Virtual object control method, virtual object control device, computer device, and computer program

By switching and transforming virtual item accessories into functional items, the method enhances gameplay variety and interaction efficiency, addressing the monotony and inefficiency of using virtual firearms in current game applications.

JP2025527680AActive Publication Date: 2025-08-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2025511551
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-11-24
Filing Date
2023-10-10
Publication Date
2025-08-22
Estimated Expiration
2043-10-10

AI Technical Summary

Technical Problem

Current game applications using virtual firearms for shooting are monotonous, leading to reduced player engagement and inefficient human-machine interaction due to the automatic discarding of virtual magazines after bullet consumption, preventing continuous attacks.

Method used

A method and device that allows for switching and transforming a used virtual item accessory into a functional item, enabling continued gameplay assistance and enhancing interaction efficiency.

Benefits of technology

This approach prevents accessory waste, increases utilization rate, and enriches gameplay variety by allowing functional items to assist in attacks, improving player engagement and interaction efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025527680000001_ABST
    Figure 2025527680000001_ABST
Patent Text Reader

Abstract

A method, device, apparatus, medium, and product for controlling a virtual object in the field of virtual environments, the method including: displaying a master virtual object and an interactive element in a virtual scene (310); controlling the master virtual object to attack the interactive element using a virtual item (320) in response to an attack operation on the interactive element; controlling the master virtual object to switch a first item accessory of the virtual item to a second item accessory (330) in response to an accessory switching operation; and, after the first item accessory is switched, disengaging the first item accessory from the virtual item and changing into a functional item (340).
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] This application claims priority from a Chinese patent application filed on November 24, 2022, application number 202211484689.0, entitled "Method, device, equipment, medium and product for controlling virtual objects," the entire contents of which are incorporated herein by reference.

[0002] TECHNICAL FIELD The present embodiments relate to the field of virtual environments, and more particularly to methods, devices, equipment, media and products for controlling virtual objects. [Background technology]

[0003] As the level of entertainment culture improves, people's activity experiences and demands for virtual worlds are increasing. Games are one way of expressing the virtual world and have become a way for many people to relieve stress. Current game applications have various interaction methods to fully enhance the fun of players' playing in the game process.

[0004] In a related technology, a player may play a shooting game using a virtual firearm, and by consuming virtual bullets placed in the virtual firearm, perform an attack operation against a virtual object to be attacked, thereby reducing the attribute value of the virtual object. Summary of the Invention [Problem to be solved by the invention]

[0005] When a player performs a bullet replacement operation, the virtual magazine containing the virtual bullets of the virtual firearm is automatically discarded, making it easier for the player to load a new virtual magazine into the virtual firearm and attack virtual objects. However, using a virtual firearm solely for shooting is a monotonous way of playing, which makes the game less appealing to players, and the bullet replacement operation makes it impossible to attack virtual objects continuously, which also affects the efficiency of human-machine interaction.

[0006] The virtual object control method, device, equipment, medium, and product provided in the embodiments of the present application can prevent the first item accessory from going to waste after use, increase the utilization rate of the first item accessory, and also broaden the ways of playing the game and improve the fun of the game. [Means for solving the problem]

[0007] In one aspect, a method for controlling a virtual object provided in an embodiment of the present application is executed by a computer device, and includes the steps of: displaying a master virtual object equipped with a virtual item including a first item accessory and an interactive element in a virtual scene; controlling the master virtual object to attack the interactive element using the virtual item in response to an attack operation on the interactive element; controlling the master virtual object to switch the first item accessory of the virtual item to a second item accessory in response to an accessory switching operation; and after the first item accessory is switched, the first item accessory detaching from the virtual item and changing into a functional item, wherein the virtual item attacks by consuming an item charging element in the first item accessory, and the functional item is used to assist the master virtual object in attacking the interactive element.

[0008] Another aspect provides a virtual object control device, including: an object display module for displaying a master virtual object equipped with a virtual item including a first item accessory and an interactive element in a virtual scene; an operation receiving module for controlling the master virtual object in response to an attack operation on the interactive element to cause the master virtual object to attack the interactive element using the virtual item; an accessory switching module for controlling the master virtual object in response to an accessory switching operation to switch the first item accessory of the virtual item to a second item accessory; and an item conversion module for detaching the first item accessory from the virtual item and changing it into a functional item after the first item accessory is switched, wherein the virtual item performs the attack by consuming an item charge element in the first item accessory, and the functional item is used to assist the master virtual object in attacking the interactive element.

[0009] Another aspect provides a computer device including a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, the at least one program, code set, or instruction set is loaded and executed by the processor to realize any one of the methods for controlling a virtual object according to the above-described embodiments of the present application.

[0010] Another aspect provides a computer-readable storage medium having stored therein at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the at least one program, code set, or instruction set being loaded and executed by a processor to realize any one of the methods for controlling a virtual object according to the above-described embodiments of the present application.

[0011] Another aspect provides a computer program product or a computer program, the computer program product or the computer program including computer instructions stored on a computer-readable storage medium, the computer instructions read by a processor of a computing device from the computer-readable storage medium, and the processor executes the computer instructions to cause the computing device to perform the method for controlling a virtual object according to any one of the above embodiments. [Effects of the Invention]

[0012] The beneficial effects brought about by the technical means provided in the embodiments of the present application include at least the following effects: In response to an attack operation on the interactive element, the master virtual object is controlled to attack the interactive element using the virtual item, and in response to an accessory switching operation, the master virtual object is controlled to switch a first item accessory of the virtual item to a second item accessory. The first item accessory is detached from the virtual item and then transformed into a functional item. As a result, after the first item accessory is switched to the second item accessory, the detached first item accessory is transformed into a functional item that assists the master virtual object in attacking the interactive element. This prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, thereby expanding the ways in which the game is played, greatly improving the enjoyment of the game, and improving the efficiency of human-machine interaction. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. [Figure 2]FIG. 2 is a structural block diagram of a computer system provided in an exemplary embodiment of the present application. [Figure 3] FIG. 3 is a flowchart of a method for controlling a virtual object provided in an exemplary embodiment of the present application. [Figure 4] FIG. 4 is a diagram of an interface for a virtual object control method provided in another exemplary embodiment of the present application. [Figure 5] FIG. 5 is a schematic diagram of an interface in which an interactive element is attacked using a virtual item provided in an exemplary embodiment of the present application. [Figure 6] FIG. 6 is a schematic diagram of an interface for shooting at an arbitrary area using a virtual item provided in an exemplary embodiment of the present application. [Figure 7] FIG. 7 is a schematic interface diagram of an accessory switching operation provided in an exemplary embodiment of the present application. [Figure 8] FIG. 8 is a schematic diagram of an interface in which functional items provided in an exemplary embodiment of the present application exist in a virtual scene. [Figure 9] FIG. 9 is a schematic diagram of an explosion animation interface provided in an exemplary embodiment of the present application. [Figure 10] FIG. 10 is a flowchart of a method for controlling a virtual object provided in a further exemplary embodiment of the present application. [Figure 11] FIG. 11 is a flowchart of a method for controlling a virtual object when the virtual item provided in an exemplary embodiment of the present application is a virtual firearm. [Figure 12] FIG. 12 is a flowchart of a method for controlling a virtual object provided in yet another exemplary embodiment of the present application. [Figure 13] FIG. 13 is a schematic diagram of a stage selection interface provided in an exemplary embodiment of the present application. [Figure 14] FIG. 14 is a schematic diagram of a skill selection interface provided in an exemplary embodiment of the present application. [Figure 15] FIG. 15 is a structural block diagram of a control device for a virtual object provided in an exemplary embodiment of the present application. [Figure 16] FIG. 16 is a structural block diagram of a terminal provided in an exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

[0014] In order to make the objectives, technical means and advantages of the present application clearer, the following embodiments of the present application will be described in more detail in combination with the drawings.

[0015] First, the terms used in the present embodiment will be briefly explained.

[0016] A virtual world is a virtual world that is displayed (or provided) when an application runs on a terminal. This virtual world may be a world that imitates the real world, a semi-imitative, semi-fictional world, or a completely fictional world. The virtual world may be a 2D virtual world, a 2.5D virtual world, or a 3D virtual world, and is not limited thereto in this application. In the following embodiment, a case where the virtual world is a 3D virtual world will be described as an example.

[0017] A virtual model is a model used in a virtual world to imitate the real world. Illustratively, a virtual model occupies a certain volume in the virtual world. Illustratively, virtual models include terrain models, architectural models, flora and fauna models, virtual item models, virtual vehicle models, and virtual character models. For example, terrain models include ground, mountains and rivers, rocks, steps, etc. Architectural models include buildings, fences, containers, and fixed indoor equipment such as tables, chairs, cupboards, and beds. Flora and fauna models include trees, flowers, flying birds, etc. Virtual item models include virtual guns, medicine chests, airdrops, etc. Virtual vehicle models include cars, ships, helicopters, etc. Virtual character models include people, animals, animated characters, etc.

[0018] A virtual character is a movable object in a virtual world. The movable object may be a virtual character, a virtual animal, an animated character, or the like, such as a person, an animal, a plant, a drum, a wall, or a rock displayed in a three-dimensional virtual world. Optionally, the virtual character is a three-dimensional solid model constructed based on skeletal animation techniques. Each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a portion of the space in the three-dimensional virtual world.

[0019] In related technology, a player may play a shooting game using a virtual firearm, consuming virtual bullets stored in the virtual firearm to attack a virtual object to be attacked and thereby lowering the attribute value of the virtual object. When the player performs a bullet replacement operation, the virtual magazine containing the virtual bullets in the virtual firearm is automatically discarded, making it easier for the player to continuously attack virtual objects in the virtual scene with the virtual firearm. However, using a virtual firearm solely for shooting is a monotonous way of playing, and the game lacks appeal for players.

[0020] In the present embodiment, a virtual object control method is provided that not only prevents a first item accessory from going to waste after use and increases the utilization rate of the first item accessory, but also broadens the ways in which the game can be played and makes the game more interesting. When applied, the virtual object control method obtained through training in the present application includes at least one of a plurality of virtual scenes, such as a virtual shooting scene and a virtual battle scene. Note that the above application scenes are merely schematic examples, and the virtual object control method provided in the present embodiment can also be applied to other scenes, and is not limited to these in the present embodiment.

