addition, the identification code corresponding to the second virtual object may be any information mark that can uniquely indicate the second virtual object, including, but not limited to, the number of the generation order of the second virtual object, the number of the generation parameter of the second virtual object, etc. When the identification code corresponding to the second virtual object is a unique number of the generation order of the second virtual object, the unique number may be a number consisting of any number, punctuation mark, English character, etc., and when the unique number is a number with a predetermined number of digits, the number of digits of the number may be any number, but this embodiment is not limited thereto.
[0118] By way of example, FIG. 7 is a diagram illustrating a display of presentation information corresponding to a second virtual object provided in one exemplary embodiment of the present application.
[0119] 7, there is a virtual training barracks 710 in a virtual scene 700. After receiving an object generation operation, the virtual training barracks 710 generates a set of virtual objects, which includes a predetermined number of virtual objects, including a first virtual object 720 and a second virtual object 730. After the second virtual object 730 is generated, the presentation information 740 corresponding to the second virtual object is the text presentation information "Second virtual object has been obtained" and "Unique number: 0089028", which is displayed at the top center of the screen to indicate that the second virtual object 730 has been generated and is used to display the identification code of the second virtual object 730.
[0120] Step 4033: A formation arrangement operation is received.
[0121] In some embodiments, the formation arrangement operation is used to arrange the formation within the virtual object pair of the first virtual object and the second virtual object. For example, a formation arrangement control is displayed on the user interface, the formation arrangement control is a UI control, and the formation arrangement operation may be an operation on the formation arrangement control, but the operation type of the operation is not limited in this application. For example, the operation may include, but is not limited to, clicking, sliding, double clicking, long pressing, etc.
[0122] According to the object generation operation, a certain number of virtual objects are generated in the virtual object set. When the virtual object set includes a first virtual object and a second virtual object, there is a difference in appearance between the first virtual object and the second virtual object, and the number of the first virtual object and the second virtual object is usually inconsistent. In this case, it is necessary to perform a formation arrangement for the virtual objects in the virtual object set and redisplay the arranged virtual objects.
[0123] In some embodiments, the virtual object set includes 20 virtual objects, including 19 first virtual objects and 1 second virtual object, and after receiving the formation arrangement operation, the virtual objects in the virtual object set are arranged in a formation.
[0124] In some embodiments, the arrangement of the virtual objects is such that the second virtual object is at the center of all the virtual objects, and the first virtual objects are distributed axially symmetrically around the second virtual object.
[0125] In addition, when arranging the formation of the virtual objects in the virtual object group after receiving the formation arrangement operation, the formation of the virtual objects may be arbitrary, that is, the second virtual object may be located at the center of all the virtual objects or may be located at another position, the first virtual object may surround the second virtual object or may be located at another position, and this embodiment is not limited thereto.
[0126] Step 4034: Display the virtual object arrangement result of the virtual object set according to the formation arrangement operation.
[0127] In response to the formation arrangement operation, an instruction is given to the virtual objects in the virtual object set to arrange in an arrangement formation based on the formation arrangement operation, and after the arrangement of the arrangement formation is completed, all the virtual objects in the virtual object set are displayed based on the arrangement formation.
[0128] In some embodiments, the virtual object set includes 20 virtual objects, including 19 first virtual objects and 1 second virtual object, and the arrangement of the virtual objects is such that the second virtual object is at the center of all the virtual objects, and the first virtual object is distributed axially symmetrically around the second virtual object.
[0129] As an example, FIG. 8 shows a second fictitious object located at the center of an array of first fictitious objects.
[0130] 8 , there are a total of 19 first virtual objects 810 and one second virtual object 820 in the virtual object set, and all of the first virtual objects 810 and the second virtual object 820 are in the virtual scene 800, the second virtual object 820 is at the center of the arrangement of all the first virtual objects 810, and the first virtual object 810 is distributed axially symmetrically around the second virtual object 820. The appearance of the second virtual object 820 is larger than that of the first virtual object 810, i.e., the second virtual object 820 is located at the center of the first virtual object 810 in the zoomed-in display mode.
[0131] In summary, in the method provided in the embodiment of the present application, the formation of the virtual objects can be adjusted by arranging the first virtual object and the second virtual object in the virtual object pair, and the second virtual object can be made to have a highlight mode so as to highlight the second virtual object located within the first virtual object, thereby improving the alignment of the virtual object pair displayed on the screen and improving the experience of the player controlling the virtual object through the master account.
[0132] In the method provided in this embodiment, when a second virtual object exists in the virtual object set, the second virtual object at the center of the array of the first virtual object is displayed, and presentation information corresponding to the second virtual object is displayed, thereby presenting the presence of the second virtual object in the virtual object set, and the presentation information further includes an identification code corresponding to the second virtual object, which may be used to uniquely indicate the second virtual object, so that the process of generating virtual objects in the virtual object set can be made random, and the master account can also obtain information about the second virtual object in a timely manner.
[0133] In the method provided in this embodiment, when a second virtual object exists in a virtual object set, the second virtual object is displayed at the center of the array of the first virtual objects in a highlight mode, so that the second virtual object can be intuitively seen among many first virtual objects, and the appearance of the second virtual object can be clearly different from the appearance of the first virtual object, and the master account can also obtain information about the second virtual object in a timely manner.
[0134] In the method provided in this embodiment, when there is a second virtual object in the virtual object set, the second object generation result is displayed, and after displaying the first virtual object and the second virtual object on the screen, a formation arrangement operation is subsequently received, and an arrangement formation of the first virtual object and the second virtual object in the virtual object set is arranged through the formation arrangement operation, and the first virtual object and the second virtual object after the arrangement of the arrangement formation are displayed, so that the alignment of the generation results of the virtual objects in the virtual object set can be improved, and the second virtual object in the first virtual object can also be further highlighted.
