Methods for controlling virtual objects, control devices for virtual objects, computer equipment, and computer programs
The method and device enhance virtual shooting game engagement by transforming virtual item accessories into functional items with varying attack levels, addressing monotonous gameplay and improving efficiency.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2023-10-10
- Publication Date
- 2026-04-28
AI Technical Summary
Current game applications using virtual firearms for shooting games result in monotonous gameplay due to automatic magazine discard and frequent ammunition changes, reducing player engagement and efficiency.
A method and device that allows virtual item accessories to transform into functional items with varying attack levels based on consumed item filling elements, enabling continuous attacks and enhancing gameplay diversity.
Prevents accessory waste, increases utilization rate, enriches gameplay, and improves human-machine interaction efficiency by allowing accessories to transform into functional items with different attack levels.
Smart Images

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Abstract
Description
Technical Field
[0001] This application claims priority to the Chinese patent application with application number 202211484689.0, titled "Method, Apparatus, Device, Medium, and Product for Controlling Virtual Objects", filed on November 24, 2022, and all of its content is incorporated herein by reference.
[0002] The embodiments of this application relate to the field of virtual environments, and particularly to methods, apparatuses, devices, media, and products for controlling virtual objects.
Background Art
[0003] With the improvement of the level of entertainment culture, people's activity experiences and requirements for the virtual world are on the rise. As one of the ways to represent the virtual world, games have become a way for many people to relieve stress. In current game applications, various interaction methods are provided to fully enhance the fun of how players play in the game process.
[0004] In related technologies, a player may use a virtual firearm to play a shooting game, and perform an attack operation on a virtual object to be attacked by consuming virtual bullets arranged in the virtual firearm, thereby reducing the attribute value of the virtual object.
Summary of the Invention
Problems to be Solved by the Invention
[0005] When the player performs a reload operation, the virtual magazine of the virtual firearm where the virtual bullets are set (Also called a "magazine.")The used ammunition is automatically discarded, allowing the player to load a new virtual magazine into the virtual weapon and easily attack virtual objects. However, simply using the virtual weapon for shooting is a monotonous gameplay approach, making it less engaging for the player. Furthermore, the need to constantly change ammunition prevents continuous attacks on virtual objects, impacting the efficiency of human-machine interaction.
[0006] The virtual object control method, apparatus, device, medium, and product provided in the embodiment of this application can prevent the first item accessory from becoming wasted after use, increase the utilization rate of the first item accessory, expand the ways in which the game can be played, and improve the enjoyment of the game. The technical means are as follows. [Means for solving the problem]
[0007] In one embodiment, the virtual object control method provided in the present embodiment is executed by a computer device. ,tentative The process includes the steps of: displaying a master virtual object equipped with a virtual item containing a first item accessory within a scene, and an interactive element; controlling the master virtual object to attack the interactive element using the virtual item in response to an attack operation against the interactive element; controlling the master virtual object to switch the first item accessory of the virtual item to a second item accessory in response to an accessory switching operation; and after the first item accessory has been switched, the first item accessory detaches from the virtual item and transforms into a functional item, wherein the virtual item attacks by consuming the item filling element within the first item accessory, and the functional item is used to assist the master virtual object in attacking the interactive element. The step of transforming into a functional item includes: a step in which the first item accessory transforms into a first functional item having a first attack level in response that the number of item filling elements remaining in the first item accessory is a first quantity; and a step in which the first item accessory transforms into a second functional item having a second attack level in response that the number of item filling elements remaining in the first item accessory is a second quantity, wherein the first quantity is greater than the second quantity, and the first attack level is greater than the second attack level. .
[0008] In another embodiment, a control device for virtual objects is provided. The device includes a master virtual object equipped with a virtual item containing a first item accessory in a virtual scene, an object display module for displaying an interactive element, an operation receiving module used to control the master virtual object to attack the interactive element using the virtual item in response to an attack operation against the interactive element, an accessory switching module used to control the master virtual object to switch the first item accessory of the virtual item to a second item accessory in response to an accessory switching operation, and an item conversion module used to detach the first item accessory from the virtual item and transform it into a functional item after the first item accessory has been switched, wherein the virtual item performs an attack by consuming the item filling element in the first item accessory, and the functional item is used to assist the master virtual object in attacking the interactive element. In response to the quantity of item filling elements remaining in the first item accessory being a first quantity, the functional item changes into a first functional item having a first attack level; in response to the quantity of item filling elements remaining in the first item accessory being a second quantity, the first functional item changes into a second functional item having a second attack level, where the first quantity is greater than the second quantity and the first attack level is greater than the second attack level. .
[0009] Another embodiment provides a computer device. The computer device includes a processor and memory, the memory storing at least one instruction, at least one program, a code set or a set of instructions, and the processor loads and executes the at least one instruction, the at least one program, the code set or the set of instructions, thereby realizing one of the virtual object control methods in the above embodiment of the present invention.
[0010] In another embodiment, a computer-readable storage medium is provided. The storage medium stores at least one instruction, at least one program, a code set or a set of instructions, and the method for controlling any one of the virtual objects in the above embodiment of the present invention is realized when the at least one instruction, the at least one program, the code set or the set of instructions is loaded and executed by a processor.
[0011] In another embodiment, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions, which are stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, thereby causing the computer device to execute the virtual object control method described in any one of the above embodiments. [Effects of the Invention]
[0012] The beneficial effects of the technical means provided in the present embodiment include at least the following: In response to an attack operation against an interactive element, the master virtual object is controlled to attack the interactive element using virtual items. In response to an accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory. After the first item accessory detaches from the virtual item, it transforms into a functional item. As a result, after the first item accessory is switched to the second item accessory, the detached first item accessory transforms into a functional item that assists the master virtual object in attacking the interactive element. This prevents the first item accessory from becoming wasted after use, increases its utilization rate, expands the ways to play the game, greatly enhances the game's enjoyment, and improves the efficiency of human-machine interaction. [Brief explanation of the drawing]
[0013] [Figure 1] Figure 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. [Figure 2] Figure 2 is a structural block diagram of a computer system provided in an exemplary embodiment of the present application. [Figure 3] Figure 3 is a flowchart of a method for controlling a virtual object provided in an exemplary embodiment of the present invention. [Figure 4] Figure 4 shows an interface for a virtual object control method provided in another exemplary embodiment of the present application. [Figure 5] Figure 5 is a schematic diagram of an interface in which an interactive element is attacked using a virtual item provided in an exemplary embodiment of the present invention. [Figure 6] Figure 6 is a schematic interface diagram showing a virtual item provided in an exemplary embodiment of the present invention being used to fire at an arbitrary area. [Figure 7] Figure 7 is a schematic diagram of the accessory switching interface provided in an exemplary embodiment of the present invention. [Figure 8] FIG. 8 is an interface schematic diagram showing that the functional items provided in an exemplary embodiment of the present application exist within a virtual scene. [Figure 9] FIG. 9 is an interface schematic diagram of the explosion animation provided in an exemplary embodiment of the present application. [Figure 10] FIG. 10 is a flowchart of a method for controlling a virtual object provided in a further exemplary embodiment of the present application. [Figure 11] FIG. 11 is a flowchart of a method for controlling a virtual object when the virtual item provided in an exemplary embodiment of the present application is a virtual firearm. [Figure 12] FIG. 12 is a flowchart of a method for controlling a virtual object provided in another exemplary embodiment of the present application. [Figure 13] FIG. 13 is an interface schematic diagram of stage selection provided in an exemplary embodiment of the present application. [Figure 14] FIG. 14 is an interface schematic diagram of skill selection provided in an exemplary embodiment of the present application. <00*********6>FIG. 15 is a structural block diagram of a control device for a virtual object provided in an exemplary embodiment of the present application. [Figure 16] FIG. 16 is a structural block diagram of a terminal provided in an exemplary embodiment of the present application.
DETAILED DESCRIPTION OF THE INVENTION
[0014] To make the objectives, technical means, and advantages of the present application clearer, the embodiments of the present application will be described in more detail below in combination with the drawings.
[0015] First, the terms related to the embodiments of the present application will be briefly described.
[0016] A virtual world is a virtual world that is displayed (or provided) when an application runs on a device. This virtual world may be a world that mimics the real world, a world that is a semi-mimicry or semi-fictional world, or a world that is entirely fictional. The virtual world may be a 2D virtual world, a 2.5D virtual world, or a 3D virtual world, and this application does not limit it to these. The following embodiment will explain the case where the virtual world is a 3D virtual world as an example.
[0017] A virtual model is a model used in a virtual world to mimic the real world. For example, virtual models occupy a certain volume within a virtual world. Examples include terrain models, building models, flora and fauna models, virtual item models, virtual vehicle models, and virtual character models. For instance, a terrain model includes ground, mountains, rivers, rocks, and elevation changes. Building models include buildings, fences, containers, and fixed indoor equipment such as tables, chairs, cabinets, and beds. Flora and fauna models include trees, flowers, and flying birds. Virtual item models include virtual firearms, medicine boxes, and airdropped objects. Virtual vehicle models include cars, ships, and helicopters. Virtual character models include people, animals, and animated characters.
[0018] A virtual character is a movable object in a virtual world. These movable objects include virtual characters, virtual animals, animated characters, etc., and can be, for example, people, animals, plants, drums, walls, rocks, etc., displayed in a 3D virtual world. Optionally, a virtual character is a 3D model constructed using skeletal animation technology. Each virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space within that world.
