Attack processing method and apparatus in virtual scene, and device

By determining influence parameters through physics simulation and attribute correlations, the method adjusts virtual item attacks for realistic and immersive interactions in virtual scenes, addressing the issue of fixed attack results.

JP2026034424APending Publication Date: 2026-02-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2025134819
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-15
Filing Date
2025-08-13
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Existing virtual scene technologies provide fixed attack results regardless of distance, leading to unrealistic interactions and diminished user experience.

Method used

Implement a method to determine an influence parameter based on various physical quantities during a virtual item's attack, adjusting the attack index and result accordingly, incorporating physics simulation and attribute correlations to enhance realism.

Benefits of technology

Enhances the realism and immersion of virtual scene interactions by providing variable attack effects based on different influence parameters, improving the overall experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026034424000001_ABST
    Figure 2026034424000001_ABST
Patent Text Reader

Abstract

The present disclosure provides an attack processing method and apparatus in a virtual scene.SOLUTION: Obtaining an influence parameter of a virtual item on a virtual object in response to the virtual item hitting the virtual object in a virtual scene, different influence parameters corresponding to different attack effects; determining a value of an attack index of the virtual item on the virtual object according to the influence parameter; and determining an attack result of the virtual item on the virtual object according to the value of the attack index. This application can improve an attack processing effect in a virtual scene.SELECTED DRAWING: Figure 3A
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present application relates to the field of virtualization technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing attacks in a virtual scene. [Background technology]

[0002] With the development of computer technology, electronic devices can realize richer and more vivid virtual scenes. A virtual scene refers to a digitized scene drawn by a computer through digital communication technology, and a user can obtain a completely virtualized sensation (e.g., virtual reality) or a partially virtualized sensation (e.g., augmented reality) in terms of sight, hearing, etc. in the virtual scene, and can also obtain feedback by interacting with various objects in the virtual scene using virtual items or by controlling interactions between various objects in the virtual scene.

[0003] In related technologies, when controlling a virtual item to attack a virtual object, the attack result on the virtual object is fixed, that is, the attack result when using a virtual item at a long distance to hit the virtual object is the same as the attack result when using a virtual item at a short distance to hit the virtual object, which makes the virtual scene unreasonable and affects the experience of the virtual scene. Summary of the Invention [Problem to be solved by the invention]

[0004] The embodiments of the present application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing attacks in a virtual scene, which can improve the effect of processing attacks in a virtual scene. [Means for solving the problem]

[0005] The technical solutions of the embodiments of the present application are realized as follows:

[0006] An embodiment of the present application provides a method for processing attacks in a virtual scene, In response to a virtual item hitting a virtual object in a virtual scene, acquiring an impact parameter of the virtual item on the virtual object, wherein different impact parameters correspond to different attack effects; determining a value of an attack index of the virtual item against the virtual object based on the influence parameter; and determining the result of an attack by the virtual item against the virtual object based on the value of the attack index.

[0007] An embodiment of the present application provides a method for processing attacks in a virtual scene, controlling a virtual item to attack a virtual object in a virtual scene in response to an attack command against the virtual object; determining a value of an attack indicator of the virtual item on the virtual object based on an influence parameter of the virtual item on the virtual object in response to the virtual item hitting the virtual object, wherein different influence parameters correspond to different attack effects; and successfully controlling the virtual item to defeat the virtual object when the value of the attack indicator reaches an attack indicator threshold.

[0008] An embodiment of the present application further provides an attack processing device in a virtual scene, an acquisition module, which is used to acquire an impact parameter of the virtual item on the virtual object in response to the virtual item hitting the virtual object in the virtual scene, wherein different impact parameters correspond to different attack effects; a first determination module used to determine an attack index value of the virtual item against the virtual object based on the influence parameter; and a second determination module used to determine the result of an attack by the virtual item against the virtual object based on the value of the attack index.

[0009] In the solution, the acquisition module is further used to perform a physical simulation of an attack process in which the virtual item is controlled to attack the virtual object, acquire at least one physical quantity in the physically simulated attack process, and determine an influence parameter of the virtual item on the virtual object based on the at least one physical quantity.

[0010] In the solving means, the influence parameter includes the hit strength of the virtual object, and the acquisition module is further used to acquire an item characteristic physical quantity of the virtual item and an object characteristic physical quantity of the virtual object, and to acquire an attack physical quantity when the virtual item hits the virtual object in the physically simulated attack process, where the at least one physical quantity includes the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity.

[0011] In the solution, the acquisition module acquires the item characteristic physical quantity, the object characteristic physical quantity, and a first mapping relationship between the attack physical quantity and the hit strength, and is further used to determine the hit strength of the virtual object based on the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity, in conjunction with the first mapping relationship.

[0012] In the solving means, the influence parameter includes a hit part of the virtual object, the acquisition module acquires an initial motion physical quantity of the virtual item, and is further used for acquiring a scene physical quantity of the virtual item in the physically simulated attack process, the at least one physical quantity including the initial motion physical quantity and the scene physical quantity, the first determination module determines a motion trajectory of the virtual item in the physically simulated attack process based on the initial motion physical quantity and the scene physical quantity, determines a physically simulated hit position where the virtual item will hit the virtual object from the motion trajectory, and is further used for determining a hit part of the virtual object based on the physically simulated hit position.

[0013] In the solution, the initial motion physical quantity includes the magnitude of the initial force of the virtual item, and the acquisition module is further used to accumulate the magnitude of the force of the virtual item in the process of performing an item use operation of the virtual item, and in response to the item use operation being released, determine the magnitude of the accumulated target force when the item use operation is released, and set the magnitude of the target force as the magnitude of the initial force.

[0014] In the solution, the acquisition module is further used to display cumulative notification information of the force magnitude during the process of accumulating the force magnitude of the virtual item, and to determine that the item use operation is released in response to the cumulative notification information notifying that the force magnitude reaches a force magnitude threshold.

[0015] In the solution, the at least one physical quantity includes a control physical quantity for the virtual item, and the second determination module, after determining a result of an attack by the virtual item against the virtual object based on the value of the attack indicator, receives an adjustment operation for the control physical quantity when the attack result indicates that the attack by the virtual item against the virtual object fails, and, in response to the adjustment operation, adjusts the control physical quantity to obtain a target control physical quantity, which is further used to control the virtual item to attack the virtual object again based on the target control physical quantity.

[0016] In the solving means, the virtual item is obtained by synthesizing a first item material, and the at least one physical quantity includes a material physical quantity of the first item material. After the step of determining a result of an attack by the virtual item against the virtual object based on the value of the attack index, the second determination module, when the attack result indicates that the attack by the virtual item against the virtual object fails, adjusts the first item material to obtain a second item material, wherein an attack effect corresponding to an impact parameter determined based on the material physical quantity of the second item material is higher than an attack effect corresponding to an impact parameter determined based on the material physical quantity of the first item material, synthesizes the second item material, obtains a target virtual item, and further uses the target virtual item to attack the virtual object.

[0017] In the solution, the at least one physical quantity includes a control physical quantity for the virtual item, and the second determination module is further used to, after the step of determining a result of an attack by the virtual item on the virtual object based on the value of the attack index, record the control physical quantity when the attack result indicates that the attack by the virtual item on the virtual object is successful, and the second determination module is further used to automatically control the virtual item to attack the virtual object based on the recorded control physical quantity in response to an automatic attack operation on the virtual object.

[0018] In the solution, the influence parameter includes an attribute correlation between an attribute of the virtual item and an attribute of the virtual object, and the acquisition module is further used for acquiring the attribute of the virtual item and the attribute of the virtual object, acquiring an attribute mapping relationship between the attribute of the virtual item and the attribute of the virtual object, and determining the attribute correlation between the attribute of the virtual item and the attribute of the virtual object based on the attribute mapping relationship.

[0019] In the solving means, the virtual item is obtained by synthesizing a third item material having a first attribute, and the second determination module, after the step of determining the attack result of the virtual item against the virtual object based on the value of the attack index, when the attack result indicates that the attack by the virtual item against the virtual object fails, adjusts the third item material having the first attribute to obtain a fourth item material having a second attribute, wherein the attack effect corresponding to the attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than the attack effect corresponding to the attribute correlation determined based on the first attribute and the attribute of the virtual object, and synthesizes the fourth item material to obtain a target virtual item, and the fourth item material is further used to control the target virtual item to attack the virtual object.

[0020] In the solving means, the first determination module is further used for obtaining a basic attack index value of the virtual item and a basic attack difficulty value of the virtual object, obtaining the influence parameter, the basic attack index value, and a second mapping relationship between the basic attack difficulty value and the attack index value, and determining the attack index value of the virtual item against the virtual object based on the influence parameter, the basic attack index value, and the basic attack difficulty value, in conjunction with the second mapping relationship.

[0021] In the solution, the acquisition module is further used to acquire a value of a collision parameter when the virtual item hits the virtual scene in response to the virtual item not hitting the virtual object and the virtual item hitting the virtual scene, discard the virtual item in response to the value of the collision parameter reaching a collision parameter threshold, and retain the virtual item in the virtual scene in response to the value of the collision parameter not reaching the collision parameter threshold, and the acquisition module is further used to pick up the virtual item in response to a pickup operation for the virtual item in the virtual scene.

[0022] In the solution, the acquisition module is further used to divide the virtual item into a plurality of item materials, and the acquisition module is further used to synthesize the item materials and obtain the virtual item in response to a synthesis condition of the plurality of item materials being satisfied.

[0023] In the solution, the virtual item belongs to a target virtual object, and the second determination module is further used for controlling the virtual object to belong to the target virtual object when the attack result represents that the virtual item defeats the virtual object, determining target item features from item features of the virtual item, and adding object features associated with the target item features to the virtual object.

[0024] In the solution, the acquisition module determines a plurality of target item materials to be used for synthesizing the virtual item, acquires at least one material feature of each of the target item materials, and acquires a material synthesis method corresponding to each of the material features, which is further used to synthesize the plurality of target item materials together with the at least one material feature of each of the target item materials and the material synthesis method corresponding to each of the material features to obtain the virtual item.

[0025] In the solution, the acquisition module, in conjunction with a feature synthesis method for the various material features, performs material synthesis on the various material features of the multiple target item materials, respectively, to obtain an intermediate virtual item, wherein the intermediate virtual item has the various material features, and the various material features of the intermediate virtual item each include at least one sub-material feature; in conjunction with a feature retention method for the various material features, based on at least one sub-material feature of the various material features, determines sub-material features to be retained for the various material features, and removes sub-material features of the intermediate virtual item that are different from the sub-material features to be retained, thereby obtaining the virtual item.

[0026] An embodiment of the present application provides an attack processing device in a virtual scene, a first control module adapted to control a virtual item to attack a virtual object in a virtual scene in response to an attack command on the virtual object; a third determination module, in response to the virtual item hitting the virtual object, for determining a value of an attack index of the virtual item on the virtual object based on an effect parameter of the virtual item on the virtual object, wherein different effect parameters correspond to different attack effects; and a second control module used to control the virtual item to successfully defeat the virtual object when the value of the attack indicator reaches an attack indicator threshold.

[0027] An embodiment of the present application further provides an electronic device, a memory adapted to store computer-executable instructions; and a processor that, when executing the computer-executable instructions stored in the memory, is used to implement the attack processing method in a virtual scene provided by the embodiments of the present application.

[0028] An embodiment of the present application further provides a computer-readable storage medium having computer-executable instructions or a computer program stored thereon, the computer-executable instructions or the computer program being executed by a processor to implement the method for handling attacks in a virtual scene provided by the embodiment of the present application.