[0135] In some embodiments, after receiving the object generation operation, the generated virtual object set does not normally include the second virtual object, that is, whether the virtual object set includes the second virtual object is random. FIG. 9 is a flow chart of a logical method for generating a first virtual object and a second virtual object provided in another exemplary embodiment of the present application, and the following description is given by taking the method as being applied to a terminal device as an example. For example, the execution subject of each step of the method may be the first device 320 or the second device 360 in a computer system as shown in FIG. 3, for example, the execution subject of each step is a client of an application program installed in the first device 320 or the second device 360, and in the following embodiments, for convenience of description, the execution subject of each step is taken as a "client" as an example. As shown in FIG. 9, the method includes at least one step of steps 901 to 906.
[0136] In some embodiments, a probability of generating the second virtual object is determined based on the corresponding numbers of the first virtual object and the second virtual object generated within a predetermined historical period, and the probability of generating the second virtual object is used to assist in the generation of the second virtual object.
[0137] In some embodiments, a ratio of the numbers of the first virtual objects and the second virtual objects to be generated in the current time period is determined based on a ratio of the numbers of the first virtual objects and the second virtual objects generated in a predetermined past time period. In some embodiments, the ratio of the numbers of the first virtual objects and the second virtual objects generated in the predetermined past time period is equal to the ratio of the numbers of the first virtual objects and the second virtual objects to be generated in the current time period. In the current time period, the number of the second virtual objects is determined based on the number of first virtual objects already generated and the ratio.
[0138] In some other embodiments, the ratio of the numbers corresponding to the first virtual object and the second virtual object generated within the current time period is equal to a ratio of the numbers corresponding to the first virtual object and the second virtual object generated within a predetermined past time period multiplied by a decay coefficient, illustratively the decay coefficient being an exponential decay coefficient. In some embodiments, the ratio of the numbers corresponding to the first virtual object and the second virtual object generated within a predetermined past time period is equal to a ratio of the numbers corresponding to the first virtual object and the second virtual object generated within the current time period. Illustratively the decay coefficient is a constant.
[0139] In some other embodiments, the ratio of the numbers corresponding to the first and second virtual objects generated within the current time period is equal to the ratio of the numbers corresponding to the first and second virtual objects generated within a given past time period multiplied by a growth factor, illustratively the growth factor being an exponential growth factor. In some embodiments, the ratio of the numbers corresponding to the first and second virtual objects generated within a given past time period is equal to the ratio of the numbers corresponding to the first and second virtual objects generated within the current time period multiplied by a decay factor. Illustratively the growth factor is a constant.
[0140] Wherein, the ratio of the number of the second fictitious objects generated within the current period to the total number of the first fictitious objects and the second fictitious objects generated within the current period is equal to the generation probability of the second fictitious object.
[0141] In an embodiment of the present application, by determining the generation probability of a second virtual object in a current period based on the numbers corresponding to the first virtual object and the second virtual object in a specified past period, the determined generation probability of the second virtual object becomes more accurate and reasonable.
[0142] Step 901: Obtain a first number of second virtual objects generated within a predetermined past period.
[0143] The predetermined past period refers to a period in the past, and the time length of the period is a fixed predetermined value. During the predetermined past period, the terminal device corresponding to the server not only receives the object generation operation command sent by the master account to perform the virtual object generation process, but also receives the object generation operation command sent by other accounts.
[0144] A total number of all second virtual objects generated in the set of virtual objects corresponding to all accounts within a given past time period is obtained, where the second virtual object may appear in the set of virtual objects corresponding to any one account.
[0145] In some embodiments, the predetermined period is 24 hours, and the first number of all second virtual objects generated within the acquired historical (past) period is 1, i.e., within the previous period (24 hours), only one second virtual object was generated.
[0146] In addition, the time length of the predetermined period may be any predetermined time length, and when the predetermined period is 24 hours, the predetermined past period may be the previous 24 hours, or may be an earlier historical period. In addition, the first number of all second fictitious objects generated within the acquired historical period may be any number, that is, any number of second fictitious objects may be generated within the historical period, but this embodiment is not limited thereto.
[0147] Step 902: Obtain a second number of the first virtual objects generated within a predetermined past period.
[0148] A total number of all first virtual objects generated in the set of virtual objects corresponding to all accounts within a given past time period is obtained, and the first virtual object may appear in the set of virtual objects corresponding to any one account.
[0149] In some embodiments, the predetermined period is 24 hours, and the first number of all first virtual objects generated within the retrieved historical period is 499, i.e., 499 first virtual objects were generated within the previous 24 hours.
[0150] In addition, the time length of the predetermined period may be any predetermined time length, and when the predetermined period is 24 hours, the predetermined past period may be the previous 24 hours, or may be an earlier historical period. The first number of all first virtual objects generated within the acquired historical period may be any number, that is, any number of first virtual objects may be generated within the historical period, but this embodiment is not limited thereto.
[0151] Step 903: The sum (sum of the numbers) of the first number and the second number is determined.
[0152] In some embodiments, the types of all virtual objects generated in the set of virtual objects corresponding to all accounts within a given historical period are all first virtual objects and second virtual objects, i.e., all virtual objects generated within a given historical period include only the first virtual object and the second virtual object.
[0153] In some embodiments, there are a total of 500 virtual objects generated within a given historical time period, of which there is 1 second virtual object and 499 first virtual objects, i.e., the sum (sum) of the first number and the second number is 500.
[0154] In addition, any number of virtual objects may be generated within a specified past period, and the number of first virtual objects and the number of second virtual objects may both be arbitrary, but this embodiment does not limit this.
[0155] Step 904: Determine a generation probability of a second fictitious object based on a ratio between the first number and the sum of the numbers.