[0019] In related technologies, players may use virtual firearms to play shooting games, consuming virtual bullets placed within the virtual firearm to attack virtual objects and reduce their attribute values. When the player changes ammunition, the virtual magazine containing the virtual bullets in the virtual firearm is automatically discarded, making it easier for the player to continuously attack virtual objects in the virtual scene using the virtual firearm. However, simply using virtual firearms for shooting alone is a monotonous way to play, and the game lacks appeal for the player.
[0020] In this embodiment, a method for controlling virtual objects is provided that prevents the first item accessory from becoming wasted after use, thereby increasing the utilization rate of the first item accessory, as well as expanding the ways in which the game can be played and improving the enjoyment of the game. When applied, the virtual object control method obtained through training in this invention includes at least one of several virtual scenes, such as a virtual shooting scene or a virtual battle scene. However, the above application scenes are merely schematic examples, and the virtual object control method provided in this embodiment can be applied to other scenes as well, and this embodiment is not limited to such scenes.
[0021] To elaborate, this application may display a prompt interface, a pop-up window, or output audio prompt information to alert the user that relevant data is currently being collected before and during the collection of the user's relevant data. Only after obtaining confirmation from the user via the prompt interface or pop-up window will the relevant steps for acquiring the user's relevant data be initiated. Otherwise (i.e., if confirmation from the user via the prompt interface or pop-up window is not obtained), the relevant steps for acquiring the user's relevant data will be terminated, and the user's relevant data will not be acquired. In other words, all user data collected in this application is collected under circumstances in which the user has consented and authenticated, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0022] The terminal in this application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. An application that supports a virtual environment, such as an application that supports a 3D virtual environment, is installed and running on the terminal. The application is one of the following: a virtual reality application, a 3D map program, a third-person shooting game (TPS), a first-person shooting game (FPS), or a multiplayer online battle arena game (MOBA). Optionally, the application may be an offline version, such as an offline version of a 3D game program, or an online-compatible version of the application.
[0023] Figure 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. The electronic device 100 includes an operating system 120 and an application 122.
[0024] The operating system 120 provides application 122 with basic software for securely accessing computer hardware.
[0025] Application 122 is an application that supports a virtual environment. Optionally, Application 122 is an application that supports a 3D virtual environment. Application 122 is one of the following: a virtual reality application, a 3D map program, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game. Application 122 may be an offline version of the application, such as an offline 3D game program, or an online-enabled version of the application.
[0026] Figure 2 shows a structural block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 200 includes a first device 220, a server 240, and a second device 260.
[0027] The first device 220 has an application installed and running that supports the virtual environment. This application may be any one of the following: a virtual reality application, a 3D map program, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game. The first device 220 is used by a first user, who uses the first device 220 to control the activities of a first virtual object located in the virtual environment. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual person, such as a virtual human character or an animated character.
[0028] The first device 220 is connected to the server 240 via a wireless or wired network.
[0029] Server 240 is at least one of the following: a single server, multiple servers, a cloud computing platform, or a virtualization center. Server 240 is used to provide background services to applications that support a 3D virtual environment. Optionally, Server 240 handles the primary computing tasks, while the first device 220 and the second device 260 handle secondary computing tasks. Alternatively, Server 240 handles secondary computing tasks, while the first device 220 and the second device 260 handle the primary computing tasks. Or, Server 240, the first device 220, and the second device 260 collaborate by employing a distributed computing architecture.
[0030] The second device 260 has an application installed and running that supports the virtual environment. This application may be any one of the following: a virtual reality application, a 3D map program game, an FPS game, a MOBA game, or a multiplayer shooting survival game. The second device 260 is used by a second user, who uses the second device 260 to control the activities of a second virtual object located in the virtual environment. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual person, such as a virtual human character or an animated character.
[0031] Optionally, the first and second virtual characters may be in the same virtual environment. Optionally, the first and second virtual characters may belong to the same team or organization, be friends, or have temporary communication privileges with each other. Optionally, the first and second virtual characters may belong to different teams, different organizations, or two adversarial groups.
[0032] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on both devices are the same type of application on different control system platforms. The first device 220 broadly refers to one of several devices, and the second device 260 may also broadly refer to one of several devices. In this embodiment, only the first device 220 and the second device 260 are described as examples. The device types of the first device 220 and the second device 260 may be the same or different. The device types include at least one of the following: game console, desktop computer, smartphone, tablet computer, e-reader, MP3 player, MP4 player, and laptop mobile computer. The following embodiment will be described using the case where the device is a desktop computer as an example.
[0033] As those skilled in the art will see, the number of the above devices may be more or less. For example, there may be only one device, or there may be tens, hundreds, or even more devices. The embodiments of this application do not limit the number or type of devices.
[0034] The server 240 mentioned above may be implemented as a physical server or as a cloud server on the cloud. Cloud technology is a type of hosting technology that integrates system resources such as hardware, software, and networks within a wide-area network or local network to enable data computation, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc., based on the cloud computing business model application, and is flexible and convenient as it builds a resource pool that can be used as needed.
[0035] In some embodiments, the method provided in the present invention can be applied to cloud gaming scenarios, where the cloud server completes the calculation of data logic in the game process, and the terminal is responsible for displaying the game interface.
[0036] In some embodiments, the server 240 may be implemented as a node in a blockchain system.
[0037] The method for controlling virtual objects provided by this application will be explained by linking the above definitions of terms with application scenarios. Taking the case where the method is executed by computer equipment as an example, the method is applied to a terminal. As shown in Figure 3, the method includes the following steps 310 to 340.
[0038] In step 310, the master virtual object and interactive elements within the virtual scene are displayed.
[0039] Optionally, a virtual scene is a scene displayed when an application runs on a terminal device. A virtual scene may be an environment that mimics the real world. For example, the virtual scene may be based on the real world and obtained by simulating the real world. Alternatively, it may be a scene that is half-imitation and half-fictional. For example, the virtual scene may contain scenes that exist in the real world (traffic, roads, etc.) and fictional scenes (island A, volcano B, etc., that do not exist in the real world). Furthermore, it may be a completely fictional scene. For example, the scenes and objects in the virtual scene may not have corresponding counterparts in the real world (monsters, demon lords, etc.).
[0040] Optionally, the virtual scene can be at least one of the following: a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene. The virtual scene loading process may include processes such as converting from a 2D virtual scene to a 3D virtual scene, or switching from a 3D virtual scene to a 2D virtual scene. Schematically, a virtual scene may include the sky, land, ocean, etc., and land may include environmental elements such as grasslands, deserts, and cities. The user can control virtual objects and move them within the virtual scene.
[0041] In one possible embodiment, the virtual scene includes interactive elements in addition to the master virtual object controlled by the player. Interactive elements refer to virtual objects that interact with the master virtual object.
[0042] Optionally, an interactive element may include at least one of the following virtual elements: a virtual building, a virtual obstacle, or other virtual object.
[0043] Schematically, interactive elements include virtual objects belonging to a different faction than the master virtual object, virtual objects belonging to the same faction as the master virtual object, non-player characters (NPCs) set by default in the system, summoned creatures of local virtual objects, or virtual monsters and virtual neutral monsters set by default in the system.
[0044] Schematically, the terminal sends a location confirmation request to the server to determine the location of the interactive element within the virtual scene, and then receives location confirmation feedback from the server. This location confirmation feedback includes information such as the location of the interactive element within the virtual scene.
[0045] Furthermore, the master virtual object is equipped with virtual items.
[0046] A master virtual object refers to a virtual object controlled by the player. For example, a master virtual object could be a virtual character controlled by the player through terminal operations, or a virtual pet controlled by the player through terminal operations.
[0047] A virtual item refers to an item used to decorate or lay out a virtual environment, or an item that assists or provides convenience to the player. A virtual item may be a consumable item that decreases as it is used during the game's execution process, such as a virtual firearm, virtual bow and arrow, food, medicine, or synthesis raw materials, or it may be a task item set up to complete tasks in the game's story, such as a letter, skill book, or information file. Furthermore, it may be equipment used to assist in completing tasks of virtual objects in the game, such as a helmet, armor, shoes, or backpack, through methods such as extraction, purchase, reward, or acquisition. A virtual item is one of the above virtual items, and a virtual item also includes the first item accessory.
[0048] Schematically, the first item accessory is used to assist the master virtual object in realizing the item functionality of the virtual item using the virtual item itself.
[0049] Optionally, if the virtual item is specifically a virtual firearm, the first item accessory is a virtual magazine included with the virtual firearm, which is used to assist the master virtual object in realizing the firing function corresponding to the virtual firearm; or, if the virtual item is specifically a virtual bow and arrow, the first item accessory is a virtual quiver included with the virtual bow and arrow, which is used to assist the virtual bow and arrow in realizing the firing function corresponding to the virtual bow and arrow.
[0050] In step 320, in response to an attack operation against the interactive element, the master virtual object is controlled to use virtual items to attack the interactive element.
[0051] Schematically, the system receives player usage operations on virtual items during the game process and controls a master virtual object to use the virtual item accordingly. When a virtual item usage operation is performed on an interactive element in a virtual scene, that usage operation is an attack operation that uses the virtual item to attack the interactive element.
[0052] For example, if the virtual item is specifically a virtual firearm, and the system receives a firing operation from the player that causes the master virtual object to control the virtual firearm and fire, the firing operation will be treated as the "use" operation described above. Similarly, if the system receives a firing operation from the player on an interactive element and controls the master virtual object accordingly to attack the interactive element using the virtual firearm, the firing operation will be treated as the "attack" operation described above.