[0029] An embodiment of the present application further provides a computer program product, which includes computer-executable instructions or a computer program, which, when executed by a processor, realizes the method for handling attacks in a virtual scene provided by the embodiment of the present application. [Effects of the Invention]

[0030] The embodiments of the present application have the following beneficial effects:

[0031] In the above embodiment of the present application, when a virtual item hits a virtual object in a virtual scene, an influence parameter of the virtual item on the virtual object is first obtained, an attack index value of the virtual item on the virtual object is determined based on the influence parameter, and an attack result of the virtual item on the virtual object is determined based on the attack index value. Here, different influence parameters correspond to different attack effects, and therefore, different influence parameters obtained when the virtual item hits the virtual object will result in different attack results, rather than a fixed attack result. In this way, the attack process in the virtual scene is more reasonable, the attack process effect in the virtual scene is improved, and the immersive and experiential feel of the virtual scene is enhanced. [Brief explanation of the drawings]

[0032] [Figure 1A] FIG. 2 is a schematic diagram of a first application mode of the method for handling attacks in a virtual scene provided by an embodiment of the present application; [Figure 1B] FIG. 10 is a schematic diagram of a second application mode of the method for handling attacks in a virtual scene provided by an embodiment of the present application; [Figure 2] 1 is a structural schematic diagram of an electronic device provided by an embodiment of the present application; [Figure 3A] 1 is a first flowchart of a method for handling attacks in a virtual scene provided by an embodiment of the present application; [Figure 3B] 1 is a second flowchart of a method for handling attacks in a virtual scene provided by an embodiment of the present application; [Figure 3C] 10 is a third flowchart of the method for handling attacks in a virtual scene provided by an embodiment of the present application; [Figure 4] FIG. 1 is a first schematic diagram illustrating the use of a virtual item provided by an embodiment of the present application. [Figure 5] FIG. 2 is a second schematic diagram of a virtual item used in an embodiment of the present application. [Figure 6] 1 is a schematic diagram illustrating a virtual item provided by an embodiment of the present application hitting a virtual scene; [Figure 7]10 is a fourth flowchart of the method for handling attacks in a virtual scene provided by an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0033] It is important to clarify that the terms "first" and "second" above are merely used to distinguish between different solutions, and do not indicate the relative merits or priorities of the solutions or their implementation processes.

[0034] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in more detail below in conjunction with the drawings. The described embodiments should not be considered as limiting the present application, and all other embodiments obtained by those skilled in the art without any creative work fall within the scope of protection of the present application.

[0035] In the following description, references to "some embodiments" will describe a subset of all possible embodiments, but it will be understood that "some embodiments" may be the same or different subsets of all possible embodiments and may be combined with one another where consistent.

[0036] In the following description, the relative terms "first / second / third" are used merely to distinguish between similar objects and do not represent a particular sorting of the objects; it will be understood that "first / second / third" may be interchanged with a particular order or sequence, where permitted, such that the embodiments of the present application described herein may be implemented in an order other than that illustrated or described herein.

[0037] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a portion of a computer program having a certain function, which operates in conjunction with other related portions to achieve a certain goal, and which can be implemented in whole or in part using software, hardware (e.g., processing circuitry or memory), or a combination thereof. Similarly, a single processor (or multiple processors or memory) can be used to implement one or multiple modules or units. Furthermore, each module or unit may be part of an entire module or unit that includes the module or unit functionality.

[0038] Unless otherwise defined, all technical and scientific terms used in the examples of this application have the same meaning as commonly understood by those skilled in the art. The terms used in the examples of this application are only for the purpose of describing the examples of this application and are not intended to limit the scope of this application.

[0039] The collection and processing of relevant data in the embodiments of this application shall be strictly in accordance with the requirements of relevant laws and regulations at the time of application, and the informed consent or independent consent of the personal information subject shall be obtained, and subsequent data use and processing shall be carried out within the scope of laws and regulations and the authorization of the personal information subject.

[0040] Before describing the embodiments of the present application in more detail, nouns and terms related to the embodiments of the present application will be explained, and the nouns and terms related to the embodiments of the present application will be interpreted as follows.

[0041] 1) Client terminal: An application program used to provide various services running on an electronic device, such as a client terminal supporting a virtual scene (e.g., a game scene).

[0042] 2) In response to: Used to indicate a condition or state on which an operation to be performed depends, and when the dependent condition or state is met, the operation or operations to be performed may be in real time or may have a set delay, and unless otherwise specified, there is no restriction on the order of execution priority of the operations to be performed.

[0043] 3) A virtual scene is a virtual scene displayed (or provided) when an application program runs on a terminal. The virtual scene may be a simulated real-world environment, a semi-simulated, semi-fictional virtual environment, or even a purely fictional virtual environment. The virtual scene may be any type of 2D virtual scene, 2.5D virtual scene, or 3D virtual scene. For example, the virtual scene may include a sky, land, and ocean, and the land may include environmental elements such as a desert and a city. A user can control virtual objects to move in the virtual scene, and the movements may include, but are not limited to, adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (e.g., the user playing a virtual object in a game from their own perspective), a third-person perspective (e.g., the user playing a game while chasing a virtual object in the game), or even a bird's-eye view, and the user may switch between these perspectives at will.

[0044] 4) Scene data indicates feature data of a virtual scene, for example, the location of a virtual object in the virtual scene, the location of a virtual building in the virtual scene, and the area occupied by the virtual building. Of course, different types of feature data may be included depending on the type of virtual scene, for example, in a virtual scene of a game, the scene data may include the time required to wait when placing various functions in the game (determined by the number of times the same function can be used within a certain time), and may also indicate attribute values ​​of various states of a game character, for example, life value (also called the amount of red), magic value (also called the amount of blue), status value, hit points, etc.

[0045] 5) Virtual objects are images of various people and objects that can be interacted with in the virtual scene, or movable objects in the virtual scene. The movable objects may be virtual people, virtual animals, animated people, etc., such as people, animals, plants, oil barrels, walls, and stones displayed in the virtual scene. The virtual object may be a single virtual image used to represent the user in the virtual scene. A virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a certain space in the virtual scene.

[0046] 6) Regarding virtual items, the user controls the user's virtual object in the virtual scene and interacts with other virtual objects through the virtual items, for example, the virtual items may be throwable virtual items such as grenades, cluster mines, sticky grenades, physical balls, and composite balls, or shooting virtual items such as bows and arrows, machine guns, pistols, and infantry rifles, or may even be virtual items such as swords, blades, and sticks.

[0047] 7) Physics engine: A set of computer software tools used to simulate physical phenomena. It is widely used in video games, animated films, virtual reality, engineering simulations, etc. Physics engines can simulate physical properties such as object motion, impact, gravity, and friction, making the behavior of objects in virtual environments more realistic.

[0048] The present invention provides a method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product for processing attacks in a virtual scene, which can improve the effectiveness of attack processing in a virtual scene. Next, the present invention will be described in detail based on the above explanations of the nouns and terms related to the present invention.

[0049] In order to make it easier to understand the attack processing method in a virtual scene provided by the embodiment of the present application, the following describes an exemplary implementation scenario of the attack processing method in a virtual scene provided by the embodiment of the present application, and the virtual scene in the attack processing method in a virtual scene provided by the embodiment of the present application may be output entirely based on a terminal device, or may be output jointly based on a terminal device and a server.

[0050] In one implementation scenario, refer to FIG. 1A, which is a schematic diagram of a first application mode of the method for processing attacks in a virtual scene provided by an embodiment of the present application. This application mode can be applied to several application modes, such as standalone / offline games, where the calculation of relevant data for a virtual scene 100 can be completed entirely by relying on the computing capabilities of the terminal 400. The virtual scene can be output by the terminal 400, such as a smartphone, a tablet PC, or a virtual reality / augmented reality device. When the visual perception of the virtual scene 100 is formed, the terminal 400 uses graphics computing hardware to calculate the data required for display, and loads, analyzes, and renders the display data. The graphics output hardware outputs video frames that can form the visual perception of the virtual scene, such as presenting two-dimensional video frames on the display screen of a smartphone or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses. To enrich the sensory effects, the device can also rely on different hardware to form one or more types of auditory, tactile, motion, and taste perception.

[0051] For example, the terminal 400 operates a client terminal (e.g., a standalone game client terminal), and outputs a virtual scene based on scene data of the virtual scene during the operation of the client terminal. The virtual scene may be an environment in which a game character interacts. After the virtual scene is output, the terminal 400 controls a virtual item in the virtual scene to attack a virtual object, and in response to the virtual item hitting the virtual object, obtains an influence parameter of the virtual item on the virtual object, where different influence parameters correspond to different attack effects. Based on the influence parameter, the terminal 400 determines a value of an attack index of the virtual item on the virtual object, and based on the value of the attack index, determines the attack result of the virtual item on the virtual object.

[0052] In another implementation scenario, refer to FIG. 1B, which is a schematic diagram of a second application mode of the method for handling attacks in a virtual scene provided by an embodiment of the present application, which is applied to a terminal 400 and a server 200, and is generally applied to an application mode in which the calculation of the virtual scene is completed by relying on the computing power of the server 200 and the virtual scene is output on the terminal 400. Taking the formation of a visual perception of a virtual scene 100 as an example, the server 200 calculates and transmits related display data of the virtual scene to the terminal 400, and the terminal 400 relies on graphics computing hardware to complete the calculation, display data loading, analysis, and rendering, and relies on graphics output hardware to output the virtual scene to form a visual perception, such as presenting a 2D video frame on the display screen of a smartphone, or projecting a video frame to achieve a 3D display effect on the lenses of augmented reality / virtual reality glasses. As for the perception of the virtual scene, it is understandable that the corresponding hardware output of the terminal can be relied upon, such as using a microphone output to form an auditory perception, or using a vibrator output to form a tactile perception, etc.

[0053] For example, the terminal 400 operates a client terminal (e.g., a network version game client terminal), acquires scene data of a virtual scene by connecting to a game server (i.e., the server 200), and outputs a virtual scene based on the acquired scene data, where the virtual scene may be an environment in which a game character interacts. After outputting the virtual scene, the terminal 400 controls a virtual item in the virtual scene to attack a virtual object, and in response to the virtual item hitting the virtual object, acquires an influence parameter of the virtual item on the virtual object, where different influence parameters correspond to different attack effects, determines a value of an attack index of the virtual item on the virtual object based on the influence parameter, and determines a result of the attack by the virtual item on the virtual object based on the value of the attack index.

[0054] In some embodiments, the electronic device implementing the attack processing method in a virtual scene provided by the embodiments of the present application may be various types of terminals or servers. Here, the server (e.g., server 200) may be an independent physical server, a server cluster or a distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal (e.g., terminal 400) may be, but is not limited to, a laptop, tablet PC, desktop computer, smartphone, smart voice interaction device (e.g., smart speaker), smart home appliance (e.g., smart TV), smart watch, in-vehicle terminal, wearable device, virtual reality (VR) device, airplane, etc. The terminal and server may be directly or indirectly connected via wired or wireless communication, and the embodiments of the present application are not limited thereto.

[0055] In some embodiments, a terminal or a server can implement the attack processing method in a virtual scene provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions may be microprogram-level commands, machine instructions, or software instructions. The computer program may be a native program or software module in an operating system, or a local application program (APP), i.e., a program that needs to be installed in an operating system to operate, such as an APP that supports virtual scenes. It may also be an applet that can be embedded in any APP, i.e., a program that can be operated simply by downloading it to a browser environment. In short, the computer-executable instructions may be instructions in any format, and the computer program may be an application program, module, or plug-in component in any format.

[0056] An electronic device implementing a method for processing attacks in a virtual scene according to an embodiment of the present application will now be described. Referring to FIG. 2, FIG. 2 is a structural diagram of an electronic device according to an embodiment of the present application. The electronic device 500 according to an embodiment of the present application may be a terminal or a server. As shown in FIG. 2, the electronic device 500 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The components in the electronic device 500 are coupled together by a bus system 540. As can be understood, the bus system 540 is used to realize communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all of the various buses in FIG. 2 will be referred to as the bus system 540.

[0057] The processor 510 may be a type of integrated circuit chip having signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), other programmable logic device, a discrete gate and transistor logic device, or a discrete hardware component, where the general-purpose processor may be a microprocessor or any other common processor.

[0058] The user interface 530 includes one or more output devices 531 that enable media content to be presented, including one or more speakers and / or one or more visual display screens. The user interface 530 further includes one or more input devices 532, including user interface members that contribute user input, such as a keyboard, mouse, microphone, touchscreen display screen, camera, other input keys, and control members.

[0059] The memory 550 may be removable, non-removable, or a combination thereof. The memory 550 may include one or more storage devices whose physical location is remote from the processor 510. The memory 550 may include volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in the embodiments herein is intended to include any suitable type of memory.

[0060] In some embodiments, memory 550 may store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as illustratively described below.

[0061] The operating system 551 includes system programs used to process various basic system services and perform hardware-related tasks, such as a framework layer, a core library layer, and a driver layer, which are used to realize various basic services and process hardware-based tasks.