[0156] The virtual objects generated within a given past period are a first virtual object and a second virtual object, the number of the second virtual objects is a first number, the sum of the number of the first virtual objects and the second virtual objects is the total number of virtual objects, and in this case the ratio between the first number and the sum of the numbers is the generation probability of the second virtual object being generated within the next given period.
[0157] Step 905: Label each of the generated first virtual objects according to a predetermined order, thereby obtaining a label number of the first virtual object.
[0158] An object generation operation is received within a current predetermined period, and in this case, a first virtual object can be generated in a virtual object set corresponding to each account, and the first virtual objects are labeled based on the generation probability of the second virtual object according to the temporal order in which each first virtual object is generated, so that each first virtual object has a unique identification number, and the identification number is used to uniquely identify the first virtual object.
[0159] In some embodiments, a total of 500 fictitious objects have been generated in the given past period, including 499 first fictitious objects and one second fictitious object, and thus, the probability of generating the second fictitious object in the current given period is (1 / 500).
[0160] In some embodiments, the marking rules are as follows:
[0161] The first virtual object generated first has a label number of (1 / 500), which represents the first virtual object generated first; The second generated first virtual object has an identification number of (1 / 501), which represents the second generated first virtual object; The third generated first virtual object has an identification number of (1 / 502), which represents the third generated first virtual object; The fourth generated first virtual object has an identification number (1 / 503), which represents the fourth generated first virtual object; Based on this, the first fictitious object generated Nth has an index number of (1 / 499+N), which represents the first fictitious object generated Nth, where N is a positive integer.
[0162] In addition, the number of the first virtual objects and the number of the second virtual objects generated within the above-mentioned predetermined past period may be arbitrary, and the generation probability of the second virtual object may be any non-negative (not negative) value, among which, the generation probability of the second virtual object does not exceed 1. Within the current predetermined past period, the labeling rule for the first virtual object may be arbitrary, that is, each first virtual object may be sequentially labeled according to the generation probability of the second virtual object, or the first virtual objects may be sequentially labeled according to other rules, or the first virtual objects may be labeled without following any order, among which, each first virtual object has a unique label number, and the label numbers of each first virtual object are all different, and the label number may be any content such as a value or symbol that can uniquely label the first virtual object, but this embodiment is not limited thereto.
[0163] Step 906: Randomly generate one second virtual object according to the generation probability and the label number of the first virtual object.
[0164] The generation process of the second virtual object is random, and the generation probability of the second virtual object is obtained based on the ratio between the number of the second virtual objects in a predetermined past period and the total number of all virtual objects, and the terminal device corresponding to the server randomly generates one second virtual object based on the generation probability of the second virtual object. As an example, the total number of the first virtual objects is determined based on the generation probability, and the second virtual object is generated when it is determined that the number of generated first virtual objects meets the total number of the first virtual objects based on the identification number of the first virtual object. For example, in the above embodiment, when the identification number of the first virtual object is 1 / (499+499), it means that the first virtual object is the 499th first virtual object, and at this time, the next one to be generated is the second virtual object.
[0165] Typically, at most one second virtual object is generated within a given period of time.
[0166] In some embodiments, the predetermined period is 24 hours, and when generating virtual objects by timing from the current predetermined period, a second virtual object is generated at the 18th hour of the predetermined period, in which case no second virtual object is generated for the remainder of the predetermined period, and the first virtual object is subsequently generated.
[0167] In addition, the length of the specified period may be arbitrary, one second virtual object may be generated within the specified period, or no second virtual object may be generated, and when a second virtual object is generated, the time when the second virtual object is generated may be any time within the specified period, but this embodiment does not limit this.
[0168] For illustrative purposes, FIG. 10 illustrates logic for randomly generating a second fictitious object provided in an embodiment of the present application.
[0169] 10, players such as player A, player B, player C of the client 1000 send object generation operation commands, and the commands include a predetermined number of virtual objects that need to be generated, for example, the number of virtual objects corresponding to player A is 100, the number of virtual objects corresponding to player B is 150, and the number of virtual objects corresponding to player C is 200. The server 1010 receives the object generation operation commands of different players, and generates virtual objects in a training manner, the type of virtual object generated is a first virtual object, and also randomly generates a second virtual object.
[0170] The server 1010 obtains the generation probability (1 / X) of the second virtual object within a predetermined previous period, and labels the generated first virtual object based on the generation probability (1 / X).
[0171] As shown in FIG. 10, after receiving an object generation operation command, the first virtual object to be generated is the first virtual object 1011, which is labeled with a generation probability of (1 / X), and this label is taken as the unique label of the first virtual object 1011; the second virtual object to be generated is still the first virtual object 1011, which is labeled with (1 / X+1); by analogy therewith, the first virtual object 1011 to be generated Nth is labeled with (1 / X+N-1).
[0172] Among them, the 180th generated virtual object is a second virtual object 1012, which is the first and unique second virtual object 1012 within the specified period, and may be labeled as (1 / X+179), and the index of the second virtual object 1012 may be set to 1.
[0173] After generating the second virtual object 1012, the server 1010 returns presentation information 1020 to the client 1000, and the presentation information 1020 is used to inform all players that the second virtual object 1012 has been generated at a player's location and that the server 1010 will not generate any more second virtual objects 1012 within the predetermined period of time.
[0174] When the specified period ends, the generation probability of the second virtual object 1012 is calculated based on the number of first virtual objects 1011 and second virtual objects 1012 generated during the period, and the generation probability is used as the reference (standard) content for the next specified period.
[0175] In addition, the number of players in the client 1000 is arbitrary, including but not limited to player A, player B, and player C. The number of virtual objects generated corresponding to each player is any non-negative integer, the length of the predetermined period may be any time length, the number of second virtual objects 1012 generated within the predetermined period is at most 1, the format of labeling all first virtual objects based on the generation probability (1 / X) of the second virtual object 1012 may be arbitrary, the second virtual object 1012 may be labeled based on the generation probability (1 / X) of the second virtual object, or the second virtual object 1012 may be labeled based on other information, but this embodiment is not limited thereto.