[0021] For further explanation, before and during the collection of user-related data, the present application may display a prompt interface, a pop-up window, or output audio prompt information to alert the user that user-related data is currently being collected. Only after the user confirms on the prompt interface or pop-up window does the application start executing the relevant step of acquiring user-related data. Otherwise (i.e., if the user does not confirm on the prompt interface or pop-up window), the application terminates the relevant step of acquiring user-related data and does not acquire user-related data. In other words, all user data collected in the present application is collected under the circumstances of user consent and authentication, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0022] The terminal in this application may be a desktop computer, a laptop mobile 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 supporting a virtual environment, such as an application supporting a three-dimensional (3D) virtual environment, is installed and running on the terminal. The application may be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), and a multiplayer online battle arena game (MOBA). Optionally, the application may be an offline version of the application, such as an offline three-dimensional game program, or an online collaborative application.

[0023] 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. The electronic device 100 includes an operation system 120 and an application 122.

[0024] The operating system 120 provides applications 122 with operating software that provides secure access to computer hardware.

[0025] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is an application that supports a three-dimensional virtual environment. The application 122 is one of a virtual reality application, a three-dimensional map program, a third-person shooter game, an first-person shooter game, a multiplayer online shooting survival game, and the like. The application 122 may be an offline version of the application, such as an offline three-dimensional game program, or an online collaborative version of the application.

[0026] 2 shows a structural block diagram of a computer system 200 provided in an exemplary embodiment of the present application. The computer system 200 includes a first device 220, a server 240, and a second device 260.

[0027] An application supporting a virtual environment is installed and running on the first device 220. The application may be any one of a virtual reality application, a 3D map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The first device 220 is used by a first user, and the first user uses the first device 220 to control the activities of a first virtual object located in the virtual environment. The activities 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. Schematically, the first virtual object is a first virtual person, such as a virtual human character or an animated character.

[0028] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0029] The server 240 may be at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services to applications supporting the three-dimensional virtual environment. Optionally, the server 240 performs primary computing tasks, and the first device 220 and the second device 260 perform secondary computing tasks. Alternatively, the server 240 performs secondary computing tasks, and the first device 220 and the second device 260 perform primary computing tasks. Alternatively, the server 240, the first device 220, and the second device 260 may collaborate to perform computing tasks using a distributed computing architecture.

[0030] The second device 260 has an application installed and running that supports the virtual environment. The application may be any one of a virtual reality application, a 3D map program game, an FPS game, a MOBA game, and a multiplayer shooter survival game. The second device 260 is used by a second user, and the second user uses the second device 260 to control the activities of a second virtual object located in the virtual environment. The activities 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. Schematically, the second virtual object is a second virtual person, such as a virtual human character or an animated character.

[0031] Optionally, the first virtual person and the second virtual person are in the same virtual environment. Optionally, the first virtual person and the second virtual person may belong to the same team, the same organization, have a friendship relationship, or have temporary communication rights. Optionally, the first virtual person and the second virtual person may belong to different teams, different organizations, or two parties with an adversarial relationship.

[0032] Optionally, the applications installed on the first device 220 and the second device 260 are the same. Alternatively, the applications installed on both devices are the same type of application on different control system platforms. The first device 220 may broadly refer to one of multiple devices, and the second device 260 may also broadly refer to one of multiple devices. In this embodiment, only the first device 220 and the second device 260 are illustrated and described. The first device 220 and the second device 260 may be of the same or different device types. The device types include at least one of a game console, a desktop computer, a smartphone, a tablet computer, an e-reader, an MP3 player, an MP4 player, and a laptop-type mobile computer. The following embodiment will be described using a desktop computer as an example.

[0033] As will be appreciated by those skilled in the art, the number of devices may be greater or less. For example, there may be only one device, or there may be tens, hundreds, or even more devices. The present embodiment does not limit the number and types of devices.

[0034] The server 240 may be implemented as a physical server or as a cloud server on a cloud. Cloud technology is a type of hosting technology that integrates system resources such as hardware, software, and networks within a wide area network or local network to calculate, store, process, and share data. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on cloud computing business model applications, and it allows for the creation of a resource pool that can be used as needed, providing flexibility and convenience.

[0035] In some embodiments, the method provided in the embodiments of the present application can be applied to a cloud gaming scenario, whereby the calculation of data logic in the game process is completed by the cloud server, and the terminal is responsible for displaying the game interface.

[0036] In some embodiments, the server 240 may be implemented as a node in a blockchain system.

[0037] The virtual object control method provided in the present application will be described in conjunction with the above terminology and application scenarios. Taking the case where the method is executed by a computer device as an example, the method is applied to a terminal. As shown in Figure 3, the method includes the following steps 310 to 340.

[0038] Step 310 displays the master virtual object and the interactive elements in the virtual scene.

[0039] Optionally, a virtual scene is a scene displayed when an application runs on a terminal device. The virtual scene may be an imitation of the real world. For example, the virtual scene is a scene obtained by building a foundation in the real world and simulating the real world. Alternatively, the virtual scene may be a semi-imitative, semi-fictional scene. For example, the virtual scene may include scenes that exist in the real world (traffic, roads, etc.) and fictional scenes (island A, volcano B, etc. that do not exist in the real world). Furthermore, the virtual scene may be completely fictional. For example, scenes, objects, etc. in the virtual scene may not have corresponding objects in the real world (monsters, demon kings, etc.).

[0040] Optionally, the virtual scene is at least one of a 2D virtual scene, a 2.5D virtual scene, and a 3D virtual scene. The virtual scene loading process may include a process of converting a 2D virtual scene to a 3D virtual scene, or a process of switching from a 3D virtual scene to a 2D virtual scene. Schematically, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as grassland, desert, city, etc. A user can control virtual objects to move within the virtual scene.

[0041] In one alternative embodiment, the virtual scene includes not only a master virtual object controlled by the player, but also interactive elements, which are virtual objects that engage in virtual interactions with the master virtual object.

[0042] Optionally, the interactive elements include at least one of virtual elements such as virtual buildings, virtual obstacles, or other virtual objects.

[0043] Schematically, the interactive elements are virtual objects belonging to a different camp from the master virtual object, virtual objects belonging to the same camp as the master virtual object, non-player characters (NPCs) set as default in the system, summons of local virtual objects, or virtual monsters set as default in the system, virtual neutral monsters, etc.

[0044] Schematically, the terminal transmits a location confirmation request to the server to identify the location of the interactive element in the virtual scene, and then receives location confirmation feedback transmitted from the server, which includes information such as the location of the interactive element in the virtual scene.

[0045] The master virtual object is equipped with a virtual item.

[0046] A master virtual object refers to a virtual object controlled by a player. For example, the master virtual object may be a virtual person controlled by a player operating a terminal, or a virtual pet controlled by a player operating a terminal.

[0047] A virtual item refers to an item in a virtual environment that decorates or lays out the virtual environment, or an item that assists or provides convenience to the player. A virtual item may be a consumable item that decreases as it is used during the game's execution process, such as a virtual firearm, a virtual bow and arrow, food, medicine, or synthetic raw material. A virtual item may also be a task item set to complete a story task in the game, such as a letter, skill book, or information file. Furthermore, a virtual item may also be equipment, such as a helmet, armor, shoes, or backpack, that assists a virtual object in completing a task in the game by extracting, purchasing, rewarding, or finding it. A virtual item is one of the above virtual items, and the virtual item also includes a first item accessory.

[0048] Schematically, the first item accessory is used to assist the master virtual object in using the virtual item to realize the item function of the virtual item.

[0049] Optionally, if the virtual item is specifically a virtual firearm, the first item accessory is a virtual magazine included in the virtual firearm, which is used to assist the master virtual object in using the virtual firearm to realize a shooting function corresponding to the virtual firearm; or if the virtual item is specifically a virtual bow and arrow, the first item accessory is a virtual quiver included in the virtual bow and arrow, which is used to assist the virtual bow and arrow in realizing a shooting function corresponding to the virtual bow and arrow.

[0050] In step 320, in response to an attack operation on the interactive element, the master virtual object is controlled to attack the interactive element using the virtual item.

[0051] Schematically, in the game process, the master virtual object receives a player's use operation for a virtual item and controls the master virtual object to use the virtual item accordingly. When the use operation of the virtual item is performed on an interactive element in a virtual scene, the use operation is an attack operation of using the virtual item to attack the interactive element.

[0052] For example, if the virtual item is specifically a virtual firearm, when a shooting operation is received from a player to control a master virtual object to fire a shot using the virtual firearm, the shooting operation is considered to be the above-mentioned use operation, and when a shooting operation from a player on an interactive element is received and the master virtual object is controlled accordingly to cause the interactive element to attack using the virtual firearm, the shooting operation is considered to be the above-mentioned attack operation.

[0053] Alternatively, if the virtual item is specifically a virtual bow and arrow, when a shooting operation is received from the player to control the master virtual object and fire a shot using the virtual bow and arrow, the shooting operation is considered to be the above-mentioned use operation, and when a shooting operation from the player on an interactive element is received and the master virtual object is controlled accordingly to fire the virtual bow and arrow at the interactive element, the shooting operation is considered to be the above-mentioned attack operation.

[0054] The virtual item attacks by consuming the item charging element in the first item accessory.

[0055] The first item accessory is charged with an item charge element, which is consumed during use of the virtual item and is used to realize an item function corresponding to the virtual item.

[0056] For example, if the virtual item is specifically a virtual firearm and the first item accessory is specifically a virtual magazine attached to the virtual firearm, the virtual magazine is filled with virtual bullets, and the virtual bullets are the item loading elements of the virtual magazine. Alternatively, if the virtual item is specifically a virtual bow and arrow and the first item accessory is specifically a virtual quiver included in the virtual bow and arrow, the virtual quiver is filled with virtual arrows, and the virtual arrows are the item loading elements of the virtual bow and arrow.

[0057] When the player controls the master virtual object to use a virtual item, the item charge element in the first item accessory included in the virtual item is consumed as the virtual item is used.