[0062] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, example network interfaces 520 include Bluetooth, Wireless Fidelity (WiFi), Universal Serial Bus (USB), etc.

[0063] The presentation module 553 is used to present information via one or more output devices 531 (e.g., a display screen, speakers, etc.) associated with the user interface 530 (e.g., a user interface used to operate peripheral devices and display content and information).

[0064] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and interpret the detected inputs or interactions.

[0065] In some embodiments, the virtual scene attack processing device provided by the embodiments of the present application can be realized using a software method. Figure 2 shows a virtual scene attack processing device 555 stored in memory 550, which can be software in the form of a program, a plug-in component, etc., and includes software modules of an acquisition module 5551, a first determination module 5552, and a second determination module 5553. These modules are logical and can therefore be arbitrarily combined or further divided based on the realized functions. The functions of each module are described below.

[0066] The following describes a method for processing attacks in a virtual scene provided by an embodiment of the present application. As described above, the method for processing attacks in a virtual scene provided by an embodiment of the present application is implemented by an electronic device, for example, by a server or a terminal alone, or by a server and a terminal working together. Therefore, the following description will not be repeated regarding the entity that performs each step. Referring to Figure 3A, Figure 3A is a flowchart of the method for processing attacks in a virtual scene provided by an embodiment of the present application. The method for processing attacks in a virtual scene provided by an embodiment of the present application includes the following steps:

[0067] Step 101: In response to a virtual item hitting a virtual object in a virtual scene, an impact parameter of the virtual item on the virtual object is obtained.

[0068] Here, different impact parameters correspond to different attack effects.

[0069] In this example, a user controls a first virtual object corresponding to the user in a virtual scene and uses a virtual item to interact with a second virtual object (i.e., the virtual object in step 101). The second virtual object may be a virtual object controlled by another user, a virtual object controlled by artificial intelligence (AI) (e.g., a virtual robot), or a non-player character (NPC) set in the virtual scene, such as a virtual animal, a virtual plant, or a virtual monster. The virtual item may include, but is not limited to, a virtual ball-shaped item (e.g., a physical ball, a composite ball, etc.), a virtual net-shaped item (e.g., a virtual fishing net, etc.), a virtual shooting item (e.g., a virtual firearm, a virtual bow and arrow, etc.), a virtual throwing item (e.g., a virtual grenade, a virtual bomb, etc.), and a virtual sword, etc., and is not limited to these examples in the present application. When controlling a virtual item to attack a virtual object, impact detection is performed to determine whether the virtual item impacts the virtual object, and when it is detected that the virtual item impacts the virtual object, it is determined that the virtual item hits the virtual object, and when it is detected that the virtual item does not impact the virtual object, it is determined that the virtual item does not hit the virtual object. It should be noted that when controlling a virtual item to attack a virtual object, the virtual object may be attacked (e.g., captured) by throwing a virtual item (e.g., a virtual ball-shaped item (e.g., a catching ball), a virtual net-shaped item (e.g., a catching net), a virtual bomb, or other items), or the virtual object may be attacked (e.g., shot) by firing a virtual bullet or a virtual arrow with a virtual shooting item (e.g., a virtual firearm or a virtual bow and arrow), or the virtual object may be attacked at close range using an item such as a virtual sword, etc., and this is not intended to be limiting.

[0070] When controlling a virtual item to attack a virtual object, if the virtual item hits the virtual object, an impact parameter of the virtual item on the virtual object is obtained in response to the virtual item hitting the virtual object. In some embodiments, the impact parameter includes at least one of the strength of the hit of the virtual object, the hit part of the virtual object (e.g., head, face, chest, abdomen, legs, etc.), and the association between the attribute of the virtual item and the attribute of the virtual object. It should be noted that the item attribute of the virtual item and the object attribute of the virtual object may both be preset. The preset object attribute and the preset item attribute are consistent with each other, i.e., the preset object attribute can include any attribute, and the preset item attribute can also include any attribute. The attributes (object attribute and item attribute) include, but are not limited to, electricity, water, fire, metal, ice, and grass. Different attributes have corresponding attribute mapping relationships, which may also be preset, including mutual inhibition, mutual resistance, mutual addition, and mutual cancellation or balance, etc. For example, a water attribute and a fire attribute are mutually inhibiting, a water attribute and an ice attribute are mutually adding, etc. It should be noted that the attribute mapping relationship may refer to an attribute mapping relationship between at least one item attribute and at least one object attribute, such as an attribute mapping relationship between attribute A and attribute B, an attribute mapping relationship between attributes A+B and attributes C+D, an attribute mapping relationship between attributes A+C and attribute B, etc.

[0071] It should be noted that different influence parameters correspond to different attack effects. The influence parameters here may be understood as values ​​of the influence parameters. For example, different attack strengths of a virtual object result in different attack effects on the virtual object; different parts of the virtual object that are hit result in different attack effects on the virtual object; different associations between attributes of a virtual item and attributes of a virtual object result in different attack effects on the virtual object, etc. The attack effects can be represented by values ​​of attack damage indicators, including, but not limited to, the life value of a virtual object, the movement speed of a virtual object, mana points, hit points, status values, and attack power of a virtual object.

[0072] In some embodiments, referring to Fig. 3B, "obtaining an influence parameter of a virtual item on a virtual object" shown in Fig. 3A can be realized by the following steps: Step 1011: performing a physical simulation on an attack process in which a virtual item is controlled to attack a virtual object; Step 1012: obtaining at least one physical quantity in the physically simulated attack process; Step 1013: determining an influence parameter of the virtual item on the virtual object based on the at least one physical quantity.

[0073] In step 1011, a physics engine can be used to perform a physics simulation on the attack process of controlling a virtual item to attack a virtual object. The physics simulation includes simulating the physical properties of the virtual item and virtual object during the attack process, such as the motion, impact, gravity, and friction, making the actions of the virtual item and virtual object in the virtual scene more realistic and improving the user experience and immersion in the virtual scene.

[0074] In step 1012, at least one physical quantity in the physically simulated attack process is obtained, and the at least one physical quantity includes: a motion physical quantity (e.g., movement speed and movement direction) of the virtual item and the virtual object in the physically simulated attack process; a control physical quantity (e.g., the magnitude of the initial force of the virtual item) of the virtual item and the virtual object; an attack physical quantity when the virtual item hits the virtual object (e.g., the collision speed, the length of the collision time, and the collision angle when the virtual item hits the virtual object); physical quantities of the virtual item and the virtual object themselves (e.g., material, hardness, elasticity, weight, etc.); and a scene physical quantity of the simulated virtual scene (e.g., gravity, air resistance force, etc.). The at least one physical quantity includes, but is not limited to, the initial moving speed, initial moving direction, and magnitude of the initial force of the virtual object and / or virtual item, the moving speed and moving direction of the virtual object and / or virtual item, the collision speed, length of collision time, and collision angle when the virtual item hits the virtual object, the weight, material, hardness, and elasticity of the virtual object and / or virtual item, and air resistance and gravity in the virtual scene.

[0075] In step 1013, an influence parameter of the virtual item on the virtual object is determined based on the acquired at least one physical quantity. In this way, by physically simulating the attack process in which the virtual item attacks the virtual object, and further determining the influence parameter used to calculate the value of the attack index of the virtual item on the virtual object based on at least one physical quantity in the physically simulated attack process, the attack of the virtual item on the virtual object is more compatible with the physical scene, thereby improving the immersive feeling and the immersiveness of the virtual scene.

[0076] In some embodiments, the impact parameter includes a hit strength of the virtual object, and at least one physical quantity in the physically simulated attack process can be obtained by the following steps: obtaining an item characteristic physical quantity of the virtual item and an object characteristic physical quantity of the virtual object, and obtaining an attack physical quantity when the virtual item hits the virtual object in the physically simulated attack process, where the at least one physical quantity includes the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity.

[0077] Here, the influence parameter includes the hit strength of the virtual object, and therefore, when determining the hit strength of the virtual object, at least one physical quantity obtained includes an item characteristic physical quantity, an object characteristic physical quantity, and an attack physical quantity. Here, the item characteristic physical quantity belongs to the virtual item and is physical quantities such as the material properties (material), hardness, elasticity, and weight of the virtual item, the object characteristic physical quantity belongs to the virtual object and is physical quantities such as the material properties (material), hardness, elasticity, and weight of the virtual object, and the attack physical quantity is generated when the virtual item hits the virtual object and is, for example, the impact speed, impact duration, and impact angle when the virtual item hits the virtual object.

[0078] In some embodiments, the impact parameter includes a hit strength of the virtual object, and the impact parameter of the virtual item on the virtual object can be determined based on at least one physical quantity by the following steps: obtain a first mapping relationship between the item characteristic physical quantity, the object characteristic physical quantity, the attack physical quantity, and the hit strength, and determine the hit strength of the virtual object based on the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity, in conjunction with the first mapping relationship.

[0079] Here, after obtaining the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity, a first mapping relationship between the item characteristic physical quantity, the object characteristic physical quantity, the attack physical quantity, and the hit strength can be obtained. The first mapping relationship may be preset based on needs and is not limited in the embodiments of the present application. For example, the first mapping relationship may be expressed as F=f(m, v, t, k1, k2, θ), where F is the hit strength, m is the weight of the virtual item, t is the impact time (the shorter the impact time, the greater the hit strength), k1 is the material property of the virtual item (i.e., the item characteristic physical quantity), k2 is the material property of the virtual object (i.e., the object characteristic physical quantity), and θ is the impact angle. In this way, by physically simulating the attack process in which a virtual item attacks a virtual object, and further by determining the strength of the hit of the virtual object based on at least one physical quantity in the physically simulated attack process, the attack by the virtual item on the virtual object is more compatible with the physical scene, thereby improving the immersion and immersion of the virtual scene.

[0080] In some embodiments, the impact parameter includes a hit location of the virtual object. With reference to FIG. 3C , at least one physical quantity in a physically simulated attack process can be obtained by the following steps: Step 201: Obtain an initial motion physical quantity of a virtual item, and obtain a scene physical quantity of the virtual item in the physically simulated attack process, where the at least one physical quantity includes an initial motion physical quantity and a scene physical quantity. Based on this, and still referring to FIG. 3C , the impact parameter of the virtual item on the virtual object can be determined based on the at least one physical quantity by the following steps: Step 202: Determine a motion trajectory of the virtual item in the physically simulated attack process based on the initial motion physical quantity and the scene physical quantity; Step 203: Determine a physically simulated hit location where the virtual item hits the virtual object from the motion trajectory; Step 204: Determine a hit location of the virtual object based on the physically simulated hit location.

[0081] Here, the impact parameters include the hit location of the virtual object. Therefore, when obtaining at least one physical quantity, in step 201, an initial physical quantity of the virtual item is obtained, including, but not limited to, initial velocity, initial force magnitude, and initial movement direction. At the same time, a scene physical quantity of the virtual item during the physically simulated attack process is also obtained, including, for example, gravity and air resistance. In step 202, a motion trajectory of the virtual item is simulated using a physics engine based on the initial physical quantity of the motion and the scene physical quantity, thereby obtaining the motion trajectory of the virtual item during the physically simulated attack process. In step 203, a physical simulation hit position where the virtual item hits the virtual object is determined from the motion trajectory. The physical simulation hit position is a position that overlaps with the spatial position occupied by the virtual object on the motion trajectory. In step 204, a hit location of the virtual object is determined based on the physical simulation hit position. For example, a virtual object may have a plurality of predefined object parts, such as a head, face, chest, abdomen, and legs. Each object part has a corresponding object part region in the virtual scene. The object part region includes a plurality of position points located therein. Therefore, it is possible to determine which of the plurality of position points a physical simulation hit position will overlap. The position point among the plurality of position points that overlaps with the physical simulation hit position can be referred to as a target position point. Then, a target object part region where the target position point is located is determined. The object part corresponding to the target object part region is the hit part of the virtual object. In this way, by physically simulating the attack process in which a virtual item attacks a virtual object, and further determining the hit part of the virtual object based on at least one physical quantity in the physically simulated attack process, the attack by the virtual item on the virtual object is more compatible with the physical scene, thereby improving the immersiveness of the virtual scene.