[0176] In summary, in the method provided in the embodiment of the present application, the number of first virtual objects and the number of second virtual objects in a predetermined past period are obtained to calculate the generation probability of the second virtual object, and all first virtual objects in the next predetermined period are labeled according to the generation probability, and one second virtual object is randomly generated, so that each virtual object has a unique label, thereby better predicting the generation result of the virtual object in the next predetermined period; and the presentation information is returned to inform all players whether the second virtual object has been generated, so that players can better judge whether to continue to perform object generation operations and reasonably schedule subsequent operations, thereby improving the randomness and fun of the virtual object generation process.
[0177] In the method provided in this embodiment, the number of first virtual objects and the number of second virtual objects within a specified past period are obtained, and the probability of generating the second virtual object is calculated, so that all virtual objects can be labeled as unique labels, and also a basis for generating the second virtual object within the next specified period can be provided.
[0178] In the method provided in this embodiment, in the process of generating first virtual objects, the first virtual objects are labeled according to the generation order of each first virtual object, and one second virtual object is randomly generated, thereby improving the randomness and fun in the process of generating virtual objects.
[0179] In some embodiments, after the second virtual object is generated, the second virtual object can be controlled to participate in a virtual battle, so that the second object attribute of the second virtual object is raised and experience points are acquired, so that the second virtual object can grow. FIG. 11 is a flowchart of a growth method for a second virtual object after participating in a virtual battle provided in another exemplary embodiment of the present application, and the following description will be given with an example in which the method is applied to a terminal device. For example, the execution subject of each step of the method may be the first device 320 or the second device 360 in a computer system as shown in FIG. 3, for example, the execution subject of each step is a client of an application program installed in the first device 320 or the second device 360, and in the following embodiment of the method, for convenience of explanation, the execution subject of each step will be described only with an example in which the execution subject of each step is a "client". As shown in FIG. 11, the method includes at least one step of steps 1101 to 1104.
[0180] Step 1101: A match assignment operation is received.
[0181] In some embodiments, the match assignment operation is used to control a first virtual object and a second virtual object in a virtual object pair to participate in a virtual match, i.e., a virtual object in the player's camp to play a virtual match with a virtual object in the opponent's camp. For example, a match assignment control is displayed on the user interface, the match assignment control is a UI control, and the match assignment operation may be an operation on the match assignment control, but the operation type of the operation is not limited in this application. For example, the operation may include, but is not limited to, clicking, sliding, double clicking, long pressing, etc.
[0182] Among them, the "own camp" refers to the player camp corresponding to the master account, including contents such as virtual objects generated according to the instructions of the master account.
[0183] The own camp may include a first virtual object and a second virtual object, and the enemy camp may include at least one of the first virtual object and the second virtual object.
[0184] In some embodiments, the appearance of a second virtual object in the player's camp is greater than the appearance of the first virtual object, i.e. the appearance of the second virtual object is different from the appearance of the first virtual object.
[0185] In some embodiments, the first virtual object in the virtual object set of the camp is a regular infantryman, and the first virtual object has six first object attributes, including life, attack, magic, attack speed, armor, and magic resistance.
[0186] In some embodiments, the values of each first target attribute are all 100, that is, the first target experience points corresponding to the life value, attack power, magic power, attack speed, armor and magic resistance of each first virtual target are all 100.
[0187] In some embodiments, the second virtual object in the virtual object set of the camp is a hero infantryman, and the second virtual object has six second object attributes, including life, attack, magic, attack speed, armor, and magic resistance.
[0188] In some embodiments, when the first target attribute type of the first virtual object and the second target attribute type of the second virtual object are the same, in order to balance the characteristics between the second virtual object and the first virtual object, N times the experience points can be provided to the second target attribute of the second virtual object, and N times the attributes can be freely (randomly) assigned to each second target attribute.
[0189] In some embodiments, N is 20, and randomly allocating 20 times the experience points to the six second target attributes may be as follows:
[0190] 1. Second fictitious target A: life value x 2, attack power x 5, magic power x 3, attack speed x 5, armor x 2, and magic resistance x 3. That is, the life value is 200, the attack power value is 500, the magic power value is 300, the attack speed value is 500, the armor value is 200, and the magic resistance value is 300.
[0191] 2. Second fictitious target B: life value x 5, attack power x 3, magic power x 3, attack speed x 2, armor x 5, and magic resistance x 2, that is, the life value is 500, the attack power value is 300, the magic power value is 300, the attack speed value is 200, the armor value is 500, and the magic resistance value is 200.
[0192] In other words, if you provide N1 times the experience points to the second virtual target's life value, N2 times the experience points to its attack power, N3 times the experience points to its magic power, N4 times the experience points to its attack speed, N5 times the experience points to its armor, and N6 times the experience points to its magic resistance, then N=N1+N2+N3+N4+N5+N6.
[0193] By way of example, FIG. 12 is a diagram illustrating providing N times experience points to a second object attribute of a second fictitious object.
[0194] As shown in Fig. 12, the second virtual object is provided with N times the second object experience value, that is, life value x N1, attack power x N2, magic power x N3, attack speed x N4, armor x N5, and magic resistance x N6, where N = N1 + N2 + N3 + N4 + N5 + N6.
[0195] In addition, the appearance of the second virtual object and the appearance of the first virtual object may be arbitrary, but the appearance of the second virtual object must be distinguished from the appearance of the first virtual object, and when the second target attribute of the second virtual object and the first target attribute of the first virtual object are the same, the experience points provided to the second target attribute may be any multiple, but this embodiment does not limit this.
[0196] Step 1102: In response to the virtual battle being over and the second virtual object surviving the virtual battle, battle incentive (reward / bonus) information is displayed.