[0058] Schematically, taking a virtual firearm as an example, the following description will be given: By controlling the master virtual object to use the virtual firearm on an interactive element, an attack operation of consuming virtual bullets to attack the interactive element can be realized; or, by controlling the master virtual object to use the virtual firearm to fire virtual bullets at any area in the virtual scene, the purpose of consuming item-filling elements can be achieved.

[0059] In one alternative embodiment, when the master virtual object is controlled to attack an interactive element using a virtual item, an attack animation corresponding to the attack operation is displayed.

[0060] Schematically, in the game process, when the terminal receives an attack operation from the player to control the master virtual object and use the virtual item to attack the interactive element, the terminal sends operation data corresponding to the attack operation to the server and requests the server to send rendering data corresponding to the operation data. After receiving the rendering data sent from the server, the terminal renders the rendering data on the terminal interface to display an attack animation corresponding to the attack operation.

[0061] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.

[0062] At step 330, in response to the accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to a second item accessory.

[0063] Optionally, the first item accessory has an element fill capacity associated therewith, which is used to indicate a maximum capacity of item fill elements in the first item accessory, for example, if the first item accessory includes a maximum of 50 item fill elements, the quantity 50 is the element fill capacity corresponding to the first item accessory.

[0064] In some embodiments, the element charge capacity is a default capacity for the first item accessory, or a capacity that changes as the player's level changes, or the like.

[0065] Optionally, the second item accessory is any item accessory that can be attached to a virtual item. For example, if the second item accessory belongs to the same type of item accessory as the first item accessory and the first item accessory is a virtual magazine that fills virtual bullets, the second item accessory may be another virtual magazine that fills virtual bullets. Alternatively, if the second item accessory is a different type of item accessory from the first item accessory and the first item accessory is a virtual magazine that fills virtual bullets, the second item accessory may be a special magazine that fills virtual grenades, etc.

[0066] Schematically, if the second item accessory belongs to the same type of item accessory as the first item accessory, the model number and element filling capacity of the second item accessory may be the same as or different from those of the first item accessory. For example, the element filling capacity of the first item accessory may be 50, and the element filling capacity of the second item accessory after the switch may be 30, or the model number of the item filling element filled in the first item accessory may be A, and the model number of the item filling element filled in the second item accessory after the switch may be B.

[0067] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.

[0068] The accessory switching operation is used to instruct an operation to switch from a first item accessory to a second item accessory.

[0069] In one alternative embodiment, the trigger operation on the accessory switching widget is the accessory switching operation.

[0070] For example, an accessory switching widget is displayed on the display interface of the terminal, and the player performs a trigger operation on the accessory switching widget, and then controls the master virtual object to switch a first item accessory of the virtual items to a second item accessory, thereby realizing the accessory switching operation. Optionally, the trigger operation includes many operation methods such as a click operation, a long press operation, etc.

[0071] In one alternative embodiment, in response to a consumption quantity of item filling elements in a first item accessory reaching a consumption threshold, a master virtual object is controlled to switch the first item accessory of the virtual item to a second item accessory.

[0072] The consumption threshold is a comparison standard for the consumption quantity of the item charging element. Optionally, the consumption threshold is a value set by default in the system, a value set by the player, or a value that changes according to the element charging capacity of the first item accessory.

[0073] When an item charging element in a first item accessory is consumed, the element charging capacity of the first item accessory and the item charging elements remaining in the first item accessory after the item charging element is consumed are checked to determine the consumed number of item charging elements. For example, when one item charging element is consumed in a single attack process and the number of item charging elements consumed over multiple attack processes is determined, if the element charging capacity of the first item accessory is previously determined to be 50 and 35 item charging elements remain in the first item accessory after multiple attacks, the consumed number of item charging elements is determined to be 15. In other words, the master virtual object has performed 15 attacks. Alternatively, when five item charging elements are consumed in a single attack process (e.g., firing five virtual bullets in a row) and the number of item charging elements consumed over multiple attack processes is determined, if the element charging capacity of the first item accessory is previously determined to be 50 and 35 item charging elements remain in the first item accessory after multiple attacks, the consumed number of item charging elements is determined to be 15. In other words, the master virtual object has executed the attack three times.

[0074] Optionally, for example, the consumption threshold is a value set by default in the system, and in response to the item charge element in the first item accessory being consumed, the master virtual object is controlled to switch the first item accessory in the virtual item to a second item accessory.

[0075] The "item charging elements have been consumed" is a state that schematically indicates that the consumed quantity of the item charging elements has reached the consumption threshold. In other words, when the item charging elements in the first item accessory have been consumed, the first item accessory is switched to a second item accessory that has been charged with the item charging elements.

[0076] Optionally, the consumption threshold may be set by the player. For example, the player may set the consumption threshold to 20% of the item charge element, or the disappearance threshold to 100% of the item charge element.

[0077] The above description describes a case where the consumption of item charging elements is defined as the consumption of a certain quantity reaching a consumption threshold. Once the item charging elements in a first item accessory are consumed, the first item accessory cannot be used to consume item charging elements to perform an attack. Therefore, the first item accessory cannot perform the attack function it had when attached to a virtual item. Therefore, by using the consumption of item charging elements as a trigger condition for switching to a second item accessory, not only can the problem of the first item accessory being ineffectively placed on the virtual item be avoided, but also the player can switch to the second item accessory more quickly without affecting the game progress, significantly improving game execution efficiency and enriching the player's gaming experience. Furthermore, the data resource allocation process can also rationally improve data resource transmission efficiency.

[0078] In one alternative embodiment, as the master virtual object uses the virtual item, the item filling elements filled in the first item accessory are gradually consumed, and when the consumed quantity of the item filling elements in the first item accessory reaches a consumption threshold, an accessory switching animation is displayed.

[0079] The accessory switching animation is an animation effect that corresponds to the accessory switching operation. That is, the accessory switching animation is an animation effect that switches a first item accessory that has consumed an item charging element to a second item accessory that has been charged with the item charging element.

[0080] Optionally, the first item accessory and the second item accessory are both virtual item accessories that can be loaded onto a virtual item, where the first item accessory is a virtual item accessory whose item charging element has been consumed through the consumption process described above, and the second item accessory is a virtual item accessory that can be loaded onto a virtual item other than the first item accessory.

[0081] In one alternative embodiment, the first item accessory is automatically switched to the second item accessory in response to a consumption quantity of item loading elements in the first item accessory reaching a consumption threshold.

[0082] Schematically, when the consumption quantity of item filling elements in a first item accessory reaches a consumption threshold, the system controls the master virtual object by default to perform an accessory switching operation to switch the first item accessory to a second item accessory. Alternatively, when the consumption quantity of item filling elements in a first item accessory reaches a consumption threshold and the master virtual object is equipped with a second item accessory, the system controls the master virtual object by default to perform an accessory switching operation to switch the first item accessory to the second item accessory.

[0083] In one alternative embodiment, a switch hint message is displayed in response to a consumption quantity of item loading elements in the first item accessory reaching a consumption threshold.

[0084] Schematically, when the consumption quantity of item charging elements in the first item accessory reaches the consumption threshold, a switching hint message is displayed to alert the player that the consumption of item charging elements currently in the first item accessory has reached the consumption threshold.

[0085] Optionally, in response to receiving the accessory switch operation, the master virtual object is controlled to switch the first item accessory of the virtual item to a second item accessory.

[0086] Schematically, the player may recognize the consumption level of the item charge element through the switching hint message, and may choose to replace the first item accessory by performing an accessory switching operation.

[0087] When the master virtual object completes the accessory switching operation, the virtual item accessory equipped to the virtual item is switched from the first item accessory to the second item accessory, and the player controls the master virtual object to consume the item charging element in the second item accessory to proceed with the subsequent game process.

[0088] After switching from the first item accessory to the second item accessory, an accessory switching operation for the second item accessory may be performed as the item charging element loaded in the second item accessory is consumed during the game process. In this case, the second item accessory is referred to as the first item accessory. In other words, the accessory switching operation may be performed multiple times during the game. The above is merely a schematic example, and the present embodiment is not limited thereto.

[0089] In step 340, when the first item accessory is switched, the first item accessory is disengaged from a virtual item and is transformed into a functional item.

[0090] Schematically, after the master virtual object performs an accessory switching operation, the first item accessory detaches from the virtual item and falls onto a virtual surface of the virtual scene, or, after the master virtual object performs an accessory switching operation, the first item accessory detaches from the virtual item and is stored in a virtual backpack corresponding to the master virtual object.

[0091] The functional item is used to assist the master virtual object in attacking the interactive element. The functional item has a designation function and assists the master virtual object by the designation function.

[0092] Optionally, the functional item has the same appearance as the first item accessory. For example, if the first item accessory is a virtual magazine, its appearance is in the shape of a rectangular magazine. When the first item accessory is switched and separated from the virtual item, the accessory function of the first item accessory for filling the item filling element is changed, and the first item accessory is transformed into a functional item with a specified function, while maintaining its appearance. In other words, the functional item is an item with a magazine shape and a specified function.

[0093] Optionally, the functional item has an appearance different from that of the first item accessory. For example, if the first item accessory is a virtual magazine, its appearance is in the shape of a rectangular magazine. After the first item accessory is switched and separated from the virtual item, the accessory function of the first item accessory for filling the item filling element is changed to change the first item accessory into a functional item with a specified function. Then, by changing the appearance of the first item accessory, a functional item with an appearance different from that of the first item accessory is obtained. For example, the functional item is an item with a spherical shape and a specified function.

[0094] The designated function is a function corresponding to a functional item, and is used to realize an auxiliary effect that assists the master virtual object by performing the designated function.

[0095] Optionally, the designated function is a function associated with the functional item that is set as a system default, or a function selected by the player from at least two types of candidate functions that are set in advance.

[0096] Schematically, the designated function is a virtual explosion function, that is, when the functional item performs the designated function, it assists the master virtual object to attack the interactive element with a virtual explosion attack.

[0097] Schematically, the designated function is a deceleration function, that is, when the functional item performs the designated function, the moving speed of the interactive elements within a predetermined range is reduced, making it easier for the master virtual object to attack the interactive elements.