[0082] In some embodiments, the initial motion physical quantity includes the magnitude of an initial force of a virtual item, and the magnitude of the initial force can be determined by the following steps: during the process of performing an item use operation of a virtual item, accumulating the magnitude of the force of the virtual item, and in response to releasing the item use operation, determining the magnitude of the accumulated target force when the item use operation is released, and setting the magnitude of the target force as the magnitude of the initial force.

[0083] In this case, the magnitude of the initial force is determined based on a trigger operation when the user uses a virtual item. During the process of performing an item use operation of the virtual item, the magnitude of the force of the virtual item is accumulated, and when the item use operation is released, the magnitude of the target force accumulated at the time of releasing the item use operation is set as the magnitude of the initial force.

[0084] For example, an item use control element corresponding to a virtual item can be provided, and a user can use the virtual item based on the item use control element. Specifically, in response to a first trigger operation (e.g., a press operation, a tap operation, a double tap operation, etc.) on the item use control element of the virtual item, an item use operation is received, and at this time, a force magnitude of the virtual item is accumulated. The force magnitude can be accumulated in a preset accumulation manner, for example, by accumulating the force magnitude per second. In response to a second trigger operation (e.g., a press operation and a corresponding release operation, a tap operation, a double tap operation, etc.) on the item use control element, it is determined that the item use operation is released, and the magnitude of the accumulated target force when the second trigger operation is triggered is determined, and the magnitude of the target force is used as the initial force magnitude. In this way, a user can autonomously determine the magnitude of the initial force when using a virtual item based on a virtual object to be attacked, thereby improving the fun and challenge of the user's participation in a virtual scene and further enhancing the user's sense of experience and immersion in the virtual scene.

[0085] Referring to Fig. 4, Fig. 4 is a first schematic diagram of a virtual item used in an embodiment of the present application. As shown in Fig. 4, an item use control element corresponding to the virtual item is provided, and the magnitude of the force of the virtual item is accumulated in response to a pressing operation on the item use control element. In response to a release operation for the pressing operation, the magnitude of the accumulated target force is determined as the magnitude of the initial force when the release operation is triggered.

[0086] For example, the item use operation may be triggered based on physical buttons under various game scenarios such as a portable game console / host (controller) and a computer terminal (mouse + keyboard), for example, triggered based on a controller, triggered based on a mouse, triggered based on a keyboard, etc.

[0087] In some embodiments, in the process of accumulating the force magnitude of the virtual item, cumulative notification information of the force magnitude is displayed, and in response to the cumulative notification information notifying that the force magnitude reaches a force magnitude threshold, it is determined that the item use operation is released.

[0088]

[0013] In this case, during the process of accumulating the force magnitude of the virtual item, corresponding accumulation notification information can be displayed, which is used to notify the progress of the force magnitude accumulation, such as a charging progress bar and a charging percentage. When the accumulation notification information indicates that the force magnitude reaches a force magnitude threshold, it is determined that an item use operation has been released, and the virtual item is controlled to attack the virtual object, and the initial force magnitude of the virtual item is the force magnitude threshold. For example, see Figure 5, which is a second schematic diagram of a virtual item used in an embodiment of the present application. In this case, as shown in Figure 5(1), an item use control member corresponding to the virtual item is provided, and in response to a pressing operation on the item use control member, the force magnitude of the virtual item is accumulated. During the accumulation process, cumulative force magnitude notification information, i.e., a charging progress bar and a progress percentage of 48%, are displayed. As shown in Figure 5(2), the cumulative notification information notifies the user that the force magnitude reaches a force magnitude threshold. In other words, in response to the progress bar of the charging progress bar being full and the progress reaching 100%, it is determined that the item use operation has been released. In this way, the cumulative notification information and the force magnitude threshold can provide the user with a notification and reference to assist the user in using the virtual item and improve the user experience of the virtual scene.

[0089] In some embodiments, the influence parameter includes an attribute correlation between an attribute of the virtual item and an attribute of the virtual object, and based on this, the influence parameter of the virtual item on the virtual object can be obtained by the following steps: obtain an attribute of the virtual item and an attribute of the virtual object, obtain an attribute mapping relationship between the attribute of the virtual item and the attribute of the virtual object, and determine an attribute correlation between the attribute of the virtual item and the attribute of the virtual object based on the attribute mapping relationship.

[0090] Here, the item attributes of the virtual item and the object attributes of the virtual object may both be preset. The preset object attributes and the preset item attributes are consistent with each other; that is, the attributes included in the preset object attributes may also include the preset item attributes. The attributes (object attributes and item attributes) include, but are not limited to, electric, water, fire, metal, ice, and grass. Different attributes have corresponding attribute mapping relationships, which may also be preset. The attribute mapping relationships may include mutual inhibition, mutual resistance, mutual addition, mutual cancellation, or balance. For example, water and fire are mutually inhibiting, and water and ice are mutually adding. It should be noted that the attribute mapping relationship may refer to an attribute mapping relationship between at least one item attribute and at least one object attribute, such as an attribute mapping relationship between attribute A and attribute B, an attribute mapping relationship between attribute A+B and attribute C+D, and an attribute mapping relationship between attribute A+C and attribute B.

[0091] Based on this, first obtain the attributes of the virtual item and the attributes of the virtual object, then determine an attribute mapping relationship between the attributes of the virtual item and the attributes of the virtual object, and further determine an attribute association between the attributes of the virtual item and the attributes of the virtual object based on the attribute mapping relationship. In some embodiments, there may be a preset association mapping relationship between the attribute mapping relationship and the attribute association. For example, when the attribute mapping relationship is mutual inhibition, the attribute association has a buff effect on the value of the attack index. For example, when the attribute association is 2 and the attribute mapping relationship is mutual resistance, the attribute association has a buff effect on the value of the attack index. For example, when the attribute association is 1.5 and the attribute mapping relationship is mutual addition, the attribute association has a debuff effect on the value of the attack index. For example, when the attribute association is 0.8 and the attribute mapping relationship is mutual cancellation or balance, the attribute association has no effect on the value of the attack index. For example, in this case, the attribute association is 1.

[0092] In this way, the attribute correlation between the attributes of the virtual item and the attributes of the virtual object is determined based on the attributes of the virtual item and the attributes of the virtual object, and the value of the attack index is determined based on the attribute correlation, so that attacks on virtual objects by virtual items have more diversity, stimulate user exploration of the virtual scene, and improve the immersion and immersion of the virtual scene, thereby improving the user retention rate of the virtual scene.

[0093] Step 102: Determine a value of the attack index of the virtual item against the virtual object based on the influence parameter.

[0094] In this case, after obtaining the influence parameter, a value of an attack index of the virtual item against the virtual object is determined based on the influence parameter, and the value of the attack index is used to indicate the probability of a successful attack when the virtual item attacks the virtual object (e.g., the success rate of the attack, the success rate of the capture, the success rate of the defeat, etc.), and different influence parameters correspond to different values ​​of the attack index.

[0095] In some embodiments, the value of the attack index by the virtual item against the virtual object can be determined based on the impact parameter by performing the following steps: obtain a basic attack index value of the virtual item and obtain a basic attack difficulty value of the virtual object, obtain the impact parameter, the basic attack index value, and a second mapping relationship between the basic attack difficulty value and the attack index value, and determine the value of the attack index by the virtual item against the virtual object based on the impact parameter, the basic attack index value, and the basic attack difficulty value, in conjunction with the second mapping relationship.

[0096] Here, a basic attack index value of a virtual item can be obtained, and the basic attack index value of the virtual item may be preset. In some embodiments, a virtual item is obtained by combining multiple item materials, and therefore the basic attack index value of the virtual item can be obtained based on the material characteristics of the multiple item materials. Specifically, a first attack parameter, a second attack parameter, and a third attack parameter are obtained, where the first attack parameter is determined based on an association relationship between an attribute of the virtual item and an attribute of the virtual object, the second attack parameter is determined based on an environmental material characteristic of the virtual item and a virtual item usage scene characteristic, and the third attack parameter is determined based on the first material characteristic of the virtual item (which may be preset) and a virtual item usage scene characteristic. An accumulation result of the basic material characteristics of the multiple item materials (which may be preset fixed values) is obtained, and a third mapping relationship between the accumulation result, the first attack parameter, the second attack parameter, and the third attack parameter is obtained. The basic attack index value when the virtual item hits the virtual object is determined based on the accumulation result, the first attack parameter, the second attack parameter, and the third attack parameter, in conjunction with the third mapping relationship. It is necessary to explain that the first attack parameter is determined based on the attribute mapping relationship between the attribute of the virtual item and the attribute of the virtual object, and when the attribute mapping relationship is suppression or opposition, the first attack parameter has a buff effect, and when the attribute mapping relationship is addition, the first attack parameter has a debuff effect; the second attack parameter is determined based on the environmental material characteristics of the virtual item and the virtual item usage scene characteristics, and when the environmental material characteristics and the scene characteristics match each other, the second attack parameter has a buff effect, and when the environmental material characteristics and the scene characteristics do not match, the second attack parameter has a debuff effect; the third attack parameter is determined based on the first material characteristics of the virtual item and the virtual item usage scene characteristics, and when the first material characteristics and the scene characteristics match, the third attack parameter has a buff effect, and when the first material characteristics and the scene characteristics do not match, the third attack parameter has a debuff effect.The third mapping relationship may be preset based on needs, and is not limited in the embodiments of the present application.

[0097] Subsequently, a basic attack difficulty value of the virtual object is further obtained, and the basic attack difficulty value may also be preset. Based on this, an influence parameter, a basic attack index value, and a second mapping relationship between the basic attack difficulty value and the attack index value are obtained, thereby determining the attack index value for the virtual object by the virtual item based on the influence parameter, the basic attack index value, and the basic attack difficulty value in conjunction with the second mapping relationship. For example, the second mapping relationship may be expressed as P=g(P0,D,M), where P is the attack index value, P0 is the basic attack index value, D is the basic attack difficulty value, and M is the influence parameter. The second mapping relationship may be preset based on needs and is not limited in the embodiments of the present application.

[0098] It is necessary to explain that when the influence parameters include the hit parts of the virtual object, when determining the value of the attack index based on the second mapping relationship, the part coefficient of the hit parts of the virtual object can be determined first. Specifically, a corresponding part coefficient can be set for each hit part, thereby determining the part coefficient of the hit part of the virtual object, and then the hit part is replaced with the part coefficient of the hit part, and the value of the attack index is calculated in conjunction with the second mapping relationship. For example, the second mapping relationship may be expressed as P = g (P0, D, hit strength, hit location coefficient, attribute relevance), or may be expressed as P = g (P0, D, hit strength, hit location coefficient), or further as P = g (P0, D, hit strength, attribute relevance), or further as P = g (P0, D, hit location coefficient, attribute relevance), or further as P = g (P0, D, hit location coefficient), or further as P = g (P0, D, hit strength), or further as P = g (P0, D, attribute relevance). Here, P is the value of the attack index, P is the value of the basic attack index, and D is the value of the basic attack difficulty. The second mapping relationship may be preset based on needs and is not limited in the embodiments of the present application.

[0099] Step 103: Determine the result of the attack by the virtual item against the virtual object based on the value of the attack index.

[0100] Here, the result of an attack by a virtual item on a virtual object is determined based on the value of the attack indicator. For example, when the value of the attack indicator reaches an attack indicator threshold, the attack result is determined to be a successful attack on the virtual object by the virtual item, such as successfully capturing the virtual object or successfully defeating the virtual object. When the value of the attack indicator does not reach the attack indicator threshold, the attack result is determined to be a failed attack on the virtual object by the virtual item, such as not capturing the virtual object or not defeating the virtual object. Here, a successful attack represents that the damage value of the virtual item on the virtual object reaches the damage value threshold, and an attack identification represents that the damage value of the virtual item on the virtual object does not reach the damage value threshold.

[0101] In some embodiments, the at least one physical quantity includes a control physical quantity for a virtual item, and after determining the result of the attack on the virtual object by the virtual item based on the value of the attack indicator, the following steps can be further performed: when the attack result indicates that the attack on the virtual object by the virtual item fails, receive an adjustment operation for the control physical quantity, adjust the control physical quantity in response to the adjustment operation to obtain a target control physical quantity obtained, and control the virtual item to attack the virtual object again based on the target control physical quantity.