[0197] Among them, the battle reward information is used to present the second virtual object with reward experience points obtained in the current virtual battle, and the first virtual object cannot obtain rewards in the virtual battle.
[0198] If the second virtual object survives the virtual battle, the second virtual object can receive rewards in this virtual battle, and if the second virtual object dies in the virtual battle, the second virtual object no longer exists and cannot be reborn or receive rewards.
[0199] As an example, FIG. 13 is a diagram showing one self-camp virtual object defeating an enemy-camp virtual object in an embodiment of the present application.
[0200] As shown in Fig. 13, the left side is the own camp virtual target group 1310, and the right side is the enemy camp virtual target group 1320. After receiving the battle assignment operation, the own camp virtual target group 1310 will play a virtual battle with the enemy camp virtual target group 1320. If the own camp virtual target group 1310 wins and the second virtual target survives, the battle encouragement information 1330 will be displayed, and the battle encouragement information 1330 will include the following text content, i.e., "Won!" and "The second virtual target has won an encouragement!", which is used to present the encouragement that the second virtual target has obtained in this virtual battle.
[0201] The calculation logic for the match encouragement information is as follows:
[0202] 1. Obtain the battle scale of the virtual battle. The battle scale is obtained based on the number of virtual objects in the virtual battle, that is, the total number of virtual objects participating in this virtual battle, including the virtual objects in the own camp and the virtual objects in the enemy camp; 2. obtaining a participation degree of the second virtual object participating in the virtual battle, the participation degree being obtained based on the number of enemy virtual objects defeated by the second virtual object; and 3. Display battle promotion information based on battle scale and participation level.
[0203] As an example, FIG. 14 is a diagram showing the generation logic of one piece of match encouraging information in an embodiment of the present application.
[0204] As shown in FIG. 14, the sum of the number of virtual objects in the player's camp and the number of virtual objects in the opponent's camp is the total number P of virtual objects.
[0205] When 0≦total number P<100, the EXP upgrade rate according to battle scale Z is 0; When 100≦total number P<200, the EXP upgrade rate according to battle scale Z is 0.1; When 200≦total number P<300, the EXP upgrade rate according to battle scale Z is 0.2; When 300≦total number P<400, the EXP upgrade rate according to battle scale Z is 0.3; By analogy, for every 100 increase in the total number P, the upgrade ratio of experience points due to battle scale Z increases by 0.1.
[0206] The number of enemy virtual targets killed by the second virtual target of one's camp in this virtual battle is the kill count S.
[0207] When the number of kills S is less than or equal to 0, the ratio of experience points upgraded by the participation level C is 0; When 0<kill count S≦5, the ratio of experience points upgraded by participation level C is 0.1; When the number of kills (S) is 5<50, the ratio of experience points upgraded by the participation level (C) is 0.2; When 51<kill count S≦100, the ratio of experience points upgraded by participation level C is 0.3; Based on this, we can infer that for an increase in the number of kills S of 50, the ratio of experience point upgrades due to the participation level C will correspondingly increase by 0.1.
[0208] The upgrade ratio of the total experience points of the battle reward obtained based on the battle scale Z and the participation degree C is the sum of the upgrade ratio of the experience points according to the battle scale and the upgrade ratio of the experience points according to the participation degree.
[0209] In some embodiments, the number of the virtual objects in the own camp is 60, the number of the virtual objects in the enemy camp is 50, and the number of the virtual objects in the enemy camp that are killed by the second virtual object is 10.
[0210] In this case, the upgrade ratio of experience points according to the battle scale of the second virtual object is 0.1, the upgrade ratio of experience points according to the participation degree of the second virtual object is 0.2, and the upgrade ratio of battle incentive experience points is the sum of 0.1 and 0.2, that is, the upgrade ratio of battle incentive experience points of the second virtual object in the battle incentive information is 0.3.
[0211] In addition, the participation degree of the second virtual object in the virtual battle may be obtained based on the number of enemy virtual objects killed by the second virtual object, or may be obtained based on other information. The battle scale of the virtual battle may be obtained based on the total number of the own camp virtual objects and the enemy camp virtual objects, or may be obtained based on other information. The battle incentive information of the second virtual object may be obtained based on the sum of the upgrade ratio of experience points according to the battle scale and the upgrade ratio of experience points according to the participation degree, or may be obtained by calculating according to different rules based on the upgrade ratio of experience points according to the battle scale and the upgrade ratio of experience points according to the participation degree, but this embodiment is not limited thereto.
[0212] Step 1103: Upgrade a second object attribute of the second virtual object according to the match encouragement information.
[0213] In some embodiments, the number of virtual objects in the own camp is 60, the number of virtual objects in the enemy camp is 50, and the number of virtual objects of the enemy camp that are killed by the second virtual object is 10.
[0214] In this case, the upgrade ratio of experience points according to the battle scale of the second virtual object is 0.1, the upgrade ratio of experience points according to the participation degree of the second virtual object is 0.2, and the upgrade ratio of the battle incentive experience points is the sum of 0.1 and 0.2, that is, the upgrade ratio of the battle incentive experience points of the second virtual object in the battle incentive information is 0.3. In other words, the upgrade ratio of the experience points of the entire second target attribute of the second virtual object is 30%, that is, each value of the second target attribute of the second virtual object is increased by 30%.
[0215] In addition, upgrading the second target attribute of the second virtual target based on the battle encouragement information can increase the overall experience value of the second target attribute, i.e., each second target attribute receives the same ratio of experience value upgrade, and the experience value of each second target attribute can also be increased randomly, i.e., the sum of the experience value upgrade ratios of each second target attribute is the experience value upgrade ratio in the battle encouragement information, but this embodiment is not limited thereto.