[0098] Schematically, the designated function is a virtual smoke emission function, that is, when the functional item performs the designated function, it assists the master virtual object in attacking the interactive element by emitting virtual smoke.

[0099] Schematically, the specified function is a covert attack function. For example, after a function item falls onto a virtual surface (e.g., a virtual ground) in a virtual scene, it is hidden under the virtual surface. When an interactive element touches the hidden function item, it realizes a corresponding covert attack effect. For example, when an interactive element steps on the hidden function item, an explosion attack is performed on the interactive element.

[0100] Schematically, the specified function is a function having a gain effect. The function having a gain effect includes at least one of a plurality of positive functions, such as a healing function, a magic power value increase function, and a level increase function. For example, a functional item is used to increase the attribute values, combat values, etc. of a master virtual object and other virtual objects of the same camp, thereby indirectly assisting the master virtual object in attacking interactive elements. For example, a case will be described in which the function having a gain effect is a healing function. After falling onto a virtual surface in a virtual scene, the functional item heals virtual objects (the master virtual object and other virtual objects of the same camp) within a predetermined healing range, thereby increasing the life values ​​of the virtual objects.

[0101] In one selectable embodiment, a plurality of candidate functions are set in advance, and the functional item performs the designated function based on an operation of selecting a designated function from the plurality of candidate functions.

[0102] Typically, before or during the game, a player selects one candidate function from a plurality of pre-set candidate functions as the designated function corresponding to the functional item. For example, the pre-set candidate functions may be a virtual explosion function, a virtual smoke emission function, a concealment function, etc. If the player selects the virtual explosion function as the designated function corresponding to the functional item, the functional item will perform the virtual explosion function.

[0103] In one embodiment, when a functional item performs a specified function, a special effect animation is displayed in the virtual scene in which the functional item performs the specified function, such as an explosion animation in which the functional item performs a virtual explosion function in the virtual scene.

[0104] In one alternative embodiment, in response to the functional item satisfying a predetermined condition, the functional item is controlled to perform a specified function in the virtual scene.

[0105] Optionally, in response to the functional item satisfying a predetermined condition, the functional item is controlled to perform an explosive attack in the virtual scene, where the explosive attack is used to reduce attribute values ​​of interactive elements within a predetermined range.

[0106] Optionally, in response to the functional item satisfying a predetermined condition, the functional item is controlled to perform a slowing attack in the virtual scene, where the slowing attack is used to reduce the speed of movement of interactive elements within a predetermined range.

[0107] The predetermined condition is used to indicate a condition that is set in advance and that enables a functional item to perform a designated function.

[0108] The above description explains how functional items can exert different attack forms with different effects in a virtual scene. When a functional item meets a predetermined condition, it can exert a corresponding designated function, thereby changing the element status of interactive elements within a predetermined range. This avoids the problem of the accessory function of the first item accessory being monotonous. After the first item accessory is separated from the virtual item, the transformed functional item can realize designated functional forms, such as an explosive attack or a slowdown attack. The transformed functional item can enrich the functional forms of the first item accessory and perform a more targeted attack interaction process on the interactive elements within a predetermined range. This increases the variety of ways in which players can attack using the virtual item and the first item accessory, and also improves the player's human-machine interaction efficiency during the game process.

[0109] Optionally, in response to the functional item being in the virtual scene for a predetermined time threshold, the functional item performs a specified function.

[0110] For example, the time is counted after the first item accessory is transformed into a virtual item, and the time is compared with a predetermined time threshold, and when the time reaches the predetermined time threshold, the functional item performs a designated function, such as an explosion function, a deceleration function, etc. Optionally, if the time has not yet reached the predetermined time threshold, the functional item does not perform the designated function for the time being.

[0111] Optionally, in response to a collision between the functional item and the interactive element, the functional item performs a specified function.

[0112] For example, in a game process, collision box detection is performed on a functional item and an interactive element. If there is an overlap between the item collision box corresponding to the functional item and the object collision box corresponding to the interactive element, it is determined that a collision has occurred between the functional item and the interactive element, and the functional item will perform a specified function in the virtual scene.

[0113] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.

[0114] As described above, in response to an attack operation on an interactive element, the master virtual object is controlled to attack the interactive element using a virtual item, and in response to an accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to a second item accessory. The first item accessory is detached from the virtual item and then transformed into a functional item. As a result, after the first item accessory is switched to the second item accessory, the detached first item accessory is transformed into a functional item to assist the master virtual object in attacking the interactive element. This prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, thereby expanding the ways in which the game is played, greatly improving the enjoyment of the game, and improving the efficiency of human-machine interaction.

[0115] In one possible embodiment, after the first item accessory is transformed into a functional item, when the functional item satisfies a predetermined condition, the functional item is controlled to perform an explosive attack in the virtual scene. Schematically, the embodiment shown in FIG. 3 can be realized by the following steps 410 to 440 shown in FIG. 4.

[0116] Step 410 displays the master virtual object and the interactive elements in the virtual scene.

[0117] The master virtual object is equipped with a virtual item, and the virtual item includes a first item accessory.

[0118] The master virtual object refers to a virtual object controlled by a player, for example, a virtual character controlled by a player operating a terminal. Schematically, the first item accessory is used to assist the master virtual object in realizing the item function of a virtual item using the virtual item.

[0119] In one alternative embodiment, the virtual scene includes not only a master virtual object controlled by the player, but also interactive elements, which are virtual objects that engage in virtual interactions with the master virtual object.

[0120] Schematically, the terminal transmits a location confirmation request to the server to identify the location of the interactive element in the virtual scene, and then receives location confirmation feedback transmitted from the server, which includes information such as the location of the interactive element in the virtual scene.

[0121] In step 420, in response to an attack operation on the interactive element, the master virtual object is controlled to attack the interactive element using the virtual item.

[0122] Schematically, in the game process, a player controls a master virtual object and receives an attack operation to attack an interactive element using a virtual item.

[0123] In the process of using the virtual item, the process of attacking the interactive element with the item charging element is realized by consuming the item charging element in the first item accessory equipped to the virtual item.

[0124] An interface diagram of a virtual scene is shown in Figure 5. The virtual scene includes a master virtual object 510 controlled by a player and at least one interactive element 520. When the interactive element 520 launches an attack toward the master virtual object 510 in the virtual scene, the player may control the master virtual object 510 to move within the virtual scene to dodge the attack of the interactive element 520, or may use a virtual item 530 to launch an attack toward the interactive element 520. For example, if the virtual item 530 is realized as a virtual firearm, the player controls the master virtual object 510 to fire the virtual firearm at the interactive element to damage the interactive element 520.

[0125] Note that a first item accessory is set to the virtual item, and when the master virtual object uses the virtual item, the first item accessory provides power to the virtual item and the item loading element in the first item accessory causes attack damage to the interactive element. As shown in Figure 5, if the virtual item 530 is realized as a virtual firearm, and the first item accessory set in the virtual firearm is a virtual magazine, which contains virtual bullets (the virtual magazine and virtual bullets are located in the virtual firearm and are not shown in Figure 5), when the player controls the master virtual object 510 to fire the virtual firearm at the interactive element, the virtual bullets loaded in the virtual magazine cause damage to the interactive element 520.

[0126] Schematically, the virtual item may be realized as a virtual firearm, and the master virtual object may be controlled to use the virtual firearm to perform a shooting attack on the interactive elements, or the virtual item may be realized as a virtual bow and arrow, and the master virtual object may be controlled to use the virtual bow and arrow to perform a shooting attack on the interactive elements.

[0127] Schematically, when the master virtual object uses a virtual item to fire an item-filled element toward an interactive element, the item-filled element hits the body of the interactive element and causes attack damage to the interactive element, such as reducing the attribute values ​​of the interactive element, such as its virtual life value, virtual magic value, etc.

[0128] As shown in Figure 5, a master virtual object 510 uses a virtual firearm to attack an interactive element 520. As shown in Figure 6, a virtual scene includes a master virtual object 610, which uses the virtual firearm to fire virtual bullets or the like at any virtual area within the virtual environment.

[0129] In one alternative embodiment, in response to an attack operation on the interactive element, the master virtual object is controlled to use the virtual item to fire an item-filling element in the first item accessory at the interactive element, and in response to the item-filling element's dwell time on the interactive element reaching a predetermined time, an explosion special effect is displayed in which the item-filling element performs a virtual explosion attack on the interactive element.

[0130] Schematically, after the item-filling element hits the interactive element, it inflicts delayed damage on the interactive element. For example, the item-filling element counts the amount of time it dwells on the interactive element, and when the dwell time reaches a predetermined time, the item-filling element generates a virtual explosion attack on the interactive element, thereby inflicting delayed damage on the interactive element.

[0131] Optionally, when the item-filling element dwells on the interactive element, it causes a first level of damage to the interactive element, and when the item-filling element dwells on the interactive element for a predetermined time, it causes a second level of damage to the interactive element via a virtual explosion attack.

[0132] For example, during the period when the item filling element dwells on the interactive element, the item filling element inflicts a first level of erosion damage on the interactive element, decreasing the attribute value of the interactive element by a small degree of damage, and when the item filling element's dwell time on the interactive element reaches a predetermined time, the item filling element generates a virtual explosion attack on the interactive element, inflicts a second level of damage on the interactive element, decreasing the attribute value of the interactive element by a large degree of damage.

[0133] The above content describes content in which an item-filling element is fired and an explosion special effect is displayed based on the dwell time. The item-filling element is fired toward an interactive element, and an item-filling element with an attack function is positioned above the interactive element. Furthermore, based on the dwell time of the item-filling element on the interactive element, it is determined whether the item-filling element will launch an explosion attack on the interactive element. This not only allows for immediate damage to the interactive element (e.g., a dwell time of 0 or a very short time such as 0.001 seconds), but also achieves the goal of inflicting delayed damage on the interactive element using the dwell time. The dwell time can be, for example, 2 seconds, 10 seconds, etc. This enriches gameplay, increases the fun of the game, and allows for more diversified attack processes on the interactive element, improving the effectiveness of the player's attack process and improving human-machine interaction efficiency.