[0102] Here, the at least one physical quantity used to determine the influence parameter includes a control physical quantity for the virtual item, such as the magnitude of the initial force (e.g., initial throwing strength), initial height (e.g., initial throwing height), and initial position (e.g., initial launch position) of the virtual item. Therefore, after determining the attack result of the virtual item against the virtual object, if the attack result indicates that the attack against the virtual object with the virtual item fails, the user can further adjust the control physical quantity. That is, the user can adjust the control physical quantity of the virtual item based on their own understanding and belief (e.g., adjusting the initial throwing height of the virtual item, adjusting the initial throwing strength of the virtual item, etc.), thereby adjusting the control physical quantity to adjust the influence parameter, further adjusting the value of the attack indicator, and thereby affecting the final attack result. When an adjustment operation for the control physical quantity is received, the control physical quantity is adjusted in response to the adjustment operation to obtain a target control physical quantity, and the virtual item is then controlled to attack the virtual object again based on the target control physical quantity. In this way, the user can improve the value of the attack index and obtain better attack results by trying to adjust the controlled physical quantity, thereby stimulating the user's exploration of the virtual scene, improving the immersion and immersion of the virtual scene, and thereby improving the user retention rate of the virtual scene.

[0103] In some embodiments, the virtual item is obtained by synthesis using a first item material, and the at least one physical quantity includes a material physical quantity of the first item material. After determining a result of an attack on the virtual object using the virtual item based on the value of the attack index, the following steps can be further performed: when the attack result indicates that the attack on the virtual object using the virtual item fails, adjust the first item material to obtain a second item material, where an attack effect corresponding to an impact parameter determined based on the material physical quantity of the second item material is higher than an attack effect corresponding to an impact parameter determined based on the material physical quantity of the first item material, synthesize the second item material to obtain a target virtual item, and control the target virtual item to attack the virtual object.

[0104] Here, the virtual item is obtained by synthesis with a first item material, and the at least one physical quantity used to determine the influence parameter includes a material physical quantity of the first item material, and for example, the material physical quantity may include the quality, hardness, elasticity, mass, etc. Therefore, after determining the result of the attack on the virtual object with the virtual item, if the attack result indicates that the attack on the virtual object with the virtual item fails, the user can further adjust the first item material, that is, the user can make adjustments based on their own understanding and thinking, and adjust the first item material (including adding item materials, replacing item materials, etc.) to obtain a second item material, and the attack effect corresponding to the influence parameter determined based on the material physical quantity of the second item material is higher than the attack effect corresponding to the influence parameter determined based on the material physical quantity of the first item material. When adjusting the first item material, the user can make adjustments based on the virtual object and their own needs. For example, the user can replace the first item material with a heavier second item material to increase the "weight" of the material physical quantity; replace the first item material with a harder second item material to increase the "hardness" of the material physical quantity; or add a second elastic item material to increase the "elasticity" of the material physical quantity. Based on this, the second item material is synthesized to obtain a target virtual item, and the target virtual item is then controlled to attack the virtual object again. In this way, adjusting the material physical quantity adjusts the influence parameter, which in turn adjusts the value of the attack index, thereby affecting the final attack result. In this way, by adjusting the material physical quantity, the user can improve the value of the attack index and obtain better attack results, thereby stimulating the user's exploration of the virtual scene and improving the immersion and engagement of the virtual scene, thereby increasing user engagement with the virtual scene.

[0105] In some embodiments, the at least one physical quantity includes a control physical quantity for a virtual item, and after determining a result of an attack on the virtual object by the virtual item based on the value of the attack indicator, a step of recording the control physical quantity can be further performed when the attack result indicates that the attack on the virtual object by the virtual item is successful, and based on this, a step of automatically controlling the virtual item to attack the virtual object based on the recorded control physical quantity can be further performed in response to an automatic attack operation on the virtual object.

[0106] Here, the at least one physical quantity used to determine the influence parameter includes a control physical quantity for the virtual item, such as the magnitude of the initial force (e.g., initial throwing strength), the initial height (e.g., initial throwing height), and the initial position (e.g., initial launch position) of the virtual item. Therefore, after determining the result of the attack on the virtual object by the virtual item, if the attack result indicates that the attack on the virtual object by the virtual item is successful, the control physical quantity at that time can be further recorded. Based on this, an automatic attack operation on the virtual object can be provided, thereby automatically controlling the virtual item to attack the virtual object based on the recorded control physical quantity. For example, an automatic attack control member for the virtual object can be provided to the user, and the user can control the virtual item to automatically attack the virtual object based on the automatic attack control member. When a trigger operation for the automatic attack control member is received, the automatic attack control member automatically controls the virtual item to attack the virtual object based on the recorded control physical quantity in response to the trigger operation for the automatic attack control member. For example, the automatic attack operation may be triggered based on physical buttons in various game scenarios, such as a handheld game console / host (controller) and a computer terminal (mouse + keyboard), for example, triggered based on a controller, a mouse, or a keyboard, etc. In this way, the efficiency of human-computer interaction can be improved, the user's operation in the virtual scene can be facilitated, the user experience of the virtual scene can be improved, and the user retention rate of the virtual scene can be increased.

[0107] In some embodiments, the virtual item is obtained by combining a third item material having a first attribute. After determining the result of the attack by the virtual item on the virtual object based on the value of the attack index, the following steps can be further performed: when the attack result indicates that the attack by the virtual item on the virtual object is unsuccessful, adjust the third item material having the first attribute to obtain a fourth item material having a second attribute, where the attack effect corresponding to the attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than the attack effect corresponding to the attribute correlation determined based on the first attribute and the attribute of the virtual object, combine the fourth item material to obtain a target virtual item, and control the target virtual item to attack the virtual object.

[0108] Here, the virtual item is obtained by combining a third item material having a first attribute (e.g., water, light, electricity, etc.). Therefore, after determining the result of an attack on a virtual object using a virtual item, if the attack result indicates that the attack on the virtual object using the virtual item fails, the user can further adjust the third item material. That is, the user can adjust the second item material (including adding and replacing item materials) based on their own understanding and thinking to obtain a fourth item material having a second attribute, such that the attack effect corresponding to the influence parameter determined based on the material physical quantity of the second item material is higher than the attack effect corresponding to the influence parameter determined based on the material physical quantity of the first item material. When adjusting the third item material, the user can adjust it based on the object attributes of the virtual object and the attribute mapping relationship, etc. For example, the object attributes of the virtual object include a fire attribute, which is mutually inhibited by the water attribute and the earth attribute. In this case, the user can replace the third item material having the fire attribute with a fourth item material having the water attribute and simultaneously add a fourth item material having the earth attribute. In this way, by adjusting the attributes of the item material, the influence parameter is adjusted, and the value of the attack index is further adjusted, thereby affecting the final attack result. In this way, by trying to adjust the attributes of the item material, the user can improve the value of the attack index and obtain better attack results, thereby stimulating the user's exploration of the virtual scene, improving the immersion and immersion of the virtual scene, and thereby improving the user retention rate of the virtual scene.

[0109] In some embodiments, when the virtual item belongs to a target virtual object and the attack result indicates that the virtual item defeats the virtual object, the method may further include controlling the virtual object to attribute it to the target virtual object; determining a target item feature from the item feature of the virtual item; and adding an object feature associated with the target item feature to the virtual object. Here, if the virtual item is successfully controlled to defeat the virtual object, the object feature corresponding to the target item feature of the virtual item may be added to the virtual object. For example, after successfully capturing a virtual object using a virtual item, the target item feature of the virtual item may be assigned to the captured virtual object. For example, if the virtual item has a snow attribute, the snow attribute may be added to the captured virtual object using the virtual item. In this way, the interaction diversity of the virtual scene may be increased, the immersion and experience of the virtual scene may be improved, and the user engagement rate of the virtual scene may be increased.

[0110] In some embodiments, the method may further perform the following steps in response to the virtual item not hitting the virtual object and the virtual item hitting the virtual scene: obtaining a value of a collision parameter when the virtual item hits the virtual scene; discarding the virtual item in response to the value of the collision parameter reaching a collision parameter threshold; and retaining the virtual item in the virtual scene in response to the value of the collision parameter not reaching the collision parameter threshold. Based on this, the method may further perform the step of picking up the virtual item in response to a pickup operation on the virtual item in the virtual scene.

[0111] In this case, in response to the virtual item not hitting the virtual object but hitting the virtual scene, the system obtains a collision parameter value when the virtual item hits the virtual scene, e.g., the scene collision strength at which the virtual item hits the virtual scene, and then determines whether the collision parameter value reaches a collision parameter threshold. If the collision parameter value reaches the collision parameter threshold, the system discards the virtual item. If the collision parameter value does not reach the collision parameter threshold, the system reserves the virtual item in the virtual scene. Based on this, the virtual item reserved in the virtual scene can be picked up again by a pickup operation (e.g., triggered by a pickup control member provided in the virtual scene). In this way, the interaction diversity of the virtual scene can be increased, the immersion and experience of the virtual scene can be improved, and the user retention rate of the virtual scene can be increased.

[0112] In some embodiments, a step of dividing a virtual item into multiple item materials can be performed to discard the virtual item. Based on this, a step of combining the item materials to obtain a virtual item can be further performed in response to a combination condition of the multiple item materials being satisfied. Here, when the virtual item is discarded, the virtual item can be divided into multiple item materials. The multiple item materials obtained by the division can be further combined. When a combination condition of the multiple item materials is satisfied, the multiple item materials are combined to obtain a virtual item. Here, the combination condition can be a preset condition, such as paying a set amount of virtual resources and the length of the combination prohibition time of the item materials becoming zero. In this way, the interaction diversity of the virtual scene can be increased, the immersion and experience of the virtual scene can be improved, and user retention of the virtual scene can be increased.

[0113] In some other embodiments, the obtained plurality of item materials can be further used to obtain other virtual items different from the virtual item by performing item synthesis with other item materials.

[0114] For example, refer to Fig. 6, which is a display schematic diagram of a virtual item hitting a virtual scene provided by an embodiment of the present application. Here, as shown in Fig. 6(1), the virtual item hits the virtual scene and the value of the impact parameter reaches the impact parameter threshold. At this time, the virtual item is destroyed and multiple item materials are obtained. At the same time, an item synthesis control element is further displayed. As shown in Fig. 6(2), in response to a trigger operation on the item synthesis control element, a virtual resource consumption interface is displayed, which allows payment of virtual resources. As shown in Fig. 6(3), in response to successful payment of the virtual resources, multiple item materials are synthesized to obtain a virtual item.

[0115] In some embodiments, the following steps may be further performed: determine a plurality of target item materials to be used to synthesize a virtual item, obtain at least one material feature of each target item material, and obtain a material synthesis method corresponding to the various material features, and synthesize the plurality of target item materials together with the at least one material feature of each target item material and the material synthesis method corresponding to the various material features to obtain a virtual item.

[0116] Here, when a user needs to synthesize a virtual item, the user can trigger a synthesis command for the virtual item. For example, a virtual item synthesis control member can be provided, and in response to the user's trigger operation of the virtual item synthesis control member, a synthesis command for the virtual item can be received. At this time, in response to the synthesis command, multiple target item materials used to synthesize the virtual item are determined. Here, a virtual scene developer can pre-set multiple candidate item materials in the virtual scene, and the user can acquire the candidate item materials during the process of interacting in the virtual scene. The amount of acquired candidate item materials can be related to the user's interaction status in the virtual scene. For example, the interaction status can include, but is not limited to, the user's level in the virtual scene, the user's interaction performance in the virtual scene (e.g., win rate and score in a game competition), the interaction result (e.g., whether the game competition was won), and the number of second virtual objects defeated. The target item material may be any item material among a plurality of candidate item materials, and the target item material may be manually selected by a user from the plurality of candidate item materials, or may be automatically determined from a plurality of item materials based on target data (e.g., scene interaction data of a user in a virtual scene). Among the plurality of target item materials, each target item material may be different, for example, the plurality of target item materials may be item materials A, B, and C, respectively, and item materials A, B, and C may be different, or among the plurality of target item materials, each target item material may be the same, for example, the plurality of target item materials may be three item materials A, and some of the plurality of target item materials may be the same and some of the target item materials may be different, for example, the plurality of target item materials may be two item materials A and three item materials B.In this way, users can select any candidate item material from multiple candidate item materials based on their needs as a target item material to use in synthesizing virtual items; there are no fixed synthesis combinations, which improves the synthesis diversity of virtual items; that is, by selecting and synthesizing any multiple target item materials, the combination methods of the target item materials used in synthesis are diverse, and therefore the synthesized virtual items are also diverse.