[0216] Step 1104: Adjust the object type of the second virtual object from the first object type to a second object type in response to upgrading the second object attribute of the second virtual object to a predetermined threshold.
[0217] The second virtual object can obtain a battle reward after participating in and surviving a virtual battle, and the battle reward can upgrade the experience value of the second object attribute of the second virtual object.
[0218] When the experience value of the second object attribute of the second virtual object is upgraded to a certain threshold, the object type of the second virtual object can be adjusted from the first object type to the second object type, and the object attribute of the first object type and the object attribute of the second object type are different. The second virtual object whose object type is adjusted can be upgraded infinitely, that is, there is no upper limit to the level (grade) of the second virtual object.
[0219] In some embodiments, the second virtual object in the virtual object set of the camp is a hero infantryman, and the second virtual object has six second object attributes, including life, attack, magic, attack speed, armor, and magic resistance.
[0220] In some embodiments, the experience points corresponding to each second target attribute are as follows: life experience point is 500, attack power experience point is 300, magic power experience point is 300, attack speed experience point is 200, armor experience point is 500, and magic resistance experience point is 200.
[0221] In some embodiments, after the second virtual object participates in a virtual battle, its object attribute values can be correspondingly upgraded, and after the experience values corresponding to each second object attribute all exceed a predetermined threshold of 10,000, the object type of the second virtual object is adjusted from the first object type to the second object type.
[0222] In addition, after the second virtual object participates in the virtual battle, it can obtain corresponding experience value, and after the accumulated experience value exceeds a predetermined threshold, the object type of the second virtual object can be adjusted from the first object type to the second object type, or can still keep the first object type. The predetermined threshold is an arbitrary value and exceeds the experience value of the original second object attribute of the second virtual object, but this embodiment is not limited thereto.
[0223] In summary, in the method provided in the embodiment of the present application, after generating a second virtual object, the second virtual object is controlled to participate in a virtual battle, so that if the second virtual object survives, the second virtual object can obtain a battle reward from the virtual battle, and the second virtual object can be allowed to grow by providing the corresponding experience points to the object attributes of the second virtual object, thereby breaking the growth mode inherent to the virtual object and allowing the virtual object to grow directly through virtual battles, independent of the rank of the master account or the rank of the camp in which the virtual object is located, thereby enhancing the fun of the player in controlling the virtual object during the battle process, and also increasing randomness in the growth process of the virtual object.
[0224] In the method provided in this embodiment, by receiving a command of a battle assignment operation, the first virtual object and the second virtual object are controlled to participate in a virtual battle, and if the second virtual object survives, it can obtain a corresponding battle reward, thereby improving the fun and experience of the player when controlling the virtual battle of the virtual objects.
[0225] In the method provided in this embodiment, the battle scale of the virtual battle and the participation level of the second virtual object in this virtual battle are obtained as the basis for providing corresponding experience points to the surviving second virtual object after the virtual battle ends, and are displayed on the screen, so that the player can more clearly understand the growth mode and upgrade mechanism of the second virtual object, thereby improving the experience of the player when controlling the virtual battle of the virtual objects.
[0226] In the method provided in this embodiment, the second target attribute of the second virtual object is upgraded based on the battle encouragement information after the virtual battle ends, thereby providing the second target attribute with corresponding experience points, breaking the growth mode specific to the virtual object, and not depending on the rank of the master account or the rank of the camp in which the virtual object is located, bringing randomness and fun to the growth mode of the second virtual object, thereby improving the experience of the player when controlling the virtual battle of the virtual objects.
[0227] In the method provided in the embodiments of the present application, the second virtual first object type is adjusted to the second object type based on upgrading the second object attribute of the second virtual object to a predetermined threshold, thereby making the adjustment of the object type of the second virtual object more reasonable and improving the accuracy and efficiency of the adjustment to the object type of the second virtual object.
[0228] The following are examples of the apparatus of the present application, which can be used to implement the method of the present application. For details not described in the apparatus of the present application, please refer to the method of the present application.
[0229] Figure 15 is a block diagram of a configuration of a virtual object generating device provided in one exemplary embodiment of the present application. The device has a function capable of implementing the above-mentioned method example, and the function may be implemented by hardware, or may be implemented by hardware executing corresponding software. The device may be the above-mentioned terminal device, or may be installed in the terminal device. As shown in Figure 15, the device includes:
[0230] A receiving module 1510: receiving an object generation operation, the object generation operation being used to instruct the generation of a virtual object set including a predetermined number of virtual objects, the virtual object set being used to conduct a virtual match under the control of a master account; and A display module 1520 displays a generated result of a first virtual object in the virtual object set in response to the object generation operation.
[0231] The display module 1520 displays a generation result of the second virtual object according to the existence of a second virtual object in the virtual object set, in which a total number of the first virtual object and the second virtual object is the predetermined number, the second virtual object is an object randomly generated in the virtual object set, and an object attribute corresponding to the first virtual object is different from an object attribute corresponding to the second virtual object.
[0232] In some embodiments, the display module 1520 is further adapted to display a second virtual object in response to the second virtual object being in the set of virtual objects.
[0233] The display module 1520 is further used to display presentation information corresponding to the second virtual object, where the presentation information includes an identification code, which is used to uniquely indicate the second virtual object.
[0234] In some embodiments, the display module 1520 is further configured to, in response to the presence of the second virtual object in the set of virtual objects, display the second virtual object at the center of the array of the first virtual objects in a highlight mode, where the highlight mode includes at least one of a magnified display mode, a highlighted display mode, a blinking edge display mode, and a marked display mode.
[0235] In some embodiments, the display module 1520 includes the following, as shown in FIG.
[0236] A receiving unit 1521: used for receiving a formation arrangement operation, the formation arrangement operation being used for arranging a formation in the virtual object set of the first virtual object and the second virtual object; and A display unit 1522 is used for displaying a virtual object alignment result of the virtual object set according to the formation alignment operation.