[0053] Alternatively, if the virtual item is specifically a virtual bow and arrow, and the system receives a shooting operation from the player that causes the master virtual object to control the virtual bow and arrow and perform a shot, the shooting operation will be treated as the usage operation described above. Similarly, if the system receives a shooting operation from the player against an interactive element and controls the master virtual object accordingly to attack the interactive element using the virtual bow and arrow, the shooting operation will be treated as the attack operation described above.
[0054] Furthermore, virtual items attack by consuming the item charge element within the first item accessory.
[0055] The first item accessory is filled with item filling elements. These item filling elements are consumed during the use of the virtual item and are used to realize the item functionality corresponding to the virtual item.
[0056] For example, if the virtual item is specifically a virtual firearm, and the first item accessory is specifically a virtual magazine attached to the virtual firearm, then the virtual magazine is loaded with virtual bullets. These virtual bullets are the item loading elements of the virtual magazine. Alternatively, if the virtual item is specifically a virtual bow and arrow, and the first item accessory is specifically a virtual quiver included in the virtual bow and arrow, then the virtual quiver is loaded with virtual arrows. These virtual arrows are the item loading elements of the virtual bow and arrow.
[0057] When a player controls a master virtual object and causes it to use a virtual item, the item filling element within the first item accessory contained in the virtual item is consumed as a result of using the virtual item.
[0058] Schematically, let's take the example of a virtual item being a virtual firearm and explain as follows: By controlling the master virtual object and making it use the virtual firearm against an interactive element, an attack operation that consumes virtual bullets to attack the interactive element can be realized. Alternatively, by controlling the master virtual object and using the virtual firearm to fire virtual bullets at any area in the virtual scene, the objective of consuming item-filling elements can be achieved.
[0059] In one selectable embodiment, when controlling a master virtual object to attack an interactive element using a virtual item, an attack animation corresponding to the attack operation is displayed.
[0060] Schematically, in the game process, when a terminal receives an attack operation from a player to control a master virtual object and attack an interactive element using a virtual item, it sends operation data corresponding to the attack operation to the server and requests the server to send rendering data corresponding to the operation data. When the terminal receives the rendering data sent from the server, it renders the rendering data onto the terminal interface to display the attack animation corresponding to the attack operation.
[0061] The above are merely schematic examples, and the embodiments of this application are not limited thereto.
[0062] In step 330, in response to the accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory.
[0063] Optionally, an element filling capacity is associated with the first item accessory, and this element filling capacity is used to indicate the maximum capacity of item filling elements within the first item accessory. For example, if the first item accessory contains a maximum of 50 item filling elements, then the quantity 50 is the element filling capacity corresponding to the first item accessory.
[0064] In some embodiments, the element filling capacity is the capacity that is set by default for the first item accessory, or a capacity that changes as the player's level changes.
[0065] As an optional choice, the second item accessory is any item accessory that can be set on a virtual item. For example, if the second item accessory belongs to the same type of item accessory as the first item accessory, and the first item accessory is a virtual magazine that loads virtual bullets, then the second item accessory is another virtual magazine that loads virtual bullets. Alternatively, if the second item accessory is a different type of item accessory than the first item accessory, and the first item accessory is a virtual magazine that loads virtual bullets, then the second item accessory is a special magazine that loads virtual grenades, etc.
[0066] Schematically, if the second item accessory belongs to the same type of item accessory as the first item accessory, the model number and element filling capacity of the second item accessory may be the same as or different from those of the first item accessory. For example, the element filling capacity of the first item accessory may be 50, and the element filling capacity of the second item accessory after switching may be 30, or the model number of the item filling element filled in the first item accessory may be A, and the model number of the item filling element filled in the second item accessory after switching may be B.
[0067] The above are merely schematic examples, and the embodiments of this application are not limited thereto.
[0068] The accessory switching operation is used to instruct the system to switch from the first item accessory to the second item accessory.
[0069] In one selectable embodiment, the trigger operation for the accessory switching widget is defined as the accessory switching operation.
[0070] For example, an accessory switching widget is displayed on the terminal's display interface. The player performs a trigger operation on the accessory switching widget, and then controls a master virtual object to switch the first item accessory among the virtual items to a second item accessory. This achieves the accessory switching operation. Optionally, the trigger operation can include many methods such as clicking and holding.
[0071] In one selectable embodiment, in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory.
[0072] The consumption threshold is the comparison standard for the amount of item-filling elements consumed. Optionally, the consumption threshold can be a default value set by the system, a value set by the player, or a value that changes depending on the element-filling capacity of the first item accessory.
[0073] When an item charge element is consumed in the first item accessory, the element charge capacity of the first item accessory and the number of item charge elements remaining in the first item accessory after consumption are checked to determine the amount of item charge elements consumed. For example, if one item charge element is consumed in one attack process, and the total number of item charge elements consumed in multiple attack processes is to be determined, if the element charge capacity of the first item accessory is predetermined to be 50, and 35 item charge elements remain in the first item accessory after multiple attacks, then the amount of item charge elements consumed is determined to be 15. In other words, the master virtual object performed 15 attacks. Alternatively, if five item charge elements are consumed in one attack process (for example, by firing five virtual bullets), and the total number of item charge elements consumed in multiple attack processes is to be determined, if the element charge capacity of the first item accessory is predetermined to be 50, and 35 item charge elements remain in the first item accessory after multiple attacks, then the amount of item charge elements consumed is determined to be 15. In other words, the master virtual object has executed the attack three times.
[0074] As an optional example, let's consider the case where the consumption threshold is a value defaulted to the system. In response to the consumption of the item filling elements within the first item accessory, the master virtual object is controlled to switch the first item accessory in the virtual item to the second item accessory.
[0075] Note that "item charge elements have been consumed" schematically indicates a situation where the number of item charge elements consumed has reached a consumption threshold. In other words, when the item charge elements in the first item accessory have been consumed, the first item accessory is switched to the second item accessory, which is now filled with item charge elements.
[0076] As an optional example, let's consider the case where the consumption threshold is a value set by the player themselves. For example, the player might set the consumption threshold to consuming up to 20% of the item's charge elements, or the disappearance threshold to consuming all of the item's charge elements.
[0077] The above explanation describes a scenario where the consumption of item-filling elements is defined as the consumption quantity reaching a consumption threshold. Once the item-filling elements in the first item accessory are consumed, it is no longer possible to use the first item accessory to consume the item-filling elements and perform an attack process. Therefore, the first item accessory can no longer perform the attack action it had when it was set on the virtual item. By making the condition of consuming all item-filling elements a trigger condition for switching to the second item accessory, it is possible to avoid the problem of the first item accessory being placed on the virtual item without any effect. Furthermore, it is possible to switch to the second item accessory more quickly without affecting the progress of the game, significantly improving the execution efficiency of the game and enriching the player's gaming experience. In addition, it is possible to rationally improve the transmission efficiency of data resources through the data resource allocation process.
[0078] In one selectable embodiment, as the master virtual object uses the virtual item, the item filling elements filled in the first item accessory are gradually consumed, and when the number of item filling elements consumed in the first item accessory reaches a consumption threshold, an accessory switching animation is displayed.
[0079] The accessory switching animation is an animation effect that corresponds to the accessory switching operation. In other words, the accessory switching animation is an animation effect that switches from the first item accessory, which has consumed an item charge element, to the second item accessory, which has been charged with an item charge element.
[0080] As an optional choice, both the first and second item accessories are virtual item accessories that can be loaded into a virtual item. However, the first item accessory is a virtual item accessory from which the item loading element has been consumed through the consumption process described above, and the second item accessory is a virtual item accessory other than the first item accessory that can be loaded into a virtual item.
[0081] In one selectable embodiment, the first item accessory is automatically switched to the second item accessory in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold.
[0082] Schematically, if the consumption quantity of item filling elements in the first item accessory reaches the consumption threshold, the system defaults to controlling the master virtual object to perform an accessory switching operation, switching the first item accessory to the second item accessory. Alternatively, if the consumption quantity of item filling elements in the first item accessory reaches the consumption threshold AND the master virtual object is equipped with the second item accessory, the system defaults to controlling the master virtual object to perform an accessory switching operation, switching the first item accessory to the second item accessory.
[0083] In one selectable embodiment, a switching hint message is displayed in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold.
[0084] Schematically, when the consumption of item filling elements in the first item accessory reaches a consumption threshold, a switching hint message is displayed to alert the player that the consumption of item filling elements in the first item accessory has reached the consumption threshold.
[0085] Optionally, in response to receiving an accessory switching operation, control the master virtual object to switch the first item accessory of the virtual item to the second item accessory.
[0086] Schematically, the player may recognize the consumption level of the item charge element through a switching hint message and choose to swap the first item accessory by performing an accessory switching operation.
[0087] Once the master virtual object completes the accessory switching operation, the virtual item accessory equipped to the virtual item switches from the first item accessory to the second item accessory. The player then controls the master virtual object and consumes the item charge elements within the second item accessory to advance the subsequent game process.
[0088] Furthermore, after switching from the first item accessory to the second item accessory, an accessory switching operation may be performed for the second item accessory as the item charging elements loaded into the second item accessory are consumed during the game process. In this case, the second item accessory is referred to as the first item accessory. In other words, the accessory switching operation may be performed multiple times during the game process. The above is merely a schematic example, and the embodiments of this application are not limited thereto.
[0089] In step 340, when the first item accessory is switched, the first item accessory detaches from the virtual item and transforms into a functional item.
[0090] Schematically, after the master virtual object performs an accessory switching operation, the first item accessory detaches from the virtual item and falls onto the virtual surface of the virtual scene, or after the master virtual object performs an accessory switching operation, the first item accessory separates from the virtual item and is stored in the virtual backpack corresponding to the master virtual object.