[0117] Next, at least one material feature of each target item material is obtained. The at least one material feature may include, but is not limited to, basic material features (e.g., a preset fixed base value), physical material features (e.g., weight, hardness, elasticity, etc.), attribute material features (e.g., electric, water, fire, metal, ice, and grass), environmental material features (e.g., dark, humid, dry, hot, cold, and bright), and hidden material features (e.g., developer-specified crystal and candy materials). The material features may be preset by the developer of the virtual scene or may be set based on needs. The basic material features, physical material features, attribute material features, environmental material features, and hidden material features are each a type of material feature. Each target item material may be preset with at least one corresponding material feature. At the same time, a material synthesis method corresponding to each material feature is also obtained. The material synthesis method may be set for a corresponding type of material feature, and the material synthesis methods for different types of material features may be the same or different. Material synthesis methods include a feature synthesis method and a feature retention method. For example, the feature synthesis method for an attribute material feature may be superimposing the attribute material features of multiple target item materials, and the feature retention method for an attribute material feature may be retaining the attribute material feature of each target item material, etc. After obtaining at least one material feature of each target item material and a material synthesis method corresponding to the various material features, the multiple target item materials are synthesized in combination with at least one material feature of each target item material and a material synthesis method corresponding to the various material features to obtain a virtual item.

[0118] In some embodiments, a virtual item can be obtained by combining multiple target item materials in combination with at least one material feature of each target item material and a material synthesis method corresponding to the various material features by performing the following steps: performing material synthesis on each of the various material features of the multiple target item materials in combination with the feature synthesis method for the various material features to obtain an intermediate virtual item, where the intermediate virtual item has various material features, and each of the various material features of the intermediate virtual item includes at least one sub-material feature; determining a sub-material feature to be retained for the various material features based on at least one sub-material feature of the various material features in combination with the feature retention method for the various material features; and removing a sub-material feature of the intermediate virtual item that is different from the sub-material feature to be retained, to obtain the virtual item.

[0119] Here, for each type of material feature, a material synthesis process is performed on the material features of the type of target item materials in conjunction with the feature synthesis method for that type of material feature. In this way, an intermediate virtual item having various material features is obtained. For example, the material features of target item material 1 include a base material feature A, a physical material feature A, and an attribute material feature A. The material features of target item material 1 include a base material feature B and an attribute material feature B. Here, the material features of the intermediate virtual item obtained by synthesizing target item material 1 and target item material 2 include the base material feature A+B, the physical material feature A, and the attribute material feature A+B. It should be noted that each of the various material features of the intermediate virtual item includes at least one sub-material feature. For example, the sub-material features that can be included in the physical material feature of the intermediate virtual item include weight, elasticity, and hardness, respectively. For example, the sub-material features that can be included in the attribute material feature of the intermediate virtual item include water, ice, and snow, respectively.

[0120] It is necessary to explain that when the feature synthesis method for the material features is a feature superposition method, an superposition process is performed on the material features of the multiple target item materials; when the feature synthesis method for the material features is a feature cancellation method, an cancellation process is performed on the material features of the multiple target item materials; when the feature synthesis method for the material features includes a feature superposition method and a feature cancellation method, a first material feature corresponding to the feature superposition method in the material features and a second material feature corresponding to the feature cancellation method in the material features are determined, and an superposition process is performed on the first material feature of the multiple target item materials and an cancellation process is performed on the second material feature of the multiple target item materials; and when the feature synthesis method for the material features is a feature value addition method, an addition process is performed on the feature values ​​of the material features of the multiple target item materials. Here, the feature superposition method is performing an superposition process on the material features of the multiple target item materials, the feature cancellation method is performing an cancellation process on the material features of the multiple target item materials, and the feature value addition method is performing an addition process on the feature values ​​of the material features of the multiple target item materials.

[0121] Next, for each type of material feature, a process for determining a sub-material feature to be retained for the type of material feature is performed based on at least one sub-material feature of the type of material feature in conjunction with the feature retention method of the type of material feature. In some embodiments, the sub-material feature to be retained for the type of material feature can be determined by performing the following steps based on at least one sub-material feature of the type of material feature in conjunction with the feature retention method of the type of material feature. The following process is performed for each type of material feature: when the material feature is a basic material feature, a value of a basic attack index when a virtual item hits a virtual object is determined based on at least one sub-material feature of the material feature, and the value of the basic attack index is set as the sub-material feature to be retained; when the material feature is a physical material feature, at least one sub-material feature of the material feature is determined as the sub-material feature to be retained; when the material feature is a target material feature, a target sub-material feature is selected from the at least one sub-material feature of the material feature as the sub-material feature to be retained for the material feature, where the target material feature is one of an attribute material feature, an environmental material feature, and a hidden material feature. Finally, the sub-material features of the intermediate virtual item that are different from the sub-material features to be retained are removed to obtain the virtual item.

[0122] An embodiment of the present application further provides an attack processing method in a virtual scene, including: responding to an attack command against a virtual object in the virtual scene, controlling a virtual item to attack the virtual object; responding to the virtual item hitting the virtual object, determining a value of an attack index of the virtual item against the virtual object based on an influence parameter of the virtual item against the virtual object, where different influence parameters correspond to different attack effects; and successfully controlling the virtual item to defeat the virtual object when the value of the attack index reaches an attack index threshold.

[0123] Here, a user can control a virtual item to attack a virtual object in a virtual scene. For example, the user can trigger an attack command on a virtual object in the virtual scene. In response to the attack command on the virtual object, the user controls the virtual item to attack the virtual object. In response to the virtual item hitting the virtual object, an effect parameter of the virtual item on the virtual object is obtained, and a value of an attack index of the virtual item on the virtual object is determined based on the effect parameter of the virtual item on the virtual object. It should be noted that the implementation method of "obtaining the effect parameter of the virtual item on the virtual object" here may be the same as the implementation method of step 101 above, and the implementation method of "determining the value of the attack index of the virtual object on the virtual object based on the effect parameter of the virtual item on the virtual object" here may be the same as the implementation method of step 102 above, and will not be described in detail again here. When the value of the attack index reaches an attack index threshold, it is determined that the user has successfully controlled the virtual item to defeat the virtual object. When the value of the attack index does not reach the attack index threshold, it is determined that the attack on the virtual object by the virtual item has failed.

[0124] Taking capturing a virtual object using a virtual item (e.g., a composite ball item) as an example, a user can trigger a capture command for the virtual object, which may be triggered by a capture control member or by physical buttons under various game scenes, such as a portable game console / host (controller) and a computer terminal (mouse + keyboard). In response to the capture command for the virtual object, the user controls the virtual item to throw it at the virtual object. In response to the virtual item hitting the virtual object, an effect parameter of the virtual item on the virtual object is obtained, and an attack index value of the virtual item on the virtual object is determined based on the effect parameter of the virtual item on the virtual object, where the attack index value may be a capture success rate. When the capture success probability reaches a capture success probability threshold, the user successfully captures the virtual object by controlling the virtual item. When the capture success probability does not reach the capture success probability threshold, the user fails to capture the virtual object by controlling the virtual item.

[0125] It is necessary to explain that the embodiments of the present application can be applied to various scenarios such as smartphone games (touch control), portable game consoles / hosts (controllers), and computers (mouse + keyboard), and the triggered commands and operations mentioned above may be triggered by control members displayed on devices (e.g., smartphones, tablet PCs, etc.), or may be triggered based on physical buttons on portable game consoles / hosts (controllers), computer terminals (mouse + keyboard), etc.

[0126] In the above embodiment of the present application, when a virtual item hits a virtual object in a virtual scene, an influence parameter of the virtual item on the virtual object is first obtained, an attack index value of the virtual item on the virtual object is determined based on the influence parameter, and an attack result of the virtual item on the virtual object is determined based on the attack index value. Here, different influence parameters correspond to different attack effects, and therefore, different influence parameters obtained when the virtual item hits the virtual object will result in different attack results, rather than a fixed attack result. In this way, the attack process in the virtual scene is more reasonable, the attack process effect in the virtual scene is improved, and the immersive and experiential feel of the virtual scene is enhanced.

[0127] Hereinafter, an exemplary application of the embodiment of the present application in one practical application scenario will be described, taking the virtual scene as an example of a game scene (for example, an open-world game).

[0128] First, let us explain the related nouns, including: 1) Interaction: Comprehensively refers to the interaction between the player and the mobile terminal, and the interaction between the player and the game world through throwing within the game. 2) Open world game: A type of game scene, also known as a roaming game, is a type of game stage design in which players can freely roam within a virtual world and can freely choose the time and method to complete game tasks.

[0129] Next, an example will be described in which the value of the attack index is the probability of successfully capturing a virtual object (i.e., a target) using a virtual item. In the related art, the impact on the probability of successful capture still comes from an inflexible pre-setting. For example, the determined probability of successful capture is consistent between hitting a target using a gravity ball at an extremely close distance and hitting a target using a gravity ball at an extremely long distance, and does not change according to changes in the physical scenario. This is unintuitive in the context of an open-world game and lacks immersion.

[0130] Based on this, the present embodiment provides a method for processing attacks in a virtual scene, thereby solving at least the above-mentioned problems. In combination with a physics engine simulation, the present embodiment provides a realistic and highly strategic throwing and capturing mechanism suitable for open-world games, namely, "determining the probability of successful capture based on the hit strength and the hit location when a virtual item is thrown and hits a target." The method mainly includes the following three parts: 1) The target's hit strength is used as an important parameter for calculating the capture success rate; 2) The hit strength comprehensively takes into account the effects of six factors, including the virtual item's mass, speed, impact time, physical properties (hardness and elasticity) of the thrown object, physical properties of the target, and impact angle; 3) The hit strength is calculated using a physics engine; and 4) In addition to the hit strength, the effect of the target's hit location on the capture success rate is also considered.

[0131] In other words, the present embodiment uses a more intuitive set of capture success probability determination designs (i.e., hit strength is an important input) (and thus more in line with the immersive feel of open-world games), and at the same time, utilizes the game engine's realistic physics engine to calculate hit strength, thereby creating an immersive feel while also having a significant and valuable impact on the player's playing strategy. In the present embodiment, the player can select (or create) an appropriate capture item (i.e., virtual item) based on the characteristics and position of the capture target, and at the same time, the terrain and topography in the game scene are comprehensively used to consider the throwing strength and parabola, thereby achieving an optimal capture success probability and significantly increasing the fun and challenge of the game. This will be explained in detail below.

[0132] (1) Throwing mechanism: The player controls the throwing strength of the virtual item by pressing and releasing the throw button. Pressing the throw button (e.g., the left mouse key or touching the screen) starts charging, and the strength bar gradually increases based on the length of time the button is pressed. A charge bar is displayed near the throw button. The longer the charge bar is pressed, the deeper the color becomes, indicating the current charge status. When the strength bar is full, the maximum throw strength is reached, and the player can press the button again or release the button to throw. The throwing direction can be the direction pointed by the center of the virtual observation screen by default, or it can be the direction pointed by the sight indicating the throwing direction.

[0133] (2) Physical calculation of the flight process of the virtual item after it is thrown: Parameters such as the initial velocity coefficient, gravity, and air resistance are set, and a physical simulation is performed taking these factors into consideration. The initial velocity of the virtual item when it is thrown is determined by the player's charge, and the flight trajectory of the thrown object is processed using a physics engine (e.g., UnityPhysics, CryEnginePhysics, etc., which does not depend on a specific physics engine).

[0134] (3) Collision Detection: An impact detection system is used to identify the impact between the virtual item and the target. The impact strength is calculated upon impact, and may or may not be displayed in a specific format. When calculating the impact strength, the effects of six factors, such as the mass of the virtual item, speed, impact duration, physical properties of the virtual item (hardness and elasticity), physical properties of the target, and impact angle, can be comprehensively considered. The impact strength determination formula can be expressed as F=f(m, v, t, k1, k2, θ), where F is the impact force, m is the weight of the virtual item, v is the impact velocity, t is the impact duration (the shorter the impact duration, the greater the force), k1 is the material property of the virtual item, which may be determined by the item material used by the player when crafting the virtual item, k2 is the material property of the target, which may be preset, and θ is the impact angle (the impact angle affects the components of the impact strength). The impact strength is greatest for a frontal impact (θ=0°).