[0237] In some embodiments, the apparatus further comprises:
[0238] Determination module 1540: Used to determine a generation probability of the second virtual object based on the corresponding numbers of the first virtual object and the second virtual object generated within a predetermined past period, and the generation probability of the second virtual object is used to assist in the generation of the second virtual object.
[0239] In some embodiments, the apparatus further comprises:
[0240] Obtaining module 1530: Used for obtaining a first number of second virtual objects generated within a predetermined past period.
[0241] The obtaining module 1530 is further used to obtain a second number of the first virtual objects generated within the predetermined past period.
[0242] The determining module 1540 is further used to determine a sum of the first number and the second number.
[0243] The determination module 1540 is further used for determining a generation probability of the second fictitious object based on a ratio between the first number and the sum of the numbers.
[0244] In some embodiments, the apparatus further comprises:
[0245] A labeling module 1550, which is used to obtain a label number of the first virtual object by labeling each of the generated first virtual objects according to a predetermined order; and A generating module 1560 is used for randomly generating one of the second virtual objects according to the generating probability and the identification number of the first virtual object.
[0246] In some embodiments, the display module 1520, as shown in FIG. 16, is further configured as follows.
[0247] The receiving unit 1521 further receives a match assignment operation, where the match assignment operation is used to control the first virtual object and the second virtual object in the virtual object pair to participate in the virtual match.
[0248] The display unit 1522 is further used for displaying match encouragement information in response to the virtual match being ended and the second virtual object being alive in the virtual match.
[0249] In some embodiments, the display unit 1522 further obtains a battle scale of the virtual battle, the battle scale being obtained based on the number of the virtual objects in the virtual battle, and further obtains a participation degree of the second virtual object in the virtual battle, the participation degree being obtained based on the number of enemy virtual objects defeated by the second virtual object; and is used to display the battle encouragement information based on the battle scale and the participation degree.
[0250] In some embodiments, the apparatus further comprises:
[0251] An upgrade module 1570 is used for upgrading the second object attribute of the second virtual object according to the match encouragement information.
[0252] In some embodiments, the upgrading module 1570 is further used to adjust an object type of the second virtual object from a first object type to a second object type in response to upgrading the second object attribute of the second virtual object to a predetermined threshold, wherein the object attributes of the first object type and the second object type are different.
[0253] In summary, in the device provided in the embodiment of the present application, in the process of training a virtual object to generate a first virtual object, a second virtual object is randomly generated, so that the second virtual object has different second object attributes and appearances from the first virtual object, thereby increasing the randomness in the virtual object growth process, enriching the growth mode of the virtual object, and improving the fun and topicality of controlling the virtual object.
[0254] In addition, the virtual object interaction device provided in the above embodiment is described only by taking the division of each of the above-mentioned functional modules as an example, but in actual applications, the above-mentioned functions can be assigned to different functional modules to be completed according to needs, that is, the internal configuration of the device can be divided into different functional modules to complete all or part of the above-mentioned functions.In addition, since the virtual object generation device provided in the above embodiment belongs to the same concept as the embodiment of the virtual object generation method, the specific realization process can be referred to the embodiment of the method, and the detailed description thereof will be omitted here.
[0255] 17 is a block diagram of a configuration of a computer device 1700 provided in one exemplary embodiment of the present application. The computer device 1700 may be a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a notebook computer, or a desktop computer. The computer device 1700 may also be referred to as a user device, a mobile terminal device, a laptop terminal device, a desktop terminal device, etc.
[0256] Generally, the computing device 1700 includes a processor 1701 and a memory device 1702 .
[0257] The processor 1701 may include one or more processing cores, for example, a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in the form of at least one of the following hardware: a digital signal processing (DSP), a field-programmable gate array (FPGA), and a programmable logic array (PLA). The processor 1701 may also include a main processor and a coprocessor, where the main processor is a processor that processes data in an awake state, also referred to as a central processing unit (CPU), and the coprocessor is a low-power processor that processes data in a standby state. In some embodiments, the processor 1701 may be integrated with a graphics processing unit (GPU), which is used to render and draw content that needs to be displayed on a display. In some embodiments, the processor 1701 may further include an artificial intelligence (AI) processor, which is used to process computational operations related to machine learning.
[0258] The storage 1702 may include one or more computer-readable storage media, which may be tangible and non-transitory. The storage 1702 may further include high-speed random access memory, and non-volatile memory, such as one or more magnetic disks, flash memory. In some embodiments, the non-transitory computer-readable storage medium of the storage 1702 is used to store at least one instruction that is executed by the processor 1701 to implement the method provided in the embodiments of the present application.
[0259] As will be appreciated by those skilled in the art, computing device 1700 may further include other assemblies, and the configuration shown in FIG. 17 is not intended to limit computing device 1700, which may include more or fewer assemblies than shown, or may combine some assemblies, or employ different assembly arrangements.
[0260] In some embodiments, the computer-readable storage medium may include a Read Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), an optical disk, etc. Among them, the RAM may include a Resistance Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). In addition, the numbers of the embodiments of the present application described above are for convenience of explanation and do not represent the superiority or inferiority of the embodiments.
[0261] In a further embodiment of the present application, a computer device is provided, the computer device including a processor and a memory, the memory having at least one program stored therein, and the at least one program being loaded and executed by the processor to realize the virtual object interaction method in the embodiment of the present application as described above.
[0262] In a further embodiment of the present application, a computer-readable storage medium is provided, the storage medium having at least one program stored therein, the at least one program being loaded and executed by a processor to realize the virtual object interaction method in the embodiment of the present application as described above.
[0263] In a further embodiment of the present application, a computer program product is provided, the computer program product including a computer program, the computer program being stored in a computer-readable storage medium, a processor of a computing device reading the computer program from the computer-readable storage medium and executing the computer program, causing the computing device to perform the virtual object interaction method in the above embodiment.