[0091] Functional items are used to assist the master virtual object in attacking interactive elements. Functional items have a designated function, which assists the master virtual object.
[0092] Optionally, a functional item may have the same appearance as the first item accessory. For example, if the first item accessory is a virtual magazine, its appearance will be that of a rectangular magazine. When the first item accessory is switched and detached from the virtual item, the accessory function of the first item accessory for filling item filling elements is changed, transforming the first item accessory into a functional item with the specified function. However, its appearance is retained. In other words, a functional item has the shape of a magazine and is an item with the specified function.
[0093] Optionally, a functional item may have a different appearance from the first item accessory. For example, if the first item accessory is a virtual magazine, its appearance will be that of a rectangular magazine. After the first item accessory is switched and detached from the virtual item, the accessory function of the first item accessory for filling item filling elements is changed, transforming the first item accessory into a functional item with a specified function. Then, by changing the appearance of the first item accessory, a functional item with a different appearance from the first item accessory is obtained. For example, the functional item may have a spherical shape and be an item with a specified function.
[0094] The designated function is a function corresponding to a function item, and is used to provide an auxiliary effect that assists the master virtual object by activating the designated function.
[0095] As an optional feature, the specified function may be a function associated with a function item that is set by default in the system, or a function selected by the player from at least two pre-configured candidate functions.
[0096] Schematically, the designated function is a virtual explosion function. That is, when a function item performs its designated function, a virtual explosion attack assists the master virtual object in attacking the interactive element.
[0097] Schematically, the designated function is a deceleration function. That is, when a function item performs its designated function, it reduces the movement speed of interactive elements within a predetermined range, making it easier for the master virtual object to attack the interactive elements.
[0098] Schematically, the designated function is a virtual smoke emission function. That is, when a function item performs its designated function, it emits virtual smoke to assist the master virtual object in attacking the interactive element.
[0099] Schematically, the designated function is a concealed attack function. For example, after a function item falls onto a virtual surface (e.g., virtual ground) in a virtual scene, it hides beneath the virtual surface, and when an interactive element comes into contact with the hidden function item, the corresponding concealed attack effect is realized. For example, if an interactive element steps on a hidden function item, an explosive attack is launched against the interactive element.
[0100] Schematically, a designated function is a function that has a gain effect. A function with a gain effect includes at least one of several positive functions, such as a healing function, a magic power increase function, or a level increase function. For example, a function item is used to increase the attribute values, combat values, etc., of the master virtual object and other virtual objects of the same faction, thereby assisting the master virtual object in attacking interactive elements. For example, let's explain using the case where the function with a gain effect is a healing function. After the function item falls onto a virtual surface in the virtual scene, it heals virtual objects (the master virtual object and other virtual objects of the same faction) within a predetermined healing range, increasing the health value of the virtual objects.
[0101] In one selectable embodiment, multiple candidate functions are pre-configured, and a function item performs the specified function based on the operation of selecting a specific function from among the multiple candidate functions.
[0102] Schematically, before or during the game, the player selects one candidate function from several pre-configured candidate functions to be designated as the function corresponding to a function item. For example, if the pre-configured candidate functions are virtual explosion function, virtual smoke release function, and concealment function, and the player selects virtual explosion function as the designated function corresponding to a function item, the function item will perform the virtual explosion function.
[0103] In one selectable embodiment, when a functional item performs its specified function, a special effect animation is displayed in the virtual scene that represents the functional item performing its specified function. For example, an explosion animation is displayed when a functional item performs a virtual explosion function in the virtual scene.
[0104] In one selectable embodiment, when a functional item satisfies predetermined conditions, the functional item is controlled to perform a specified function in the virtual scene.
[0105] Optionally, in response to a functional item meeting predetermined conditions, the system can control the functional item to perform an explosive attack in the virtual scene. This explosive attack is used to reduce the attribute values of interactive elements within a predetermined range.
[0106] Optionally, in response to a functional item meeting predetermined conditions, the system can control the functional item to perform a deceleration attack in the virtual scene. The deceleration attack is used to reduce the movement speed of interactive elements within a predetermined range.
[0107] The specified conditions are used to indicate the conditions under which a functional item performs its designated function, which have been set in advance.
[0108] The above explains how functional items can exhibit different attack forms with varying effects in a virtual scene. When a functional item meets predetermined conditions, it can change the element status of interactive elements within a predetermined range by exhibiting its corresponding designated function. This avoids the problem of the accessory's effect being monotonous, as it only exhibits the accessory function of the first item accessory. Instead, the functional item, which has changed after the first item accessory detaches from the virtual item, enables designated functional forms such as explosive attacks and slowing attacks. The changed functional item enriches the functional forms of the first item accessory, allowing for more targeted attack interaction processes against interactive elements within a predetermined range. This increases the diversity of gameplay in which players attack using virtual items and the first item accessory, and also improves the efficiency of human-machine interaction in the game process.
[0109] Optionally, the time of the functional item in the virtual scene. but Predetermined time threshold Reached In response, the functional item performs the specified function.
[0110] For example, the first item accessory is function The system counts the time elapsed since the item transformed, compares this time to a predetermined time threshold, and when the time reaches the threshold, the functional item performs its designated function, such as an explosion function or a deceleration function. Optionally, if the time has not yet reached the threshold, the functional item will not perform its designated function for the time being.
[0111] Optionally, in response to a collision between a functional item and an interactive element, the functional item will perform its specified function.
[0112] For example, in the game process, collision box detection is performed on functional items and interactive elements. If there is an overlap between the item collision box corresponding to the functional item and the object collision box corresponding to the interactive element, it is determined that a collision has occurred between the functional item and the interactive element, and the functional item performs its specified function in the virtual scene.
[0113] The above are merely schematic examples, and the embodiments of this application are not limited thereto.
[0114] As described above, in response to an attack operation against an interactive element, the master virtual object is controlled to attack the interactive element using virtual items, and in response to an accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory. After the first item accessory detaches from the virtual item, it transforms into a functional item. This prevents the first item accessory from becoming wasted after use, increases its utilization rate, expands the ways to play the game, greatly enhances the fun of the game, and improves the efficiency of human-machine interaction.
[0115] In one selectable embodiment, after the first item accessory is transformed into a functional item, when the functional item satisfies predetermined conditions, the functional item is controlled to perform an explosive attack in the virtual scene. Schematically, the embodiment shown in Figure 3 can be realized in the following steps 410 to 440 shown in Figure 4.
[0116] In step 410, the master virtual object and interactive elements within the virtual scene are displayed.
[0117] The master virtual object is equipped with virtual items, and these virtual items include the first item accessory.
[0118] A master virtual object refers to a virtual object controlled by the player. For example, a master virtual object is a virtual character controlled by the player through terminal operations. Schematically, the first item accessory is used to assist the master virtual object in realizing the item functions of the virtual item using the virtual item itself.
[0119] In one possible embodiment, the virtual scene includes interactive elements in addition to the master virtual object controlled by the player. Interactive elements refer to virtual objects that interact with the master virtual object.
[0120] Schematically, the terminal sends a location confirmation request to the server to determine the location of the interactive element within the virtual scene, and then receives location confirmation feedback from the server. This location confirmation feedback includes information such as the location of the interactive element within the virtual scene.
[0121] In step 420, in response to an attack operation against the interactive element, the master virtual object is controlled to use virtual items to attack the interactive element.
[0122] Schematically, in the game process, the player controls a master virtual object and receives attack operations that use virtual items to attack interactive elements.
[0123] In the process of using a virtual item, the process of attacking an interactive element using the item-filling element is realized by consuming the item-filling element within the first item accessory equipped to the virtual item.
[0124] A schematic diagram of the virtual scene interface is shown in Figure 5. The virtual scene contains a master virtual object 510 controlled by the player and at least one interactive element 520. If the interactive element 520 launches an attack towards the master virtual object 510 in the virtual scene, the player may control the master virtual object 510 to move within the virtual scene to dodge the attack from the interactive element 520, or may use a virtual item 530 to launch an attack towards the interactive element 520. For example, if the virtual item 530 is implemented as a virtual firearm, the player may control the master virtual object 510 to use the virtual firearm to fire at the interactive element 520, thereby damaging it.
[0125] Furthermore, a first item accessory is attached to the virtual item, and when the master virtual object uses the virtual item, the first item accessory provides power to the virtual item, and the item loading element within the first item accessory inflicts attack damage on the interactive element. As shown in Figure 5, if the virtual item 530 is realized as a virtual firearm, and the first item accessory attached to the virtual firearm is a virtual magazine, and the virtual magazine contains virtual bullets (the virtual magazine and virtual bullets are located within the virtual firearm and are not shown in Figure 5), then when the player controls the master virtual object 510 to fire the virtual firearm at the interactive element, the objective is achieved to inflict damage on the interactive element 520 with the virtual bullets loaded in the virtual magazine.
[0126] Schematically, a virtual item might be implemented as a virtual firearm, controlling a master virtual object to launch attacks against interactive elements using the virtual firearm, or a virtual item might be implemented as a virtual bow and arrow, controlling a master virtual object to launch attacks against interactive elements using the virtual bow and arrow.
[0127] Schematically, when a master virtual object uses a virtual item to fire an item-filled element towards an interactive element, the item-filled element hits the interactive element's body and inflicts attack damage. For example, it reduces the interactive element's attribute values such as virtual health and virtual magic power.
[0128] As shown in Figure 5, the master virtual object 510 attacks the interactive element 520 using a virtual firearm. As shown in Figure 6, the virtual scene includes a master virtual object 610, which uses a virtual firearm to fire virtual bullets, etc., at any virtual area within the virtual environment.