[0134] In some embodiments, an attack animation is displayed in which the master virtual object uses the virtual item to attack the interactive element.

[0135] At step 430, in response to the accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to a second item accessory.

[0136] The accessory switching operation is used to instruct an operation to switch from a first item accessory to a second item accessory.

[0137] Optionally, the trigger operation for the accessory switching operation is the accessory switching operation.

[0138] Optionally, in response to a consumption quantity of the item filling elements in the first item accessory reaching a consumption threshold, the master virtual object is controlled to switch the first item accessory of the virtual item to a second item accessory.

[0139] In some embodiments, after switching from a first item accessory to a second item accessory, the virtual item accessory equipped to the virtual item becomes the second item accessory, and the first item accessory detaches from the virtual item and falls into the surroundings of the master virtual object; or, after switching from the first item accessory to the second item accessory, the first item accessory detaches from the virtual item and is stored in the virtual backpack of the master virtual object.

[0140] As described above, the consumption status of item charging elements can be used as an implementation form of the accessory switching operation. When the item charging elements in a first item accessory reach a consumption threshold, the accessory switching condition is deemed to be met, and the terminal can automatically switch from the first item accessory to a second item accessory. For example, the first item accessory that has been completely consumed can be switched to a second item accessory with a full charge of item charging elements, and the second item accessory can be used to perform the subsequent game process. Determining the accessory switching operation based on the consumption status of item charging elements makes the accessory switching process more flexible, avoiding the inefficiency of having the player manually change accessories after consuming all the item charging elements, and significantly improving the efficiency of human-machine interaction in the game process.

[0141] Schematically, a schematic diagram of the execution of an accessory switching operation of a master virtual object is shown in Fig. 7. Based on the accessory switching operation, the master virtual object 710 executes an accessory switching operation on a virtual item 720 in a virtual scene, whereby the first item accessory 730 is switched to a second item accessory, and the first item accessory 730 is separated from the virtual item 720 and then falls onto a virtual surface in the virtual scene.

[0142] In step 440, after the first item accessory is switched, the first item accessory is released from the virtual item and transformed into a functional item.

[0143] The functional item is used to assist the master virtual object in attacking the interactive element. The functional item has a designated function and assists the master virtual object by the designated function. In the following, an example will be described in which the designated function of the functional item is a virtual explosion function.

[0144] In one alternative embodiment, after the first item accessory is transformed into a functional item, special effect hint information is displayed.

[0145] The special effect hint information is used to alert the player when a functional item attacks an interactive element after a predetermined time threshold.

[0146] Schematically, when a first item accessory separated from a virtual item changes into a functional item and then falls around the master virtual object, special effect hint information is displayed around the functional item to alert the player that the first item accessory will exert a virtual explosion function and attack the interactive element.

[0147] Optionally, the special effect hint information appears in graphic form, text form, countdown form, or the like.

[0148] Optionally, as shown in Figure 7, after the first item accessory 730 transforms into a functional item and falls onto the virtual surface, a virtual halo 740 is displayed, which is the above-mentioned special effect hint information, and is used to alert the player that the functional item will exert a virtual explosion function in the virtual scene to attack the interactive elements.

[0149] The special effect hint information described above not only shows the player the process of successfully transforming a first item accessory into a functional item, but also informs the player of the attack status of the specified function corresponding to the functional item, thereby urging the player to avoid receiving cascading damage. Furthermore, it is advantageous for the player to be given hints to attract more interactive elements to the functional item within a predetermined time threshold, thereby targeting and damaging more interactive elements. Not only does this greatly improve the fun of the game, but the information presentation method also allows the player to more intuitively understand the progress of the game, improving the efficiency of human-machine interaction.

[0150] In one selectable embodiment, the distance between the master virtual object and the functional item and the display effect of the special effect hint information show an inverse correlation.

[0151] Schematically, as the distance between the master virtual object and the functional item increases, the display brightness of the special effect hint information decreases or the display range of the special effect hint information decreases. Optionally, when the master virtual object is located outside the attack range of the functional item, the display of the feature hint information is canceled.

[0152] As explained above, there is an inverse correlation between the display effect of the special effect hint information and the distance between the master virtual object and the functional item. The inverse correlation between the display state and the master virtual object allows the player to more intuitively understand the distance relationship between the master virtual object and the functional item that he or she controls through the display state of the special effect hint information, thereby enabling the player to more accurately move the functional item that is ready to function out of the way and avoid taking damage, resulting in a more interesting game process and improving the efficiency of human-machine interaction.

[0153] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.

[0154] In one alternative embodiment, in response to the functional item satisfying a predetermined condition, the functional item is controlled to perform an explosive attack in the virtual scene.

[0155] Bombing attacks are used to reduce the attribute values ​​of interactive elements within a given range.

[0156] The predetermined condition is used to indicate a condition that is set in advance and that is required for the functional item to perform a designated function.

[0157] Optionally, the functional item is controlled to perform an explosive attack in the virtual scene in response to a predetermined time threshold for the time the functional item is in the virtual scene.

[0158] For example, counting time after the first item accessory is transformed into a virtual item, comparing the time with a predetermined time threshold, and controlling the functional item to perform an explosion attack in the virtual scene when the time reaches the predetermined time threshold. Optionally, if the time has not yet reached the predetermined time threshold, the functional item will not perform the explosion attack for the time being.

[0159] Optionally, in response to a collision between the functional item and the interactive element, the functional item is controlled to perform an explosive attack in the virtual scene.

[0160] For example, in a game process, collision box detection is performed on a functional item and an interactive element. If there is an overlap between the item collision box corresponding to the functional item and the object collision box corresponding to the interactive element, it is determined that a collision has occurred between the functional item and the interactive element, and the functional item is controlled to perform an explosion attack in the virtual scene.

[0161] The predetermined range is the area that can be affected when the functional item executes the specified function. For example, if the functional item explodes in the virtual scene, the functional item will perform an explosion attack on the interactive elements within the predetermined range, thereby reducing the attribute values ​​of the interactive elements.

[0162] Optionally, the attribute value of the interactive element is at least one of a plurality of attribute values, such as a virtual life value, a virtual magic value, a virtual experience value, and a virtual skill value. For example, when a functional item explodes in a virtual scene and attacks interactive elements within a predetermined range, the virtual life value of the interactive element is reduced. Alternatively, when a functional item explodes in a virtual scene and attacks interactive elements within a predetermined range, the virtual life value and virtual experience value of the interactive element are reduced. The explosion attack of the functional item in the virtual scene causes extra damage to interactive elements within a predetermined range, expanding the use scenarios of the functional item and improving the player's game experience.

[0163] Schematically, the schematic diagram of the functional item in the virtual scene is shown in Figure 8. The master virtual object 810 is equipped with a virtual item, and displays a halo 830 beside the functional item 820 to alert the player that the functional item 820 will soon perform a virtual explosion function.

[0164] Schematically, as shown in FIG. 9, a functional item (already exploded, not shown) virtually explodes in a virtual scene, generating an explosion animation, and virtual smoke 910 exists within the explosion animation.

[0165] In some embodiments, an explosive attack of a first attack level is performed on the interactive element based on the functional item performing an explosive attack in the virtual scene, and a secondary attack of a second attack level is performed on the interactive element based on the explosive secondary effect generated by the functional item.

[0166] The attack damage of the first attack level is greater than the attack damage of the second attack level.

[0167] For example, when a functional item causes a virtual explosion in a virtual scene, it can cause a high level of attack damage to interactive elements, or after a functional item causes a virtual explosion in a virtual scene, an explosion incidental effect (virtual smoke) can appear in the virtual scene, causing a low level of attack damage to interactive elements within the virtual smoke.

[0168] The above explains explosive attacks and secondary attacks. Functional items not only perform explosive functions, but also cause secondary damage to interactive elements through the secondary effects of the explosion, thereby expanding the attack form of the functional item and further increasing the degree of influence of the functional item. Furthermore, the difference between the first and second attack levels maintains the realism of the game while improving the fun of the game and the efficiency of human-machine interaction.

[0169] In one alternative embodiment, in response to the separation time of the functional item from the virtual item reaching a predetermined time threshold, an accessory trigger widget is displayed, and in response to receiving a trigger operation on the accessory trigger widget, the functional item is controlled to perform an explosive attack in the virtual scene.

[0170] The accessory trigger widget is used to control the functional item to perform explosive attacks in the virtual scene.

[0171] Schematically, when the separation time of the functional item from the virtual item reaches a predetermined time threshold, an accessory trigger widget is displayed in the virtual scene to indicate to the player that the separation time of the functional item has reached the predetermined time threshold.

[0172] Based on a trigger operation on the accessory trigger widget, the function item is controlled to perform an explosive attack in the virtual scene. Schematically, the player can control the function item to perform an explosive attack in the virtual scene by performing a trigger operation on the accessory trigger widget.

[0173] For example, the player can perform a trigger operation on the accessory trigger widget by clicking or long pressing the accessory trigger widget.

[0174] In one alternative embodiment, an explosive attack animation is displayed in response to a functional item exploding in the virtual scene.

[0175] Schematically, in response to the separation time of the functional item from the virtual item reaching a predetermined time threshold, an explosion animation is displayed in which the functional item performs an explosion attack in the virtual scene.

[0176] For example, when the separation time of the functional item from the virtual item reaches a time threshold set by default in the system, the functional item will perform an explosion attack in the virtual scene and display a corresponding explosion animation.

[0177] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory changes into a functional item to assist the master virtual object in attacking the interactive element, which not only prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, but also broadens the ways of playing the game, greatly improves the fun of the game, and enhances the efficiency of human-machine interaction.

[0178] In the present embodiment, the designated function realized by the functional item is described as a virtual explosion function. When the time of the functional item in the virtual scene reaches a predetermined time threshold, the functional item is controlled to perform an explosion attack in the virtual scene, so that the functional item can exert its corresponding virtual explosion function. This assists the master virtual object to attack the interactive elements in the virtual scene with the virtual explosion function, which not only expands the use range of the functional item but also greatly enhances the playability of the game and improves the player's experience.