[0264] As can be understood by those skilled in the art, all or part of the steps for implementing the above-mentioned embodiments can be completed by hardware, or can be completed by instructing related hardware by a program. The program can be stored in a computer-readable storage medium, and such a storage medium can be a ROM, a magnetic disk, an optical disk, etc.
[0265] It is also to be understood that the term "multiple" as used herein refers to two or more than two. "And / or" is used to describe the relationship between related objects, and indicates that there are three types of relationships, for example, A and / or B indicates that A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally means that the related objects before and after it have an "or" relationship. In addition, the step numbers described herein only indicate one possible execution order between the steps, and in some other embodiments, the steps described above may not be executed in the order of the numbers, for example, two differently numbered steps may be executed simultaneously, or two differently numbered steps may be executed in the reverse order of the illustrated steps, but the embodiments of the present application are not limited thereto.
[0266] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.
Claims
1. 1. A computing device implemented method for generating a virtual object, comprising: receiving an object generation operation, the object generation operation being used to instruct the generation of a set of virtual objects including a predetermined number of virtual objects, the set of virtual objects being used to conduct a virtual battle under the control of a master account; displaying a generated result of a first virtual object in the set of virtual objects in response to the object generation operation; and In response to the presence of a second virtual object in the set of virtual objects, displaying a generation result of the second virtual object, wherein a total number of the first virtual objects and the second virtual objects is the predetermined number, the second virtual object is a randomly generated object in the set of virtual objects, and an object attribute corresponding to the first virtual object is different from an object attribute corresponding to the second virtual object.
2. 2. The method of claim 1, In response to the presence of a second virtual object in the virtual object set, displaying a generation result of the second virtual object, displaying the second virtual object in response to the second virtual object being present in the set of virtual objects; and displaying presentation information corresponding to the second virtual object, the presentation information including an identification code, the identification code being used to uniquely indicate the second virtual object.
3. 3. The method of claim 2, In response to the presence of the second virtual object in the set of virtual objects, displaying the second virtual object includes: responsive to the presence of the second virtual object in the set of virtual objects, displaying the second virtual object in a highlighted mode at the center of the array of the first virtual objects; The method, wherein the emphasis display mode includes at least one of a magnification display mode, a highlight display mode, a blinking border display mode, and a mark display mode.
4. A method according to any one of claims 1 to 3, comprising: After displaying a generation result of the second virtual object in response to the existence of a second virtual object in the set of virtual objects, the method further comprises: receiving a formation arrangement operation, the formation arrangement operation being used to arrange a formation within the set of virtual objects of the first virtual object and the second virtual object; and The method includes displaying a virtual object alignment result for the set of virtual objects in response to the formation alignment operation.
5. The method according to any one of claims 1 to 3, further comprising: determining a generation probability of the second virtual object based on a corresponding number of first and second virtual objects generated within a predetermined past period, the generation probability of the second virtual object being used to assist in the generation of the second virtual object.
6. 6. The method of claim 5, The step of determining a generation probability of the second virtual object based on the number of the first virtual object and the number of the second virtual object generated within the predetermined past period, obtaining a first number of second virtual objects generated within the predetermined past time period; obtaining a second number of the first virtual objects generated within the predetermined past time period; determining the sum of the first number and the second number; and determining a probability of generation of the second fictitious object based on a ratio between the first number and the sum.
7. The method of claim 5, further comprising: labeling each of the generated first virtual objects according to a predetermined order, and obtaining a label number of the first virtual object; and randomly generating one of the second virtual objects based on the generation probability and an identification number of the first virtual object.
8. A method according to any one of claims 1 to 3, comprising: After displaying a generation result of the second virtual object in response to the existence of a second virtual object in the set of virtual objects, the method further comprises: receiving a match assignment operation, the match assignment operation being used to control the first virtual object and the second virtual object in the pair of virtual objects to participate in the virtual match; and displaying match promotion information in response to the virtual match being ended and the second virtual object being alive in the virtual match.
9. 9. The method of claim 8, displaying battle encouragement information in response to the virtual battle being ended and the second virtual object being alive in the virtual battle; obtaining a battle size for the virtual battle, the battle size being derived based on a number of the virtual objects in the virtual battle; obtaining a participation level of the second virtual object in the virtual battle, the participation level being obtained based on a number of enemy virtual objects defeated by the second virtual object; and displaying the battle encouragement information based on the battle scale and the participation level.
10. 10. The method of claim 9, After displaying the battle encouragement information based on the battle scale and the participation level, the method further includes: The method includes upgrading a second object attribute of the second virtual object based on the match encouragement information.
11. The method of claim 10, further comprising: The method includes a step of adjusting an object type of the second virtual object from a first object type to a second object type in response to the second object attribute of the second virtual object being upgraded to a predetermined threshold, wherein the object attributes of the first object type and the second object type are different.
12. An apparatus for generating a virtual object, comprising: a receiving module for receiving an object generation operation, the object generation operation being used to instruct the generation of a set of virtual objects including a predetermined number of virtual objects, the set of virtual objects being used to conduct a virtual match under the control of a master account; and a display module that displays a generation result of a first virtual object in the virtual object set in response to the object generation operation; The display module displays a generation result of the second virtual object in response to the presence of a second virtual object in the virtual object set, a total number of the first virtual object and the second virtual object is the predetermined number, the second virtual object is an object randomly generated in the virtual object set, and an object attribute corresponding to the first virtual object is different from an object attribute corresponding to the second virtual object.
13. A computing device including a processor and a memory coupled to the processor, The storage device stores a computer program, A computing device, the processor being configured to execute the computer program to implement the method according to any one of claims 1 to 3.
14. A program for causing a computer to carry out the method according to any one of claims 1 to 3.
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