[0129] In one selectable embodiment, in response to an attack operation against an interactive element, a master virtual object is controlled to use a virtual item to launch an item-filling element from a first item accessory onto the interactive element, and in response to the item-filling element's dwell time on the interactive element reaching a predetermined time, an explosion special effect is displayed in which the item-filling element performs a virtual explosion attack on the interactive element.
[0130] Schematically, an item-filling element inflicts delayed damage on an interactive element after it hits it. For example, the duration for which an item-filling element remains stationary on an interactive element is counted, and when the stationary time reaches a predetermined duration, the item-filling element generates a virtual explosion attack on the interactive element, thereby inflicting delayed damage on the interactive element.
[0131] Optionally, when an item-filling element is stationary on an interactive element, it inflicts a first level of damage on the interactive element. When the item-filling element has been stationary on the interactive element for a predetermined amount of time, a virtual explosion attack inflicts a second level of damage on the interactive element.
[0132] For example, while an item-filling element is stationary on an interactive element, it inflicts a first level of erosion damage on the interactive element, reducing the interactive element's attribute value by a small amount of damage. When the item-filling element's stationary time on the interactive element reaches a predetermined time, it generates a virtual explosion attack on the interactive element, inflicting a second level of damage on the interactive element, reducing the interactive element's attribute value by a large amount of damage.
[0133] The above describes content that involves firing an item-filling element and displaying an explosive special effect based on its dwell time. By firing an item-filling element at an interactive element, an item-filling element with attack capabilities is positioned above the interactive element. Furthermore, based on the item-filling element's dwell time on the interactive element, it is determined whether or not the item-filling element will perform an explosive attack on the interactive element. This allows for not only inflicting immediate damage on the interactive element (e.g., with a dwell time of 0 or a very short 0.001 seconds), but also achieving the objective of inflicting delayed damage on the interactive element using the dwell time. Dwell times can be, for example, 2 seconds, 10 seconds, etc. This enriches the gameplay, enhances the game's enjoyment, and allows for more diverse attack processes against the interactive element, increasing the effectiveness of the player's attack process and improving the efficiency of human-machine interaction.
[0134] In some embodiments, an attack animation is displayed in which a master virtual object attacks an interactive element using virtual items.
[0135] In step 430, in response to the accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory.
[0136] The accessory switching operation is used to instruct the system to switch from the first item accessory to the second item accessory.
[0137] As an optional choice, the trigger operation for the accessory switching operation will be defined as the accessory switching operation.
[0138] Optionally, in response to the consumption threshold of the item filling elements in the first item accessory being reached, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory.
[0139] In some embodiments, after switching the first item accessory to the second item accessory, the virtual item accessory equipped to the virtual item becomes the second item accessory, and the first item accessory separates from the virtual item and falls around the master virtual object, or after switching the first item accessory to the second item accessory, the first item accessory separates from the virtual item and is stored in the master virtual object's virtual backpack.
[0140] As explained above, the consumption status of item charge elements can be used as a means of implementing accessory switching operations. When the consumption threshold for item charge elements in the first item accessory is reached, the device may consider the accessory switching condition to be met and automatically switch the first item accessory to the second item accessory. For example, the first item accessory, which has run out of charge, can be switched to the second item accessory, which has its item charge elements fully charged, and the subsequent game process can be carried out using the second item accessory. By determining the accessory switching operation based on the consumption status of item charge elements, the accessory switching process can be made more flexible, avoiding the inefficiency of the player having to manually exchange accessories after all the item charge elements have been consumed, and significantly improving the efficiency of human-machine interaction in the game process.
[0141] Schematically, the schematic diagram of the accessory switching operation performed by the master virtual object is shown in Figure 7. Based on the accessory switching operation, the master virtual object 710 performs the accessory switching operation for the virtual item 720 in the virtual scene. As a result, the first item accessory 730 is switched to the second item accessory, and after separating from the virtual item 720, the first item accessory 730 falls onto the virtual surface in the virtual scene.
[0142] In step 440, after the first item accessory is switched, the first item accessory detaches from the virtual item and transforms into a functional item.
[0143] Functional items are used to assist the master virtual object in attacking interactive elements. Functional items have a designated function, which assists the master virtual object. The following explanation will use the example of a functional item whose designated function is a virtual explosion function.
[0144] In one selectable embodiment, special effect hint information is displayed after the first item accessory has been transformed into a functional item.
[0145] Special effect hint information is used to alert users when a functional item attacks an interactive element after a predetermined time threshold.
[0146] Schematically, when the first item accessory, separated from the virtual item, transforms into a functional item and falls around the master virtual object, special effect hint information is displayed around the functional item to warn the player that the first item accessory will activate a virtual explosion function and attack the interactive element.
[0147] Optionally, special effect hint information can appear in graphic, text, or countdown format.
[0148] As an optional choice, as shown in Figure 7, after the first item accessory 730 transforms into a functional item and falls onto the virtual surface, a virtual halo 740 is displayed. This virtual halo 740 is the special effect hint information described above, and is used to alert the player that the functional item will activate a virtual explosion function in the virtual scene and attack the interactive element.
[0149] As explained above, special effect hint information not only shows the player the process by which the first item accessory successfully transformed into a functional item, but also shows the player the attack status of the designated function corresponding to the functional item, warning the player to avoid situations where they might take ripple damage. Furthermore, it provides the player with hints to attract more interactive elements near the functional item within a predetermined time threshold, making it easier to target and damage more interactive elements. This not only significantly improves the fun of the game, but also makes it easier for players to intuitively understand the game's progress through the method of information presentation, thus improving the efficiency of human-machine interaction.
[0150] In one selectable embodiment, the distance between the master virtual object and the functional item and the display effect of the special effect hint information are inversely correlated.
[0151] Schematically, as the distance between the master virtual object and the functional item increases, the display brightness of the special effect hint information decreases, or the display range of the special effect hint information decreases. Optionally, if the master virtual object is located outside the attack range of the functional item, Special effects Cancel displaying hint information.
[0152] The above explains that there is an inverse correlation between the display effect of special effect hint information and the distance between the master virtual object and the functional items. Because the display status is inversely correlated, players can more intuitively understand the distance relationship between the master virtual object they control and the functional items based on the display status of the special effect hint information. This allows them to execute a more interesting game process based on the premise of more accurately moving functional items that are ready to activate their functions to avoid taking damage, thereby improving the efficiency of human-machine interaction.
[0153] The above are merely schematic examples, and the embodiments of this application are not limited thereto.
[0154] In one selectable embodiment, when a functional item satisfies predetermined conditions, the functional item is controlled to execute an explosive attack in a virtual scene.
[0155] Explosive attacks are used to reduce the attribute values of interactive elements within a specified range.
[0156] The specified conditions are used to indicate the conditions under which a functional item performs its designated function, which have been set in advance.
[0157] Optionally, the time a functional item is in the virtual scene. but Predetermined time threshold Reached In response, it controls a functional item to execute an explosive attack in the virtual scene.
[0158] For example, the first item accessory is function The system counts the time elapsed since the item transformed, compares this time to a predetermined time threshold, and when the time reaches the threshold, controls the functional item to execute an explosive attack in the virtual scene. Optionally, if the time has not yet reached the threshold, the functional item will not perform the explosive attack for the time being.
[0159] Optionally, in response to a collision between a functional item and an interactive element, the functional item can be controlled to launch an explosive attack in the virtual scene.
[0160] For example, in the game process, collision box detection is performed on functional items and interactive elements. If there is an overlap between the item collision box corresponding to the functional item and the object collision box corresponding to the interactive element, it is determined that a collision has occurred between the functional item and the interactive element, and the functional item is controlled to execute an explosive attack in the virtual scene.
[0161] The predetermined range refers to the area that a functional item can affect when it performs its specified function. For example, if a functional item explodes in a virtual scene, it will perform an explosive attack on interactive elements within the predetermined range, thereby reducing the attribute values of those interactive elements.
[0162] Optionally, the attribute value of an interactive element is at least one of several attribute values, such as virtual life points, virtual magic power points, virtual experience points, and virtual skill points. For example, if a functional item explodes in a virtual scene and performs an explosive attack on an interactive element within a predetermined range, the virtual life points of the interactive element are reduced. Alternatively, if a functional item explodes in a virtual scene and performs an explosive attack on an interactive element within a predetermined range, the virtual life points and virtual experience points of the interactive element are reduced. The explosive attack of a functional item in a virtual scene deals extra damage to an interactive element within a predetermined range, expanding the usage scenarios of the functional item and improving the player's game experience.
[0163] Schematically, a schematic diagram of a functional item in a virtual scene is shown in Figure 8. The master virtual object 810 is equipped with the virtual item and displays a halo 830 next to the functional item 820 to alert the player that the functional item 820 will soon activate its virtual explosion function.
[0164] Schematically, as shown in Figure 9, a functional item (already exploded, not shown) undergoes a virtual explosion in a virtual scene, generating an explosion animation, and virtual smoke 910 exists within the explosion animation.
[0165] In some embodiments, a first-level explosive attack is performed on an interactive element based on a functional item performing an explosive attack in a virtual scene. A second-level supplemental attack is performed on the interactive element based on the explosive supplemental effects generated by the functional item.
[0166] Note that the attack damage of the first attack level is greater than the attack damage of the second attack level.