[0179] In one possible embodiment, the functional item is thrown into a designated area to attack interactive elements within the designated area. Schematically, the embodiment shown in FIG. 3 can be realized by the following steps 1010 to 1050 shown in FIG. 10.

[0180] Step 1010 displays the master virtual object and the interactive elements in the virtual scene.

[0181] The master virtual object is equipped with a virtual item, and the virtual item includes a first item accessory.

[0182] Optionally, when displaying a virtual scene from a first-person perspective, the master virtual character is located within the virtual scene, but when displaying the virtual scene, the display interface of the terminal may display a first-person perspective corresponding to the master virtual object, and the first-person perspective is regarded as the displayed master virtual object.

[0183] Step 1010 has already been explained in steps 310 and 410 above and will not be repeated here.

[0184] In step 1020, in response to an attack operation on the interactive element, the master virtual object is controlled to attack the interactive element using the virtual item.

[0185] The virtual item attacks by consuming the item charging element in the first item accessory.

[0186] In some embodiments, the virtual item is realized as a virtual firearm, the first item accessory corresponding to the virtual firearm is realized as a virtual magazine, and the item loading elements loaded in the virtual magazine are realized as virtual bullets. When a trigger operation for the virtual firearm is received, the master virtual object is controlled to use the virtual firearm to attack the interactive element. In the attack process, the virtual bullets loaded in the virtual magazine set in the virtual firearm are consumed.

[0187] In some embodiments, the virtual item is realized as a virtual bow and arrow, the first item accessory corresponding to the virtual bow and arrow is realized as a virtual quiver, and the item-filled elements loaded into the virtual quiver are realized as virtual arrows. When a trigger operation for the virtual bow and arrow is received, the master virtual object is controlled to attack the interactive element using the virtual bow and arrow. In the attacking process, the virtual arrows loaded into the virtual quiver set on the virtual bow and arrow are consumed.

[0188] It should be noted that the above is merely a schematic example, and since step 1020 has already been explained in step 320 and step 420, the present embodiment is not limited to this.

[0189] At step 1030, in response to the accessory switching operation, control the master virtual object to switch the first item accessory of the virtual item to a second item accessory.

[0190] The accessory switching operation is used to instruct an operation to switch from a first item accessory to a second item accessory.

[0191] Step 1030 has already been described above in steps 330 and 430 and will not be repeated here.

[0192] In step 1040, after the first item accessory is switched, the first item accessory is released from the virtual item and transformed into a functional item.

[0193] Step 1040 has already been described above in steps 340 and 440 and will not be repeated here.

[0194] In step 1050, a throwing operation of a functional item is received.

[0195] Optionally, the functional item and the virtual item are separate items, and the player can perform an independent operation on the functional item, for example, by throwing the functional item.

[0196] The throwing operation is used to throw functional items into a designated area.

[0197] Typically, the designated area is a pre-selected area. Alternatively, the designated area is an area in the virtual scene where the functional item is dropped. The designated area may be realized as an interactive element, a virtual surface, a virtual building, or the like in the virtual scene.

[0198] Schematically, the player can perform a throwing operation on a functional item by triggering hint information that provides a hint to perform a throwing operation, or the player can perform a throwing operation on a functional item by triggering a throwing widget that appears in the virtual scene.

[0199] In one alternative embodiment, a throwing animation is displayed in which a functional item is thrown into a designated area.

[0200] Schematically, after receiving a throwing operation, a throwing animation is displayed in which the functional item is thrown, the starting point of the functional item in the throwing animation is the location of the virtual item, and the starting point of the functional item in the throwing animation is a specified area in the virtual scene.

[0201] In one alternative embodiment, after the functional item is thrown to a designated area, the functional item is controlled to perform a designated function in the virtual scene.

[0202] Schematically, after the functional item comes into contact with the designated area, the functional item performs a designated function in the designated area.

[0203] Optionally, after the functional item is thrown to the designated area, the functional item is controlled to perform an explosive attack, a slowing attack, or the like in the virtual scene.

[0204] The above describes the operation mode after the first item accessory is detached from the virtual item and transformed into a functional item. By performing a throwing operation on the functional item, a functional item capable of performing a specified function can be thrown into a specified area, allowing the functional item to achieve a targeted action process of the specified function based on the specified area. For example, after throwing the functional item into the specified area, the functional item can perform an explosive attack, a slowdown attack, etc. on interactive elements within the specified range. This not only enables the functional item to achieve more diverse attack effects, but also allows the player to perform a more targeted attack process on interactive elements in the specified area through the throwing operation, thereby demonstrating the player's tactical planning ability in the virtual game, enhancing the fun of the game, and improving the efficiency of human-machine interaction.

[0205] In one alternative embodiment, in response to a first quantity of item filling elements remaining in the first item accessory, the first item accessory changes to a first functional item having a first attack strength, and in response to a second quantity of item filling elements remaining in the first item accessory, the first item accessory changes to a second functional item having a second attack strength.

[0206] The first quantity is greater than the second quantity, and the first aggression level is greater than the second aggression level.

[0207] Schematically, if the first item accessory that has been switched to a functional item still has item filling elements, the number of item filling elements in the functional item is determined. If the number of item filling elements in the functional item is large, the attack level of the designated function exerted by the functional item is strong, and if the number of item filling elements in the functional item is small, the attack level of the designated function exerted by the functional item is weak.

[0208] For example, if a functional item is realized as a virtual magazine mounted in a virtual firearm, and the number of virtual bullets in the virtual magazine is large, the level of the virtual explosion function exerted by the virtual magazine is strong, and if the number of virtual bullets in the virtual magazine is small, the level of the virtual explosion function exerted by the virtual magazine is weak.

[0209] The above description explains how a first item accessory can be transformed into a functional item with a different attack strength based on the number of item charging elements remaining in the first item accessory. When a large number of item charging elements remain in the first item accessory, the first item accessory can be transformed into a first functional item with a higher attack strength, thereby enabling the functional item to achieve its designated function and enabling the item charging elements to exert a more powerful designated function. Similarly, when a small number of item charging elements remain in the first item accessory, the first item accessory can be transformed into a second functional item with a lower attack strength. The different attack strengths enhance the realism of the functional item's attack, avoid the problem of ineffective attacks due to incomplete consumption of item charging elements, significantly enhance the player's sense of engagement in the game process, and improve human-machine interaction efficiency.

[0210] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.

[0211] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory changes into a functional item to assist the master virtual object in attacking the interactive element, which not only prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, but also broadens the ways of playing the game, greatly improves the fun of the game, and enhances the efficiency of human-machine interaction.

[0212] In the present embodiment, a method for using a functional item by throwing has been described. After a first item accessory is transformed into a functional item, when a throwing operation for the functional item is received, the functional item can be thrown into a designated area, which is advantageous for performing a designated function corresponding to the functional item within the designated area due to the throwing effect of the functional item. It is also advantageous for performing an attack operation on an interactive element within the designated area. This expands the ways in which functional items can be used, thereby improving the fun of the game and the efficiency of human-machine interaction.

[0213] In one selectable embodiment, the virtual item is realized as a virtual firearm, and a first item accessory in the virtual item is realized as a first virtual magazine in the virtual firearm. Schematically, the embodiment shown in FIG. 3 above can be realized by the following steps 1110 to 1140 shown in FIG. 11.

[0214] Step 1110 displays the master virtual object and the interactive elements in the virtual scene.

[0215] The master virtual object is equipped with a virtual item, and the virtual item includes a first item accessory. Schematically, the virtual item equipped to the master virtual object is a virtual firearm, and the first item accessory included in the virtual firearm is a first virtual magazine.

[0216] Optionally, the first virtual magazine is associated with a virtual magazine capacity, and the virtual magazine capacity is used to indicate a maximum quantity limit of the item filling elements to be filled. For example, if the virtual magazine capacity of the first virtual magazine is 60, then the maximum quantity limit of the item filling elements to be filled is 60.

[0217] In step 1120, in response to the attack operation on the interactive element, the master virtual object is controlled to perform a shooting attack on the interactive element using the virtual firearm.

[0218] In the process of a shooting attack, virtual bullets in the virtual magazine are consumed.

[0219] In response to an attack operation on the interactive element, the master virtual object is controlled to attack the interactive element using the virtual item.

[0220] Schematically, the player controls the master virtual object to perform a shooting attack using the virtual firearm and consume virtual bullets in the first virtual magazine during the shooting attack. For example, the player uses the virtual firearm to perform a shooting attack against an interactive element in the virtual scene and consumes virtual bullets during the shooting attack.

[0221] In step 1130, in response to the virtual bullets in the virtual magazine being consumed, the master virtual object is controlled to switch the first virtual magazine in the virtual firearm to another item accessory.

[0222] Schematically, when the virtual bullets in the first virtual magazine are consumed, the virtual magazine is automatically switched to another item accessory. For example, in the process of a master virtual object using a virtual firearm, the virtual bullets in the first virtual magazine set in the virtual firearm are consumed, and when the virtual bullets in the virtual magazine are consumed, i.e., when there are no more virtual bullets in the first virtual magazine, the master virtual object automatically switches the first virtual magazine to another item accessory. For example, the first virtual magazine is switched to a second virtual magazine (a virtual magazine other than the first virtual magazine). Alternatively, the first virtual magazine is switched to another accessory. For example, the second virtual magazine may be partially filled with virtual bullets, or the second virtual magazine may be completely filled with virtual bullets.

[0223] In step 1140, after the first virtual magazine is switched, the first item accessory is released from the virtual item and transformed into a functional item.

[0224] Optionally, the functional item performs a designated function in the virtual scene, the designated function being a function corresponding to the first virtual magazine.

[0225] Schematically, the designated function is a function associated with the first virtual magazine that is set as a default in the system, or a function selected by the player from at least two types of candidate functions that have been set in advance.

[0226] The above is merely a schematic example, and the virtual item may be realized as other virtual items such as a virtual attack or a virtual medicine bottle, and the first item accessory corresponding to the virtual item and the item charging element charged therein may also be realized in a corresponding form. However, the present embodiment is not limited thereto.

[0227] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory changes into a functional item to assist the master virtual object in attacking the interactive element, which not only prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, but also broadens the ways of playing the game, greatly improves the fun of the game, and enhances the efficiency of human-machine interaction.