[0135] (4) Determining the probability of successful capture: After the capture item hits the target, the probability of successful capture is determined. If the capture is successful, a special effect and a text notification are displayed. The formula for the probability of successful capture may be expressed as P = g(P0, D, S, F). Here, P0 is the basic probability coefficient of the capture item, which is a constant and is related to the type of capture item produced by the player (it may also be related to the rarity of the item materials and the player's game depth); D is the basic capture difficulty coefficient of the target, which is a constant and is related to the rarity of the target in the game (it may also be related to the player's game depth and probability factors); the basic capture difficulty coefficients of different creatures are set in advance; S is the capture addition coefficient of the hit part, which is a variable and is related to the specific part where the capture item hits the target; the capture addition coefficients of different parts are different (buffs or debuffs); the "weak points" and "resistance points" of different creatures may be set in advance; F is the hit strength, which is a variable and is a decisive factor that affects whether the capture is successful; and g is a calculation function for the capture success probability, which may be set in advance.

[0136] Referring to FIG. 7, an embodiment of the present application includes the following steps.

[0137] 1. Create and carry the capture item. 2. Find the target. 3. Select the timing, angle, and strength to throw the capture item. 4. The physics engine simulates the flight trajectory of the capture item. 5. Detect the impact and determine whether the capture item will hit. If it does not hit (the capture item collides with the virtual scene), execute step 6. If it does hit, execute step 9. 6. Calculate the scene's hit strength F1 (i.e., the scene collision strength) and determine whether it exceeds the destruction threshold (i.e., the threshold of the impact parameter). If it exceeds the destruction threshold, execute step 7. If it does not exceed the destruction threshold, execute step 8. 7. The capture item is destroyed, and proceed to step 13. 8. The capture item rolls until it lands and comes to a rest, making it available for pickup, and proceed to step 13. 9. Calculate the target's hit strength F2 and the probability of successful capture P. 10. Using the capture success probability P, make a random decision to determine whether or not the capture of the target will be successful. If successful, execute 11. If not successful, execute 12. 11. Change ownership of the target, consume the capture item, and proceed to 13. 12. Consume the capture item, and proceed to 13. 13. The process ends.

[0138] The above-mentioned influencing factors for the probability of successful capture may further include the relationship between the "attributes of the captured item" and the "attributes of the target creature." In this solution, 1) when creating a captured item, a set of special materials (possibly materials with special concepts such as herbs, water, fire, light source, and battery) that can affect the attributes of the captured item are used to impart specific attributes to the captured item, and when designing a capture target, attributes of corresponding concepts (e.g., grass, water, fire, light, and electricity) are imparted for capture; 2) a set of "attribute mapping relationships" is established and taught to the player, which may be based on the "mutually beneficial / mutually destructive" relationship commonly seen in games or a direct equal-pair mapping relationship (such as light vs. light and electricity vs. electricity); 3) some strategy can be realized without using a physics engine (i.e., the player consciously performs item synthesis strategies based on the capture target during the process of "completing one throw and capture").

[0139] By applying the above-described embodiment of the present application and combining it with a physics engine simulation, a realistic and highly strategic throwing and capturing mechanism suitable for open-world games is provided. This not only simplifies the player's understanding (no need to carefully read the instructions for each capture item), but also expands the player's exploration of gameplay, realizing emergent gameplay. Players must select (or create) an appropriate throwing item based on the characteristics and location of the capture target, while also taking into account the throwing strength and parabola by comprehensively utilizing the terrain and topography, thereby optimizing the probability of successful capture and increasing the fun and challenge of the game.

[0140] Below, we will list some of the possibilities for completing game targets using this mechanism to more easily understand the design benefits of this mechanism. Note that a physics engine, like the real world, implies infinite possibilities, and the permutations and combinations that can be used to "increase the probability of capture by improving collision strength" cannot be fully enumerated, including, but not limited to, the following examples: 1) Increasing the weight (m) of a virtual item increases the target's hit strength. Players can intentionally add more virtual heavy metals when synthesizing a capture item, resulting in a capture item that is difficult to throw long distances but has extremely high hit strength once it hits the target. 2) Increasing the flight speed (v) of a virtual item increases the target's hit strength. Players can climb to a higher ground and throw the capture item downward from that high place at the target, utilizing gravitational acceleration to increase the hit strength when it hits the target. 3) Reducing the impact time (t) increases the target's resistance to impact. When synthesizing a capture item, a player can add an item material (e.g., a polyurethane material) that increases the elasticity (k1) of the capture item, causing the capture item to bounce off immediately after hitting the target, thereby increasing the target's resistance to impact. For example, to capture a target that is very difficult to capture, a player can use many virtual heavy metals and polyurethane item materials to synthesize a very heavy but extremely elastic capture item. Then, the player climbs to a very high place and throws the capture item downward with very precise calculations. The capture item will bounce back several times and accurately hit the target's head (a preset weak point), thereby completing a successful capture.

[0141] The following continues to describe an exemplary structure of the virtual scene attack processing device 555 provided in the embodiments of the present application, which is implemented as a software module. In some embodiments, as shown in FIG. 2 , the software modules in the virtual scene attack processing device 555 stored in the memory 550 may include: an acquisition module 5551 used to acquire an influence parameter of the virtual item on the virtual object in response to a virtual item hitting the virtual object in the virtual scene, where different influence parameters correspond to different attack effects; a first determination module 5552 used to determine a value of an attack index of the virtual item on the virtual object based on the influence parameter; and a second determination module 5553 used to determine a result of the attack by the virtual item on the virtual object based on the value of the attack index.

[0142] In some embodiments, the acquisition module 5551 is further used for performing a physical simulation on an attack process of controlling the virtual item to attack the virtual object, acquiring at least one physical quantity in the physically simulated attack process, and determining an influence parameter of the virtual item on the virtual object based on the at least one physical quantity.

[0143] In some embodiments, the impact parameter includes a hit strength of the virtual object, and the acquisition module 5551 is further used to acquire an item characteristic physical quantity of the virtual item and an object characteristic physical quantity of the virtual object, and to acquire an attack physical quantity when the virtual item hits the virtual object in the physically simulated attack process, where the at least one physical quantity includes the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity.

[0144] In some embodiments, the acquisition module 5551 is further used to acquire the item characteristic physical quantity, the object characteristic physical quantity, and a first mapping relationship between the attack physical quantity and the hit strength, and to determine the hit strength of the virtual object based on the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity, in conjunction with the first mapping relationship.

[0145] In some embodiments, the impact parameter includes a hit portion of the virtual object, the acquisition module 5551 is used to acquire an initial motion physical quantity of the virtual item, and is further used to acquire a scene physical quantity of the virtual item in the physically simulated attack process, where the at least one physical quantity includes the initial motion physical quantity and the scene physical quantity, the first determination module 5552 is used to determine a motion trajectory of the virtual item in the physically simulated attack process based on the initial motion physical quantity and the scene physical quantity, determine a physically simulated hit position where the virtual item will hit the virtual object from the motion trajectory, and is further used to determine a hit portion of the virtual object based on the physically simulated hit position.

[0146] In some embodiments, the initial motion physical quantity includes the magnitude of the initial force of the virtual item, and the acquisition module 5551 is further used to accumulate the magnitude of the force of the virtual item in the process of performing an item use operation of the virtual item, and in response to the item use operation being released, determine the magnitude of the accumulated target force when the item use operation is released, and set the magnitude of the target force as the magnitude of the initial force.

[0147] In some embodiments, the acquisition module 5551 is further used to display cumulative notification information of the force magnitude during the process of accumulating the force magnitude of the virtual item, and determine that the item use operation is released in response to the cumulative notification information notifying that the force magnitude reaches a force magnitude threshold.

[0148] In some embodiments, the at least one physical quantity includes a control physical quantity for the virtual item, and after the step of determining a result of an attack by the virtual item on the virtual object based on the value of the attack indicator, the second determination module 5553 is further used to receive an adjustment operation for the control physical quantity when the attack result indicates that the attack by the virtual item on the virtual object is unsuccessful, and to adjust the control physical quantity in response to the adjustment operation to obtain a target control physical quantity obtained, and to control the virtual item to attack the virtual object again based on the target control physical quantity.

[0149] In some embodiments, the virtual item is obtained by synthesis using a first item material, and the at least one physical quantity includes a material physical quantity of the first item material. After the step of determining a result of an attack by the virtual item on the virtual object based on the value of the attack indicator, the second determination module 5553 adjusts the first item material to obtain a second item material when the attack result indicates that the attack by the virtual item on the virtual object is unsuccessful, wherein an attack effect corresponding to an impact parameter determined based on the material physical quantity of the second item material is higher than an attack effect corresponding to an impact parameter determined based on the material physical quantity of the first item material; and the second item material is synthesized to obtain a target virtual item, and is further used to control the target virtual item to attack the virtual object.

[0150] In some embodiments, the at least one physical quantity includes a control physical quantity for the virtual item, and after the step of determining a result of an attack by the virtual item on the virtual object based on the value of the attack indicator, the second determination module 5553 is further used for recording the control physical quantity when the attack result indicates that the attack by the virtual item on the virtual object is successful, and the second determination module 5553 is further used for automatically controlling the virtual item to attack the virtual object based on the recorded control physical quantity in response to an automatic attack operation on the virtual object.

[0151] In some embodiments, the influence parameter includes an attribute correlation between an attribute of the virtual item and an attribute of the virtual object, and the acquisition module 5551 is further used for acquiring the attribute of the virtual item and acquiring the attribute of the virtual object, acquiring an attribute mapping relationship between the attribute of the virtual item and the attribute of the virtual object, and determining an attribute correlation between the attribute of the virtual item and the attribute of the virtual object based on the attribute mapping relationship.

[0152] In some embodiments, the virtual item is obtained by combining a third item material having a first attribute. After the step of determining an attack result of the virtual item against the virtual object based on the value of the attack indicator, the second determination module 5553 adjusts the third item material having the first attribute to obtain a fourth item material having a second attribute when the attack result indicates that the attack by the virtual item against the virtual object is unsuccessful, wherein an attack effect corresponding to an attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than an attack effect corresponding to an attribute correlation determined based on the first attribute and the attribute of the virtual object; the fourth item material is combined to obtain a target virtual item, and is further used to control the target virtual item to attack the virtual object.

[0153] In some embodiments, the first determination module 5552 is further used for obtaining a value of a basic attack index of the virtual item and a value of a basic attack difficulty of the virtual object, obtaining the influence parameter, the value of the basic attack index, and a second mapping relationship between the value of the basic attack difficulty and the value of the attack index, and determining a value of the attack index of the virtual item against the virtual object based on the influence parameter, the value of the basic attack index, and the value of the basic attack difficulty, in conjunction with the second mapping relationship.

[0154] In some embodiments, the acquisition module 5551 is further used to acquire a value of a collision parameter when the virtual item hits the virtual scene in response to the virtual item not hitting the virtual object and the virtual item hitting the virtual scene, discard the virtual item in response to the value of the collision parameter reaching a collision parameter threshold, and retain the virtual item in the virtual scene in response to the value of the collision parameter not reaching the collision parameter threshold; and the acquisition module 5551 is further used to pick up the virtual item in response to a pick-up operation for the virtual item in the virtual scene.

[0155] In some embodiments, the acquisition module 5551 is further used to divide the virtual item into a plurality of item materials, and the acquisition module 5551 is further used to combine the item materials to obtain the virtual item in response to a combination condition of the plurality of item materials being satisfied.

[0156] In some embodiments, the virtual item belongs to a target virtual object, and the second determination module 5553 is further used for controlling, when the attack result represents that the virtual item defeats the virtual object, to attribute the virtual object to the target virtual object, determining target item features from item features of the virtual item, and adding object features associated with the target item features to the virtual object.

[0157] In the above solution, the acquisition module determines a plurality of target item materials used to synthesize the virtual item, acquires at least one material feature of each of the target item materials, and acquires a material synthesis method corresponding to each of the material features, which is further used to synthesize the plurality of target item materials together with the at least one material feature of each of the target item materials and the material synthesis method corresponding to each of the material features to obtain the virtual item.