[0167] For example, when a functional item causes a virtual explosion in a virtual scene, it may inflict high-level attack damage on interactive elements. Alternatively, after a functional item causes a virtual explosion in a virtual scene, an explosion-related effect (virtual smoke) may appear in the virtual scene, inflicting low-level attack damage on interactive elements within the virtual smoke.
[0168] The above explains explosive attacks and associated attacks. Functional items not only exhibit explosive properties, but the associated effects of the explosion can also inflict secondary damage on interactive elements, thereby maximizing the offensive capabilities of functional items and further increasing their influence. Furthermore, the difference between the first and second attack levels maintains the realism of the game while simultaneously improving the game's enjoyment and the efficiency of human-machine interaction.
[0169] In one selectable embodiment, when the separation time of a functional item from a virtual item reaches a predetermined time threshold, an accessory trigger widget is displayed, and in response to receiving a trigger operation on the accessory trigger widget, the functional item is controlled to perform an explosive attack in the virtual scene.
[0170] Accessory trigger widgets are used to control functional items and trigger explosive attacks in a virtual scene.
[0171] Schematically, when the separation time of a functional item from a virtual item reaches a predetermined time threshold, an accessory trigger widget is displayed in the virtual scene to indicate to the player that the separation time of the functional item has reached the predetermined time threshold.
[0172] Based on trigger operations on the accessory trigger widget, functional items are controlled to trigger explosive attacks in the virtual scene. Schematically, the player can control functional items to trigger explosive attacks in the virtual scene by performing trigger operations on the accessory trigger widget.
[0173] For example, the player can trigger an action on the accessory trigger widget by clicking or long-pressing it.
[0174] In one selectable embodiment, an explosion attack animation is displayed in response to a functional item exploding in a virtual scene.
[0175] Schematically, when the separation time of a functional item from a virtual item reaches a predetermined time threshold, the functional item displays an explosion animation in which it performs an explosive attack in the virtual scene.
[0176] For example, when the time a functional item has been separated from a virtual item reaches a system-default time threshold, the functional item will perform an explosive attack in the virtual scene and display the corresponding explosion animation.
[0177] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory transforms into a functional item that assists the master virtual object in attacking the interactive element. This prevents the first item accessory from becoming wasted after use, increases its utilization rate, expands the ways in which the game can be played, greatly enhances the fun of the game, and improves the efficiency of human-machine interaction.
[0178] In this embodiment, the designated function implemented by the functional item is described as a virtual explosion function. When the time spent by the functional item in the virtual scene reaches a predetermined time threshold, the functional item is controlled to perform an explosion attack in the virtual scene, allowing the functional item to perform its corresponding virtual explosion function. This assists the master virtual object in attacking interactive elements within the virtual scene with the virtual explosion function, expanding the range of use for the functional item and significantly enhancing the gameplay and improving the player's experience.
[0179] In one selectable embodiment, a functional item is thrown to a designated area by a throwing mechanism, thereby attacking interactive elements within that area. Schematically, the embodiment shown in Figure 3 can be implemented in the following steps 1010 to 1050 shown in Figure 10.
[0180] Step 1010 displays the master virtual object and interactive elements within the virtual scene.
[0181] The master virtual object is equipped with virtual items, and these virtual items include the first item accessory.
[0182] As an optional feature, when displaying a virtual scene in first-person perspective, the master virtual character is located within the virtual scene. However, when displaying the virtual scene, the terminal's display interface may show a first-person perspective corresponding to the master virtual object. This first-person perspective is considered the displayed master virtual object.
[0183] Step 1010 has already been explained in steps 310 and 410 above, so it will not be repeated here.
[0184] In step 1020, in response to an attack operation against the interactive element, control the master virtual object to use virtual items to attack the interactive element.
[0185] Furthermore, virtual items attack by consuming the item charge element within the first item accessory.
[0186] In some embodiments, a virtual item is implemented as a virtual firearm, a first item accessory corresponding to the virtual firearm is implemented as a virtual magazine, and item loading elements filled into the virtual magazine are implemented as virtual bullets. When a trigger operation is received on the virtual firearm, the master virtual object is controlled to use the virtual firearm to attack the interactive element. During the attack process, the virtual bullets loaded into the virtual magazine set in the virtual firearm are consumed.
[0187] In some embodiments, a virtual item is implemented as a virtual bow and arrow, a first item accessory corresponding to the virtual bow and arrow is implemented as a virtual quiver, and item-filled elements loaded into the virtual quiver are implemented as virtual arrows. When a trigger operation is received on the virtual bow and arrow, the master virtual object is controlled to use the virtual bow and arrow to attack the interactive element. During the attack process, the virtual arrows loaded into the virtual quiver set on the virtual bow and arrow are consumed.
[0188] The above is merely a schematic example, and since step 1020 has already been explained in steps 320 and 420 above, the embodiments of this application are not limited to it.
[0189] In step 1030, in response to the accessory switching operation, the master virtual object is controlled to switch the first item accessory of the virtual item to the second item accessory.
[0190] The accessory switching operation is used to instruct the system to switch from the first item accessory to the second item accessory.
[0191] Step 1030 has already been explained in steps 330 and 430 above, so it will not be repeated here.
[0192] In step 1040, after the first item accessory is switched, the first item accessory detaches from the virtual item and transforms into a functional item.
[0193] Step 1040 has already been explained in steps 340 and 440 above, so it will not be repeated here.
[0194] In step 1050, the throwing operation of the functional item is received.
[0195] As an optional feature, functional items and virtual items are separate items, and players can perform independent operations on functional items. For example, this independent operation can be implemented as a throwing operation on a functional item.
[0196] The throwing operation is used to throw functional items to a designated area.
[0197] Schematically, the designated area is a pre-selected area. Alternatively, the designated area is the area within the virtual scene where a functional item has fallen. The designated area may be implemented as an interactive element, or as a virtual surface or virtual building within the virtual scene.
[0198] Schematically, the player can perform a throwing action on a functional item by triggering hint information that provides a suggestion to do so, or by triggering a throwing widget that appears in the virtual scene.
[0199] In one selectable embodiment, a throwing animation is displayed in which a functional item is thrown to a designated area.
[0200] Schematically, after receiving a throwing command, a throwing animation is displayed in which the functional item is thrown. In this throwing animation, the starting point of the functional item is the location of the virtual item, and the functional item in this throwing animation the last stop This is a designated area within the virtual scene.
[0201] In one selectable embodiment, after a functional item is thrown to a designated area, the functional item is controlled to execute the specified function in the virtual scene.
[0202] Schematically, after a functional item comes into contact with a designated area, the functional item performs its designated function within that area.
[0203] Optionally, after a functional item is thrown to a designated area, the player can control the functional item to perform an explosive attack, a slowdown attack, or the like in a virtual scene.
[0204] The above describes the behavior of the first item accessory after it detaches from the virtual item and transforms into a functional item. By performing a throwing operation on the functional item, the functional item capable of performing a specified function can be thrown into a designated area, allowing the functional item to perform the targeted action process of the specified function based on the designated area. For example, after throwing a functional item into a designated area, the functional item can perform explosive attacks, deceleration attacks, etc., on interactive elements within the designated range. This not only enables a wider range of attack effects from the functional item, but also allows the player to execute more targeted attack processes on interactive elements in the designated area through throwing operations, thereby exercising the player's tactical planning ability in the virtual game, enhancing the fun of the game, and improving the efficiency of human-machine interaction.
[0205] In one selectable embodiment, in response to the quantity of item filling elements remaining in the first item accessory being a first quantity, the first item accessory performs a first attack level It transforms into a first functional item having a second quantity, and in response to the number of item filling elements remaining in the first item accessory being a second quantity, the first item accessory performs a second attack. levelIt transforms into a second functional item that has [a certain characteristic].
[0206] The first quantity is greater than the second quantity, and the first attack level is greater than the second attack level.
[0207] Schematically, if item-filling elements still exist within the first item accessory that has been switched to a functional item, the number of item-filling elements within the functional item is determined. If the number of item-filling elements within the functional item is large, the attack level of the designated function exerted by that functional item is strong; if the number of item-filling elements within the functional item is small, the attack level of the designated function exerted by that functional item is weak.
[0208] For example, if a functional item is implemented as a virtual magazine equipped within a virtual firearm, and the number of virtual bullets in the virtual magazine is large, the level of the virtual explosion function exerted by that virtual magazine will be strong, and if the number of virtual bullets in the virtual magazine is small, the level of the virtual explosion function exerted by that virtual magazine will be weak.
[0209] Based on the above, the first item accessory will be attacked differently based on the number of item filling elements remaining in the first item accessory. level It was explained that it transforms into a functional item. If there is a large amount of item filling elements remaining in the first item accessory, attack the first item accessory. level This can be transformed into a larger first functional item, which not only enables the functional item to perform a designated function, but also allows it to exert a more powerful designated function through item filling elements. Similarly, if the number of item filling elements remaining in the first item accessory is small, attack the first item accessory. level It can be transformed into a smaller second functional item. Different attacks levelThis improves the realism of attacks using functional items, avoids the problem of attacks not being fully effective because the item's charge element hasn't been consumed, significantly increases the player's sense of engagement with the game process, and improves the efficiency of human-machine interaction.
[0210] The above are merely schematic examples, and the embodiments of this application are not limited thereto.
[0211] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory transforms into a functional item that assists the master virtual object in attacking the interactive element. This prevents the first item accessory from becoming wasted after use, increases its utilization rate, expands the ways in which the game can be played, greatly enhances the fun of the game, and improves the efficiency of human-machine interaction.