[0228] In the present embodiment, a method for controlling a virtual object when a virtual item is realized as a virtual firearm is described. After switching, the virtual magazine in the virtual firearm changes into a virtual item and performs a specified function in the virtual scene. This allows the item-filled elements in the virtual magazine to attack interactive elements, while also making full use of the virtual magazine after use. The transformed functional item performs a specified function in the virtual scene, so that the first virtual magazine after consumption can also perform an attack effect in the virtual scene. This expands the ways in which the game can be played, significantly increasing the fun of the game and improving the efficiency of human-machine interaction.

[0229] In one alternative embodiment, when the above-described virtual object control method is applied to a shooting game, it is referred to as a “play method of turning an empty magazine into an explosive in a shooting game.” Schematically, the embodiment shown in FIG. 3 above can be realized by the following steps 1210 to 1280 shown in FIG. 12.

[0230] In step 1210, the target stage is reached.

[0231] Optionally, based on the player's in-game stage selection operation, the game advances to a target stage selected by the player.

[0232] 13 shows a stage selection diagram, which includes three normal stages 1310 and one final stage 1320. The three normal stages 1310 include stage 1, stage 2, and stage 3.

[0233] In the three normal stages 1310, the master virtual object controlled by the player takes on a solo challenge, or the master virtual object controlled by the player teams up with at least one other virtual object to take on a challenge. For example, the master virtual object teams up with two other matched virtual objects to progress through the normal stages 1310.

[0234] Optionally, the stage time of the three normal stages 1310 is constant, and if the master virtual object challenges alone, the game is over if the master virtual object is defeated, and the challenge is successful if the master virtual object is not defeated within the stage time; alternatively, if the master virtual object and at least one other virtual object challenge as a team, the game is over if both the master virtual object and the other virtual objects are defeated, and the challenge is successful if there is at least one virtual object that is not defeated within the stage time.

[0235] Schematically, the normal stage 1310 is a stage where the master virtual object efficiently gains experience points, and is commonly called the farm stage. In the farm stage, a build is constructed.

[0236] Optionally, the master virtual object may choose to advance to the final stage 1320 after passing through the previous three normal stages 1310. Schematically, the previous three normal stages 1310 may be knockout stages, and stage 2 opens when the master virtual object passes stage 1; alternatively, the previous three normal stages 1310 may be open stages, and a player may freely select any stage to play the game. For example, as shown in FIG. 13 , a player may select stage 1 as a target stage and proceed through the game battle process of stage 1.

[0237] In step 1220, a candidate skill list is displayed.

[0238] Schematically, in response to the player entering a target stage, a candidate skill selection list is displayed.

[0239] In one selectable embodiment, a skill selection interface is displayed, the skill selection interface including at least two candidate skills.

[0240] As shown in FIG. 13, in three normal stages 1310, candidate skills (Super Perks) are randomly acquired at a fixed time tempo within the round to construct a build.

[0241] Schematically, the candidate skill selection list shown in FIG. 14 includes three candidate skills: a survival skill 1410, a control skill 1420, and an explosion skill 1430. The survival skill 1410 is used to indicate to the master virtual object controlled by the player that each time it shoots down a monster while lying on the ground, it will revive once and regain a specified or higher attribute value. The control skill 1420 is used to indicate that when the master virtual object controlled by the player damages a nanomonster (an interactive element to be attacked) in a rigid state, a specified or higher blood-sucking effect will occur. The explosion skill 1430 is used to indicate that when the magazine of the master virtual object controlled by the player is filled with bullets, the first three bullets from the virtual sniper rifle will stick to the body of the nanomonster with a 100% probability and explode after a three-second delay.

[0242] In step 1230, the target skill is selected and equipped.

[0243] Optionally, in response to a selection command from the player, a target skill selected from the list is equipped to a virtual character controlled by the player, enabling the target skill to be used.

[0244] In one alternative embodiment, a selection of a target skill from at least two candidate skills is received.

[0245] The selection operation is an operation for indicating that a target skill is to be set for a virtual item equipped by the master virtual object, and the target skill is used to assist the master virtual object in performing the item function of the virtual item.

[0246] 14, based on a selection operation of a player on an explosion flow skill 1430, the explosion flow skill 1430 is set as a target skill and the explosion flow skill 1430 is set on a virtual item. Then, the master virtual object is made to perform a trigger operation on the virtual item.

[0247] The above content describes the target skill selection operation in the skill selection interface. The skill selection interface displays multiple candidate skills, providing the player with a variety of selection processes. The target skill is determined based on the player's selection of the multiple candidate skills. The target skill can help the master virtual object to more precisely perform the item function of the virtual item. This combines the player's independent selection with the game setting effect to realize more diverse game processes and enrich the game development effects. In step 1240, the virtual bullets are consumed by attacking a virtual neutral monster.

[0248] Schematically, the virtual item equipped to the master virtual object is a virtual firearm, and a first virtual magazine is provided in the virtual firearm, and the first virtual magazine is filled with virtual bullets. The player controls the master virtual object and attacks a virtual neutral monster (e.g., the above-mentioned nanomonster) in the virtual scene by consuming virtual bullets, thereby inflicting attack damage on the virtual neutral monster and reducing the attribute value of the virtual neutral monster.

[0249] In step 1250, when the virtual bullets are used up, the bullets are automatically replaced.

[0250] Schematically, when the virtual bullets in the first virtual magazine are consumed, the master virtual object is automatically controlled to switch the first virtual magazine to the second virtual magazine, thereby realizing the automatic bullet exchange effect.

[0251] In step 1260, the first virtual magazine is separated from the virtual firearm.

[0252] Schematically, the process of switching from a first virtual magazine to a second virtual magazine separates the first virtual magazine from the virtual firearm.

[0253] In step 1270, the first virtual magazine is transformed into an explosive and automatically dropped.

[0254] Schematically, the first virtual magazine is separated from the virtual firearm and then dropped onto a virtual surface in the virtual scene, thereby realizing an automatic dropping process. Optionally, the first virtual magazine is automatically transformed into an explosive capable of realizing a virtual explosion function after being separated from the virtual firearm.

[0255] In step 1280, the first virtual magazine explodes after a predetermined time to cause damage.

[0256] Schematically, after the first virtual magazine separates from the virtual firearm, a virtual explosion function is exerted after a predetermined time to damage a virtual neutral monster in the virtual scene, or after the first virtual magazine falls onto a virtual surface, a virtual explosion function is exerted after a predetermined time to damage a virtual neutral monster in the virtual scene.

[0257] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.

[0258] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory changes into a functional item to assist the master virtual object in attacking the interactive element, which not only prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, but also broadens the ways of playing the game, greatly improves the fun of the game, and enhances the efficiency of human-machine interaction.

[0259] 15 is a structural block diagram of a virtual object control device provided in an exemplary embodiment of the present application. As shown in FIG. 15, the device includes the following parts:

[0260] The object display module 1510 is used to display a master virtual object and interactive elements in a virtual scene, the master virtual object equipped with a virtual item, and the virtual item including a first item accessory.

[0261] The operation receiving module 1520 is used to control the master virtual object in response to an attack operation on the interactive element to attack the interactive element using the virtual item, and the virtual item performs the attack by consuming an item charging element in the first item accessory.

[0262] The accessory switching module 1530 is used to control the master virtual object to switch a first item accessory of the virtual item to a second item accessory in response to an accessory switching operation.

[0263] The item conversion module 1540 is used to detach the first item accessory from the virtual item and change it into a functional item after the first item accessory is switched, and the functional item is used to assist the master virtual object in attacking the interactive element.

[0264] In an alternative embodiment, the item transformation module 1540 is further used to control the functional item to perform an explosion attack in the virtual scene in response to the functional item satisfying a predetermined condition, and the explosion attack is used to lower the attribute value of the interactive element within a predetermined range.

[0265] In one alternative embodiment, the item conversion module 1540 is further used to control the functional item to perform a slowing attack in the virtual scene in response to the functional item satisfying a predetermined condition, and the slowing attack is used to reduce the movement speed of the interactive element within a predetermined range.

[0266] In one alternative embodiment, the item conversion module 1540 is further used to control the master virtual object to switch the first item accessory of the virtual item to the second item accessory in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold.

[0267] In one alternative embodiment, the item conversion module 1540 is further used to control the master virtual object to switch the first item accessory in the virtual item to the second item accessory in response to the item filling element in the first item accessory being consumed.

[0268] In an alternative embodiment, the item conversion module 1540 is further used to receive a throwing operation on the functional item and control the master virtual object to throw the virtual item into a designated area.

[0269] In one alternative embodiment, the item conversion module 1540 is further used to transform the first item accessory into a first functional item having a first attack strength in response to a first quantity of item filling elements remaining in the first item accessory, and to transform the first item accessory into a second functional item having a second attack strength in response to a second quantity of item filling elements remaining in the first item accessory, wherein the first quantity is greater than the second quantity and the first attack level is greater than the second attack level.

[0270] In one alternative embodiment, the operation receiving module 1520 is further used to control the master virtual object in response to an attack operation on the interactive element to use the virtual item to fire an item filling element in the first item accessory at the interactive element, and in response to the item filling element's dwell time on the interactive element reaching a predetermined time, the item filling element performs an explosive attack on the interactive element.

[0271] In an alternative embodiment, the item transformation module 1540 is further used to display special effect hint information, which is used to alert the player when the functional item attacks the interactive element after a predetermined time threshold.

[0272] In one alternative embodiment, the distance between the master virtual object and the functional item and the display effect of the special effect hint information show an inverse correlation.

[0273] In one alternative embodiment, the item conversion module 1540 is further used to perform an explosive attack of a first attack level on the interactive element based on the functional item performing an explosive attack in the virtual scene, and to perform a secondary attack of a second attack level on the interactive element based on the explosive secondary effect generated by the functional item, wherein the attack damage of the first attack level is greater than the attack damage of the second attack level.

[0274] In an alternative embodiment, the object display module 1510 is further configured to display a skill selection interface including at least two candidate skills, and to receive a selection operation for a target skill among the at least two candidate skills, where the selection operation is used to set the target skill to a virtual item equipped by the master virtual object, and the target skill is used to assist the master virtual object in performing an item function of the virtual item.