[0158] In the above solution, the acquisition module, in combination with a feature synthesis method for the various material features, performs material synthesis on each of the various material features of the multiple target item materials to obtain an intermediate virtual item, where the intermediate virtual item has each of the various material features, and each of the various material features of the intermediate virtual item includes at least one sub-material feature; in combination with a feature retention method for the various material features, determines sub-material features to be retained for the various material features based on at least one sub-material feature of the various material features; and removes sub-material features of the intermediate virtual item that are different from the sub-material features to be retained, thereby obtaining the virtual item.

[0159] An embodiment of the present application provides an attack processing device in a virtual scene, including: a first control module, in response to an attack command against a virtual object in a virtual scene, for controlling a virtual item to attack the virtual object; a third determination module, in response to the virtual item hitting the virtual object, for determining a value of an attack index of the virtual item against the virtual object based on an influence parameter of the virtual item against the virtual object, where different influence parameters correspond to different attack effects; and a second control module, in response to the value of the attack index reaching an attack index threshold, for controlling the virtual item to successfully defeat the virtual object.

[0160] It should be noted that the description of the device embodiment in this specification is similar to the description of the method embodiment above, and has the same beneficial effects as the method embodiment, so it will not be described in detail here. The technical details not described in the attack processing device in the virtual scene provided by the embodiment of the present application can be understood based on the description of the technical details in the method embodiment above.

[0161] An embodiment of the present application further provides a computer program product, the computer program product including computer-executable instructions or a computer program stored in a computer-readable storage medium, a processor of the electronic device reading the computer-executable instructions or the computer program from the computer-readable storage medium, and the processor executing the computer-executable instructions or the computer program causes the electronic device to perform the method for handling attacks in a virtual scene provided by the embodiment of the present application.

[0162] An embodiment of the present application further provides a computer-readable storage medium having computer-executable instructions or a computer program stored therein, the computer-executable instructions or the computer program being executed by a processor to cause the processor to perform the method for processing attacks in a virtual scene provided by the embodiment of the present application.

[0163] In some embodiments, the computer-readable storage medium may be memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be various devices including one or any combination of the above memories.

[0164] In some embodiments, the computer-executable instructions may be programmed in the form of a program, software, software module, script, or code, according to any type of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0165] As an example, the computer-executable instructions may, but do not necessarily, correspond to a file in a file system, and may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program under consideration, or in multiple cooperating files (e.g., files storing one or more modules, subroutines, or code portions).

[0166] As an example, the computer-executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, and / or on multiple electronic devices distributed across multiple locations and coupled together by a communications network.

[0167] The above is merely an example of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application should be included within the scope of protection of the present application. [Explanation of symbols]

[0168] 1 Target Item Material 2 Target Item Materials 100 Virtual Scenes 200 servers 400 terminals 500 Electronic equipment 510 processor 520 network interface 530 User Interface 531 Output Device 532 Input Device 540 Bus System 550 memory 551 Operating Systems 552 Network Communication Module 553 Presentation Module 554 Input Processing Module 555 Attack Processing Device 5551 Acquisition Module 5552 First Decision Module 5553 Second Decision Module

Claims

1. 1. A method for processing attacks in a virtual scene, the method comprising: acquiring an impact parameter of the virtual item on the virtual object in response to the virtual item hitting the virtual object in the virtual scene, wherein different impact parameters correspond to different attack effects; determining a value of an attack index of the virtual item against the virtual object based on the influence parameter; and determining a result of an attack by the virtual item against the virtual object based on the value of the attack index.

2. The step of acquiring an influence parameter of the virtual item on the virtual object includes: performing a physical simulation of an attack process in which the virtual item is controlled to attack the virtual object; obtaining at least one physical quantity in the physically simulated attack process; and determining an influence parameter of the virtual item on the virtual object based on the at least one physical quantity.

3. The influence parameter includes a hit strength of the virtual object, and the step of acquiring at least one physical quantity in the physically simulated attack process includes: acquiring an item characteristic physical quantity of the virtual item and an object characteristic physical quantity of the virtual object; and acquiring an attack physical amount when the virtual item hits the virtual object during the physically simulated attack process, The method of claim 2 , wherein the at least one physical quantity includes the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity.

4. determining an influence parameter of the virtual item on the virtual object based on the at least one physical quantity, obtaining a first mapping relationship between the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity and the hit strength; and determining a hit strength of the virtual object based on the item characteristic physical quantity, the object characteristic physical quantity, and the attack physical quantity in combination with the first mapping relationship.

5. The influence parameter includes a hit portion of the virtual object, and the step of acquiring at least one physical quantity in the physically simulated attack process includes: obtaining an initial motion physical quantity of the virtual item and obtaining a scene physical quantity of the virtual item during the physically simulated attack process, wherein the at least one physical quantity includes the initial motion physical quantity and the scene physical quantity; determining an influence parameter of the virtual item on the virtual object based on the at least one physical quantity, determining a motion trajectory of the virtual item during the physically simulated attack process based on the initial motion physical quantity and the scene physical quantity; determining a physical simulation hit position where the virtual item hits the virtual object from the motion trajectory; and determining a hit location of the virtual object based on the physical simulation hit location.

6. The initial physical quantity of motion includes a magnitude of an initial force of the virtual item, and the method includes: In the process of performing an item use operation of the virtual item, accumulating the magnitude of the force of the virtual item; 6. The method of claim 5, further comprising: in response to the item use operation being released, determining a magnitude of a target force accumulated when the item use operation is released, and setting the magnitude of the target force to the magnitude of the initial force.

7. The method comprises: In the process of accumulating the force magnitude of the virtual item, displaying a notification of the accumulated force magnitude; 7. The method of claim 6, further comprising: determining that the item use operation is released in response to the cumulative notification information notifying that the force magnitude reaches a force magnitude threshold.

8. the at least one physical quantity includes a control physical quantity for the virtual item; After the step of determining a result of an attack by the virtual item against the virtual object based on the value of the attack indicator, the method further comprises: receiving an adjustment operation for the control physical quantity when the attack result indicates that the attack by the virtual item against the virtual object is unsuccessful; acquiring a target controlled physical quantity obtained by adjusting the controlled physical quantity in response to the adjusting operation; The method of claim 2 , further comprising: controlling the virtual item to attack the virtual object again based on the target control physical quantity.

9. the virtual item is obtained by synthesis using a first item material, and the at least one physical quantity includes a material physical quantity of the first item material; After the step of determining a result of an attack by the virtual item against the virtual object based on the value of the attack indicator, the method further comprises: adjusting the first item material to obtain a second item material when the attack result indicates that the attack by the virtual item against the virtual object has failed, an attack effect corresponding to an influence parameter determined based on the material physical quantity of the second item material that is higher than an attack effect corresponding to an influence parameter determined based on the material physical quantity of the first item material; 3. The method of claim 2, further comprising: combining the second item materials to obtain a target virtual item; and controlling the target virtual item to attack the virtual object.

10. the at least one physical quantity includes a control physical quantity for the virtual item; After the step of determining a result of an attack by the virtual item against the virtual object based on the value of the attack indicator, the method further comprises: The method further includes recording the control physical quantity when the attack result indicates that the attack on the virtual object by the virtual item is successful; The method comprises:

3. The method of claim 2, further comprising the step of automatically controlling the virtual item to attack the virtual object based on the recorded control physical quantity in response to an automatic attack operation on the virtual object.

11. The influence parameter includes an attribute relationship between an attribute of the virtual item and an attribute of the virtual object, and the step of obtaining the influence parameter of the virtual item on the virtual object includes: obtaining attributes of the virtual item and obtaining attributes of the virtual object; obtaining an attribute mapping relationship between the attributes of the virtual item and the attributes of the virtual object; and determining an attribute association between an attribute of the virtual item and an attribute of the virtual object based on the attribute mapping relationship.

12. the virtual item is obtained by synthesis with a third item material having a first attribute, After the step of determining a result of an attack by the virtual item against the virtual object based on the value of the attack indicator, the method further comprises: adjusting the third item material having a first attribute to obtain a fourth item material having a second attribute when the attack result indicates that the attack by the virtual item against the virtual object has failed, an attack effect corresponding to the attribute correlation determined based on the second attribute and the attribute of the virtual object is higher than an attack effect corresponding to the attribute correlation determined based on the first attribute and the attribute of the virtual object; 12. The method of claim 11, further comprising: combining the fourth item material to obtain a target virtual item; and controlling the target virtual item to attack the virtual object.

13. determining a value of an attack index of the virtual item against the virtual object based on the influence parameter, obtaining a basic attack index value of the virtual item and a basic attack difficulty value of the virtual object; obtaining the influence parameter, the value of the basic attack index, and a second mapping relationship between the value of the basic attack difficulty and the value of the attack index; and determining a value of an attack index for the virtual object by the virtual item based on the influence parameter, the value of the basic attack index, and the value of the basic attack difficulty, in conjunction with the second mapping relationship.

14. The method comprises: In response to the virtual item not hitting the virtual object and the virtual item hitting the virtual scene, obtaining a value of a collision parameter when the virtual item hits the virtual scene; responsive to the value of the collision parameter reaching a collision parameter threshold, destroying the virtual item; and in response to the value of the collision parameter not reaching a collision parameter threshold, reserving the virtual item in the virtual scene; The method comprises: The method of claim 1 , further comprising the step of picking up the virtual item in response to a pickup operation on the virtual item in the virtual scene.

15. the step of discarding the virtual item includes a step of dividing the virtual item into a plurality of item materials; The method comprises: The method of claim 14 , further comprising the step of: in response to a synthesis condition of the plurality of item materials being satisfied, synthesizing the item materials to obtain the virtual item.

16. The virtual item belongs to a target virtual object, and the method comprises: When the attack result indicates that the virtual item defeats the virtual object, controlling the virtual object to belong to the target virtual object; 2. The method of claim 1, further comprising: determining target item features from item features of the virtual item; and adding object features associated with the target item features to the virtual object.

17. The method comprises: determining a plurality of target item materials to be used in synthesizing the virtual item; obtaining at least one material feature of each of the target item materials, and obtaining a material synthesis method corresponding to each of the material features; 2. The method of claim 1, further comprising: combining the plurality of target item materials in conjunction with at least one material feature of each of the target item materials and a material synthesis method corresponding to each of the material features to obtain the virtual item.

18. The step of synthesizing the plurality of target item materials to obtain the virtual item in accordance with at least one material feature of each of the target item materials and a material synthesis method corresponding to each of the material features, includes: A step of performing material synthesis on the various material features of the plurality of target item materials in conjunction with the feature synthesis method of the various material features to obtain an intermediate virtual item, the intermediate virtual item has various material features, and each of the various material features of the intermediate virtual item includes at least one sub-material feature; determining sub-material features to be retained for each of the material features based on at least one sub-material feature of each of the material features in conjunction with feature retention methods for each of the material features; 18. The method of claim 17, further comprising: removing sub-material features of the intermediate virtual item that are different from the sub-material features to be retained to obtain the virtual item.

19. 1. A method for processing attacks in a virtual scene, the method comprising: controlling a virtual item to attack a virtual object in a virtual scene in response to an attack command against the virtual object; determining a value of an attack indicator of the virtual item on the virtual object based on an influence parameter of the virtual item on the virtual object in response to the virtual item hitting the virtual object, wherein different influence parameters correspond to different attack effects; and successfully controlling the virtual item to defeat the virtual object when the value of the attack indicator reaches an attack indicator threshold.

20. 1. An attack processing device in a virtual scene, the device comprising: an acquisition module, which is used to acquire an impact parameter of the virtual item on the virtual object in response to the virtual item hitting the virtual object in the virtual scene, wherein different impact parameters correspond to different attack effects; a first determination module used to determine an attack index value of the virtual item against the virtual object based on the influence parameter; and a second determination module used to determine the result of an attack by the virtual item against the virtual object based on the value of the attack index.

21. An electronic device, the electronic device comprising: a memory adapted to store computer-executable instructions; and a processor used to implement the attack processing method in a virtual scene according to any one of claims 1 to 19 when executing computer-executable instructions stored in the memory.

22. A computer-readable storage medium having stored thereon computer-executable instructions or a computer program, the computer-readable storage medium realizing the method for processing attacks in a virtual scene according to any one of claims 1 to 19, when the computer-executable instructions or the computer program are executed by a processor.

23. A computer program product comprising computer-executable instructions or a computer program, which, when executed by a processor, implements the method for processing attacks in a virtual scene according to any one of claims 1 to 19.