[0212] This embodiment describes a method of using functional items by throwing. After the first item accessory transforms into a functional item, when a throwing operation is received for the functional item, throwing the functional item to a designated area is advantageous for activating the designated function corresponding to the functional item within the designated area through the throwing effect of the functional item. It is also advantageous for performing attack operations on interactive elements within the designated area. This expands the methods of using functional items and can improve the fun of the game and the efficiency of human-machine interaction.
[0213] In one selectable embodiment, a virtual item is implemented as a virtual firearm, and a first item accessory within the virtual item is implemented as a first virtual magazine within the virtual firearm. Schematically, the embodiment shown in Figure 3 can be implemented in the following steps 1110 to 1140 shown in Figure 11.
[0214] Step 1110 displays the master virtual object and interactive elements in the virtual scene.
[0215] The master virtual object is equipped with virtual items, and these virtual items include the first item accessory. Schematically, the virtual item equipped to the master virtual object is a virtual firearm, and the first item accessory included in the virtual firearm is the first virtual magazine.
[0216] Optionally, the first virtual magazine is associated with a virtual magazine capacity, which is used to indicate the maximum quantity limit of item filling elements that can be filled. For example, if the virtual magazine capacity of the first virtual magazine is 60, then the maximum quantity limit of item filling elements that can be filled is 60.
[0217] In step 1120, in response to an attack operation against the interactive element, the master virtual object is controlled to use a virtual firearm to launch a shooting attack against the interactive element.
[0218] During the firing process, virtual bullets in the virtual magazine are consumed.
[0219] In response to an attack operation against an interactive element, control the master virtual object to use virtual items to launch an attack against the interactive element.
[0220] Schematically, the player controls a master virtual object and uses a virtual firearm to perform shooting attacks, consuming virtual bullets in a first virtual magazine during these attacks. For example, the player uses a virtual firearm to shoot at an interactive element in a virtual scene, consuming virtual bullets in the process of the shooting attack.
[0221] In step 1130, FirstIn response to the depletion of the virtual ammunition in the virtual magazine, control the master virtual object to switch the first virtual magazine in the virtual firearm to another item accessory.
[0222] Schematically, once the virtual bullets in the first virtual magazine are consumed, the system automatically switches to another item accessory. For example, in the process of a master virtual object using a virtual firearm, once the virtual bullets in the first virtual magazine set in the virtual firearm are consumed, and all the virtual bullets in the virtual magazine are used up—that is, when there are no more virtual bullets left in the first virtual magazine—the master virtual object automatically switches the first virtual magazine to another item accessory. For example, it might switch the first virtual magazine to a second virtual magazine (a different virtual magazine than the first one). Or, it might switch the first virtual magazine to another accessory. For example, the second virtual magazine might be partially filled with virtual bullets, or it might be completely filled with virtual bullets.
[0223] In step 1140, after the first virtual magazine is switched, the first Virtual Magazine It detaches from the virtual item and transforms into a functional item.
[0224] Optionally, a functional item will perform a specified function in the virtual scene. The specified function corresponds to the function of the first virtual magazine.
[0225] Schematically, the designated function is either a function associated with the first virtual magazine that is set as the default in the system, or a function selected by the player from at least two pre-configured candidate functions.
[0226] Please note that the above is merely a schematic example, and virtual items are virtual Bow and arrowThese may be implemented as other virtual items such as virtual medicine vials, and accordingly, a first item accessory corresponding to the virtual item and an item filling element filled therein may also be implemented in a corresponding form. The embodiments of this application are not limited thereto.
[0227] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory transforms into a functional item that assists the master virtual object in attacking the interactive element. This prevents the first item accessory from becoming wasted after use, increases its utilization rate, expands the ways in which the game can be played, greatly enhances the fun of the game, and improves the efficiency of human-machine interaction.
[0228] In this embodiment, a method for controlling a virtual object when a virtual item is realized as a virtual firearm is described. After switching, the virtual magazine within the virtual firearm transforms into a virtual item and performs a specified function in the virtual scene. This allows the player to attack interactive elements with the item-filled element loaded in the virtual magazine, and also makes full use of the virtual magazine after use. By having the transformed functional item perform a specified function in the virtual scene, the first virtual magazine, even after being consumed, can also perform an attack effect in the virtual scene. This expands the ways in which the game can be played, significantly enhances the enjoyment of the game, and improves the efficiency of human-machine interaction.
[0229] In one selectable embodiment, when the above virtual object control method is applied to a shooting game, it is referred to as "How to play by turning empty magazines into explosives in a shooting game." Schematically, the embodiment shown in Figure 3 can be realized by the following steps 1210 to 1280 shown in Figure 12.
[0230] In step 1210, proceed to the target stage.
[0231] As an optional feature, the game will proceed to the target stage selected by the player based on their in-game stage selection actions.
[0232] Schematically, Figure 13 shows a schematic diagram of stage selection, which includes three normal stages 1310 and one final stage 1320. The three normal stages 1310 include Stage 1, Stage 2, and Stage 3.
[0233] In the three normal stages 1310, the player-controlled master virtual object will take on the challenge alone. Alternatively, the player-controlled master virtual object and at least one other virtual object will team up to take on the challenge. For example, the master virtual object and two other matched virtual objects will team up to progress through normal stage 1310.
[0234] As an optional choice, the stage time for the three normal stages 1310 is constant. If the master virtual object challenges alone, the game ends if the master virtual object is defeated. If the master virtual object is not defeated within the stage time, the challenge is successful. Alternatively, if the master virtual object and at least one other virtual object challenge as a team, the game ends if both the master virtual object and the other virtual objects are defeated. If at least one virtual object is not defeated within the stage time, the challenge is successful.
[0235] Schematically, Stage 1310 is the stage where the master virtual object efficiently gains experience points, and is commonly referred to as the farm stage. The build is constructed during the farm stage.
[0236] Optionally, the master virtual object may choose to proceed to the final stage 1320 after passing through the previous three normal stages 1310. Schematically, the previous three normal stages 1310 are progression-type stages, where Stage 2 opens when the master virtual object passes Stage 1, or the previous three normal stages 1310 are open-type stages, where the player can freely choose any stage to play the game. For example, as shown in Figure 13, the player selects Stage 1 as the target stage and proceeds through the game play process of Stage 1.
[0237] In step 1220, display the list of candidate skills.
[0238] Schematically, the system displays a list of candidate skills in response to the player entering a target stage.
[0239] In one selectable embodiment, a skill selection interface is displayed. The skill selection interface includes at least two candidate skills.
[0240] As shown in Figure 13, in the three normal stages 1310, you acquire candidate skills (Super Perks) randomly at a fixed time interval within each round to build your build.
[0241] Schematically, the candidate skill selection list shown in Figure 14 includes three candidate skills: Survival Skill 1410, Control Skill 1420, and Explosive Skill 1430. Survival Skill 1410 is used to indicate that the master virtual object controlled by the player will revive once each time it shoots down a monster while lying on the ground, and that its attribute values will return to above a certain level. Control Skill 1420 is used to indicate that when the master virtual object controlled by the player damages a paralyzed nano-monster (interactive element to be attacked), a life-draining effect exceeding a certain level will occur. Explosive Skill 1430 indicates that when the magazine (ammunition) of the master virtual object controlled by the player is loaded with bullets, the first three bullets of the virtual sniper rifle will stick to the nano-monster's body with 100% probability. 3 delayed explosions It is used to indicate that something will happen.
[0242] In step 1230, select and equip the target skill.
[0243] As an optional feature, in response to the player's selection command, the player can equip their virtual character with a selected target skill from a list, making that skill usable.
[0244] In one selectable embodiment, the system receives an operation to select a target skill from at least two candidate skills.
[0245] The selection operation sets the target skill to the virtual item equipped by the master virtual object. Ruta This is a targeting operation, and the target skill is used to assist the master virtual object in performing the item functions of the virtual item.
[0246] Schematically, as shown in Figure 14, based on the player's selection operation for the Explosion Flow Skill 1430, the Explosion Flow Skill 1430 is set as the target skill, and the Explosion Flow Skill 1430 is assigned to the virtual item. Then, the master virtual object is made to execute a trigger operation on the virtual item.
[0247] The above describes the target skill selection process in the skill selection interface. The skill selection interface displays multiple candidate skills, providing the player with a variety of selection processes. Based on the selection of these candidate skills, the target skill is determined. This target skill can help the master virtual object more accurately perform the item function of the virtual item. This allows for a more diverse game process by combining the player's autonomous choices with the game's setting effects, resulting in a richer game development experience. In step 1240, attack a virtual neutral monster to consume virtual bullets.
[0248] Schematically, the virtual item equipped to the master virtual object is a virtual firearm, the virtual firearm is equipped with a first virtual magazine, and the first virtual magazine is loaded with virtual bullets. The player controls the master virtual object and attacks virtual neutral monsters (for example, the nano-monsters mentioned above) in the virtual scene by consuming virtual bullets, thereby dealing attack damage to the virtual neutral monsters and reducing their attribute values.
[0249] In step 1250, when the virtual ammunition runs out, the game automatically replaces the bullets.
[0250] Schematically, once the virtual bullets in the first virtual magazine are consumed, the master virtual object is automatically controlled to switch the first virtual magazine to the second virtual magazine. This achieves an automatic ammunition exchange effect.
[0251] In step 1260, the first virtual magazine and the virtual firearm are separated.
[0252] Schematically, the process of switching from the first virtual magazine to the second virtual magazine separates the first virtual magazine from the virtual firearm.
[0253] In step 1270, the first virtual magazine transforms into an explosive and automatically drops.