[0275] In one alternative embodiment, the virtual item is realized as a virtual firearm, the first item accessory is realized as a first virtual magazine in the virtual firearm, the operation receiving module 1520 is further used to control the master virtual object in response to an attack operation on the interactive element to perform a shooting attack on the interactive element using the virtual firearm, and in the shooting attack process, virtual bullets in the virtual magazine are consumed, and the item conversion module 1540 is further used to control the master virtual object in response to the virtual bullets in the virtual magazine being consumed, to switch the virtual magazine in the virtual firearm to another item accessory.

[0276] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory changes into a functional item to assist the master virtual object in attacking the interactive element, which not only prevents the first item accessory from going to waste after use and increases the utilization rate of the first item accessory, but also broadens the ways of playing the game, greatly improves the fun of the game, and enhances the efficiency of human-machine interaction.

[0277] As a supplementary explanation, although the virtual object control device provided in the above embodiment is only described as an example divided into the above functional modules, in actual operation, the above functions may be allocated and performed by different functional modules as needed. That is, the internal structure of the device may be divided into different functional modules to perform all or part of the above-described functions. Furthermore, since the virtual object control device provided in the above embodiment is based on the same concept as the embodiment of the virtual object control method, details of the specific implementation process are not repeated here, and please refer to the method embodiment.

[0278] 16 is a structural block diagram of an electronic device 1600 provided in an exemplary embodiment of the present application. The electronic device 1600 may be a portable mobile terminal such as a smartphone, an in-vehicle terminal, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The electronic device 1600 may also be called a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.

[0279] Generally, the electronic device 1600 includes a processor 1601 and a memory 1602 .

[0280] The processor 1601 may include one or more processor cores, such as a 4-core processor, an 8-core processor, etc.

[0281] Memory 1602 may include one or more computer-readable storage media, which may be non-transitory.

[0282] In some embodiments, electronic device 1600 further includes one or more sensors, including but not limited to a proximity sensor, a gyro sensor, and a pressure sensor.

[0283] In some embodiments, electronic device 1600 may further include other component parts, however, those skilled in the art will appreciate that the structure shown in FIG. 16 is not intended to limit electronic device 1600 and may include more or fewer components than those shown, combine some components, or have components arranged differently.

[0284] The present embodiment further provides a computer device, which may be realized as a terminal or a server as shown in Fig. 2. The computer device includes a processor and a memory, and the memory stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to realize the virtual object control method provided in each of the method embodiments.

[0285] The present embodiment further provides a computer-readable storage medium having stored thereon at least one instruction, at least one program, code set, or instruction set, which can be loaded and executed by a processor to implement the method for controlling a virtual object provided in each of the above method embodiments.

[0286] The present embodiment further provides a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, the computer instructions read by a processor of a computing device from the computer-readable storage medium, and the processor executes the computer instructions to cause the computing device to perform the method for controlling a virtual object according to any one of the above embodiments.

[0287] Optionally, 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 these, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The numbers of the above embodiments of the present application are for illustrative purposes only and do not indicate the superiority or inferiority of the embodiments.

Claims

1. 1. A method for controlling a virtual object, executed by a computing device, comprising: displaying a master virtual object equipped with a virtual item including a first item accessory and an interactive element in a virtual scene; In response to an attack operation on the interactive element, controlling the master virtual object to attack the interactive element using the virtual item; In response to an accessory switching operation, controlling the master virtual object to switch the first item accessory of the virtual item to a second item accessory; After the first item accessory is switched, the first item accessory is separated from the virtual item and changed into a functional item; the virtual item attacks by consuming an item charge element within the first item accessory; the functional item is used to assist the master virtual object in attacking the interactive element; How to control virtual objects.

2. and further comprising controlling the functional item to execute an explosion attack in the virtual scene in response to the functional item satisfying a predetermined condition, the explosion attack being used to reduce the attribute value of the interactive element within a predetermined range. The method for controlling a virtual object according to claim 1 .

3. The method further includes controlling the functional item to execute a deceleration attack in the virtual scene in response to the functional item satisfying a predetermined condition, the deceleration attack being used to reduce the moving speed of the interactive element within a predetermined range. The method for controlling a virtual object according to claim 1 .

4. The step of controlling the master virtual object to switch the first item accessory of the virtual item to a second item accessory in response to an accessory switching operation includes: and controlling the master virtual object to switch the first item accessory of the virtual item to the second item accessory in response to a consumption quantity of item filling elements in the first item accessory reaching a consumption threshold. The method for controlling a virtual object according to any one of claims 1 to 3.

5. In response to a consumption quantity of item filling elements in the first item accessory reaching a consumption threshold, the step of controlling the master virtual object to switch the first item accessory of the virtual item to the second item accessory includes: In response to the item charge element in the first item accessory being consumed, controlling the master virtual object to switch the first item accessory in the virtual item to the second item accessory. The method for controlling a virtual object according to claim 4 .

6. After the step of changing into a functional item, and further comprising receiving a throwing operation on the functional item and controlling the master virtual object to throw the virtual item to a designated area. The method for controlling a virtual object according to any one of claims 1 to 5.

7. The step of changing into a functional item comprises: In response to a first quantity of item loading elements remaining in the first item accessory, the first item accessory transforms into a first functional item having a first attack strength; and in response to the quantity of item loading elements remaining in the first item accessory being a second quantity, transforming the first item accessory into a second functional item having a second attack strength; the first quantity is greater than the second quantity and the first aggression level is greater than the second aggression level; The method for controlling a virtual object according to any one of claims 1 to 6.

8. the step of controlling the master virtual object to attack the interactive element using the virtual item in response to an attack operation on the interactive element, In response to an attack operation on the interactive element, controlling the master virtual object to use the virtual item to fire an item-loading element in the first item accessory at the interactive element; and in response to the item-loading element remaining on the interactive element for a predetermined time, the item-loading element performs an explosive attack on the interactive element. The method for controlling a virtual object according to any one of claims 1 to 7.

9. After the step of changing into a functional item, and further comprising a step of displaying special effect hint information to alert the player that the functional item will attack the interactive element after a predetermined time threshold. The method for controlling a virtual object according to any one of claims 1 to 8.

10. the distance between the master virtual object and the functional item and the display effect of the special effect hint information show an anti-correlation; The method for controlling a virtual object according to claim 9 .

11. performing an explosive attack of a first attack level on the interactive element based on the functional item performing an explosive attack in the virtual scene; and performing a secondary attack of a second attack level on the interactive element based on the explosion secondary effect generated by the functional item, wherein the attack damage of the first attack level is greater than the attack damage of the second attack level. The method for controlling a virtual object according to any one of claims 1 to 10.

12. prior to the step of displaying the master virtual object and the interactive elements in the virtual scene, displaying a skill selection interface including at least two candidate skills; receiving a selection operation for a target skill from among the at least two types of candidate skills, wherein the selection operation is used to set the target skill to a virtual item equipped by the master virtual object, and the target skill is used to assist the master virtual object in performing an item function of the virtual item; The method for controlling a virtual object according to any one of claims 1 to 11.

13. the virtual item is realized as a virtual firearm, and the first item accessory is realized as a virtual magazine within the virtual firearm; the step of controlling the master virtual object to attack the interactive element using the virtual item in response to an attack operation on the interactive element, and controlling the master virtual object to perform a shooting attack on the interactive element using the virtual firearm in response to an attack operation on the interactive element, wherein virtual bullets in the virtual magazine are consumed in the shooting attack process; The step of controlling the master virtual object to switch a first item accessory of the virtual item to a second item accessory in response to an accessory switching operation includes: and in response to the virtual bullets in the virtual magazine being consumed, controlling the master virtual object to switch the virtual magazine in the virtual firearm to another item accessory. The method for controlling a virtual object according to any one of claims 1 to 12.

14. an object display module for displaying a master virtual object equipped with a virtual item including a first item accessory and an interactive element in the virtual scene; an operation receiving module used to control the master virtual object in response to an attack operation on the interactive element, and to cause the master virtual object to attack the interactive element using the virtual item; an accessory switching module for controlling the master virtual object in response to an accessory switching operation to switch a first item accessory of the virtual item to a second item accessory; the virtual item attacks by consuming an item charge element within the first item accessory; the first item accessory is transformed into a functional item after being separated from the virtual item, and the functional item is used to assist the master virtual object in attacking the interactive element; A control device for virtual objects.

15. the item transformation module is further used to control the functional item to perform an explosion attack in the virtual scene in response to the functional item satisfying a predetermined condition, the explosion attack being used to reduce an attribute value of the interactive element within a predetermined range; The device for controlling a virtual object according to claim 14 .

16. the item conversion module is further used to control the functional item to perform a deceleration attack in the virtual scene in response to the functional item satisfying a predetermined condition, the deceleration attack being used to reduce the moving speed of the interactive element within a predetermined range; The device for controlling a virtual object according to claim 14 .

17. the accessory switching module is further configured to control the master virtual object to switch the first item accessory of the virtual item to the second item accessory in response to a consumption quantity of the item filling elements in the first item accessory reaching a consumption threshold; The virtual object control device according to any one of claims 14 to 16.

18. A computer device including a processor and a memory, wherein at least one program is stored in the memory, and the method for controlling a virtual object according to any one of claims 1 to 13 is realized by loading and executing the at least one program by the processor. Computer equipment.

19. At least one program is stored, and the method for controlling a virtual object according to any one of claims 1 to 13 is realized by loading and executing the at least one program by a processor. A computer-readable storage medium.

20. a computer program or instructions, which, when executed by a processor, realizes the method for controlling a virtual object according to any one of claims 1 to 13; Computer program products.

Citation Information

Patent Citations

  • Control method and device of virtual weapons in shooting games, and terminal

    CN110075522A

  • Virtual prop control method and device in virtual environment, storage medium and equipment

    CN112044084A

  • Method and device for assembling virtual item in game, and equipment and storage medium

    CN113426123A

  • Interaction control method and device, computer equipment and storage medium

    CN114404930A

  • Shooting game device and method for calculation therefor

    JP1997131466A