[0254] Schematically, the first virtual magazine, after separating from the virtual firearm, falls onto a virtual surface within the virtual scene. This enables the automatic fall process. Optionally, after separating from the virtual firearm, the first virtual magazine automatically transforms into an explosive capable of realizing a virtual explosion.
[0255] In step 1280, the first virtual magazine explodes after a predetermined time, dealing damage.
[0256] Schematically, the first virtual magazine, after separating from the virtual firearm, activates a virtual explosion function after a predetermined time to damage a virtual neutral monster in the virtual scene, or the first virtual magazine, after falling onto a virtual surface, activates a virtual explosion function after a predetermined time to damage a virtual neutral monster in the virtual scene.
[0257] The above are merely schematic examples, and the embodiments of this application are not limited thereto.
[0258] As described above, after the first item accessory is switched to the second item accessory, the detached first item accessory transforms into a functional item that assists the master virtual object in attacking the interactive element. This prevents the first item accessory from becoming wasted after use, increases its utilization rate, expands the ways in which the game can be played, greatly enhances the fun of the game, and improves the efficiency of human-machine interaction.
[0259] Figure 15 is a structural block diagram of a control device for a virtual object provided in an exemplary embodiment of the present application. As shown in Figure 15, the device includes the following parts.
[0260] The object display module 1510 is used to display a master virtual object and interactive elements in a virtual scene, the master virtual object being equipped with virtual items, the virtual items including a first item accessory.
[0261] The operation receiving module 1520 is used to control the master virtual object in response to an attack operation against the interactive element, causing the virtual item to attack the interactive element, and the virtual item performs the attack by consuming the item filling element in the first item accessory.
[0262] The accessory switching module 1530 is used to control the master virtual object in response to an accessory switching operation to switch the first item accessory of the virtual item to a second item accessory.
[0263] The item conversion module 1540 is used to detach the first item accessory from the virtual item and transform it into a functional item after the first item accessory has been switched, and the functional item is used to assist the master virtual object in attacking the interactive element.
[0264] In one selectable embodiment, the item conversion module 1540 is further used to control the functional item to perform an explosive attack in a virtual scene in response to the functional item meeting predetermined conditions, the explosive attack being used to reduce the attribute values of the interactive element within a predetermined range.
[0265] In one selectable embodiment, the item conversion module 1540 is further used to control the functional item to perform a deceleration attack in a virtual scene in response to the functional item meeting predetermined conditions, the deceleration attack being used to reduce the movement speed of the interactive element within a predetermined range.
[0266] In one selectable embodiment, the item conversion module 1540 is further used to control the master virtual object to switch the first item accessory of the virtual item to the second item accessory in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold.
[0267] In one selectable embodiment, the item conversion module 1540 is further used to control the master virtual object to switch the first item accessory in the virtual item to the second item accessory in response to the consumption of the item filling elements in the first item accessory.
[0268] In one selectable embodiment, the item conversion module 1540 is further used to receive a throwing operation for the functional item and to control the master virtual object to throw the virtual item to a designated area.
[0269] In one selectable embodiment, the item conversion module 1540 further performs a first attack on the first item accessory in response to the number of item filling elements remaining in the first item accessory being a first quantity. level It is transformed into a first functional item having a second quantity, and in response that the number of item filling elements remaining in the first item accessory is a second quantity, the first item accessory is subjected to a second attack. levelIt is used to transform into a second functional item having the following characteristics, wherein the quantity of the first is greater than the quantity of the second, and the attack level of the first is greater than the attack level of the second.
[0270] In one selectable embodiment, the operation receiving module 1520 is further used to control the master virtual object in response to an attack operation against the interactive element to launch an item-filling element in the first item accessory onto the interactive element using the virtual item, and in response to the item-filling element's dwell time on the interactive element reaching a predetermined time, the item-filling element performs an explosive attack against the interactive element.
[0271] In one selectable embodiment, the item conversion module 1540 is further used to display special effect hint information, which is used to alert the user that the functional item will attack the interactive element after a predetermined time threshold.
[0272] In one selectable embodiment, the distance between the master virtual object and the functional item and the display effect of the special effect hint information are inversely correlated.
[0273] In one selectable embodiment, the item conversion module 1540 is further used to perform a first-level explosive attack on the interactive element based on the functional item performing an explosive attack in the virtual scene, and a second-level incidental attack on the interactive element based on the explosive incidental effects generated by the functional item, wherein the attack damage of the first-level attack is greater than the attack damage of the second-level attack.
[0274] In an alternative embodiment, the object display module 1510 further displays a skill selection interface including at least two types of candidate skills, and is used to receive a selection operation for a target skill among the at least two types of candidate skills. The selection operation is used to set the target skill for the virtual item equipped by the master virtual object, and the target skill is used to assist the master virtual object in exerting the item function of the virtual item.
[0275] In an alternative embodiment, the virtual item is implemented as a virtual firearm, the first item accessory is implemented as the first virtual magazine in the virtual firearm, and the operation reception module 1520 is further used to control the master virtual object to perform a shooting attack on the interactive element using the virtual firearm in response to an attack operation on the interactive element. In the shooting attack process, the virtual bullets in the virtual magazine are consumed, and the item conversion module 1540 is further used to control the master virtual object to switch the virtual magazine in the virtual firearm to another item accessory in response to the consumption of all the virtual bullets in the virtual magazine.
[0276] As described above, after the first item accessory is switched to the second item accessory, the separated first item accessory changes into a functional item, which assists the master virtual object in attacking the interactive element. Therefore, it can prevent the first item accessory from being wasted after use, not only improve the utilization rate of the first item accessory, but also expand the gameplay of the game, fully improve the fun of the game, and enhance the human-machine interaction efficiency.
[0277] For supplementary explanation, regarding the virtual object control device provided in the above embodiment, only the examples classified by the above functional modules have been described. However, in actual operation, the above functions may be allocated as needed and performed by different functional modules. That is, the internal structure of the device may be divided into different functional modules to perform all or part of the functions described above. In addition, the virtual object control device provided in the above embodiment belongs to the same concept as the embodiment of the virtual object control method. Therefore, for the details of the specific implementation process, please refer to the method embodiment, and it will not be repeatedly described here.
[0278] FIG. 16 is a structural block diagram of an electronic device 1600 provided in an exemplary embodiment of the present application. The electronic device 1600 may be, for example, a portable mobile terminal such as a smartphone, an in-vehicle terminal, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The electronic device 1600 may be referred to by other names such as a user device, a portable terminal, a laptop terminal, a desktop terminal, etc.
[0279] Generally, the electronic device 1600 includes a processor 1601 and a memory 1602.
[0280] The processor 1601 may include one or more processor cores, such as a 4-core processor, an 8-core processor, etc.
[0281] The memory 1602 may include one or more computer-readable storage media. The computer-readable storage media may be non-temporary.
[0282] In some embodiments, the electronic device 1600 further includes one or more sensors. The one or more sensors include, but are not limited to, proximity sensors, gyro sensors, and pressure sensors.
[0283] In some embodiments, the electronic device 1600 further includes other component parts, but as those skilled in the art will understand, the structure shown in Figure 16 is not limiting to the electronic device 1600 and may include more or fewer components than those shown, or combine some components, or have different component arrangements.
[0284] The embodiments of this invention further provide a computer device. This computer device may be implemented as a terminal or server as shown in Figure 2. The computer device includes a processor and memory, the memory storing at least one instruction, at least one program, code set or instruction set, and the control method for virtual objects provided in each of the above embodiment is realized when at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor.
[0285] The embodiments of this invention further provide a computer-readable storage medium. The computer-readable storage medium stores at least one instruction, at least one program, a code set, or a set of instructions, and the control method for virtual objects provided in each of the above embodiment is realized when at least one instruction, at least one program, a code set, or a set of instructions is loaded and executed by a processor.
[0286] Embodiments of the present invention further provide a computer program product or a computer program. The computer program product or computer program includes computer instructions, which are stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, thereby causing the computer device to execute the virtual object control method described in any one of the embodiments described above.
[0287] Optionally, the computer-readable storage medium may include read-only memory (ROM), random access memory (RAM), solid-state drives (SSD), or optical discs. Of these, random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The numbers in the embodiments of this application above are for illustrative purposes only and do not indicate any hierarchy of the embodiments.
Claims
1. A method for controlling virtual objects, which is performed by computer equipment, The steps include displaying a master virtual object equipped with a virtual item containing a first item accessory within a virtual scene, and an interactive element, The steps include: controlling the master virtual object in response to an attack operation against the interactive element to use the virtual item to attack the interactive element; The steps include controlling the master virtual object in response to an accessory switching operation to switch the first item accessory of the virtual item to a second item accessory, The process includes the steps of: after the first item accessory has been switched, the first item accessory detaches from the virtual item and changes into a functional item; The virtual item attacks by consuming the item filling element within the first item accessory. The aforementioned functional item is used to assist the master virtual object in attacking the interactive element. The step of transforming into a functional item is, In response to the quantity of item-filling elements remaining in the first item accessory being a first quantity, the first item accessory is transformed into a first functional item having a first attack level; The process includes the step of transforming the first item accessory into a second functional item having a second attack level, in response to the number of item filling elements remaining in the first item accessory being a second quantity, The first quantity is greater than the second quantity, and the first attack level is greater than the second attack level. A method for controlling virtual objects.
2. The further step includes controlling the functional item to perform an explosive attack in a virtual scene in response to the functional item satisfying predetermined conditions, wherein the explosive attack is used to reduce the attribute values of the interactive element within a predetermined range. A method for controlling a virtual object according to claim 1.
3. The method further includes the step of controlling the functional item to perform a deceleration attack in a virtual scene in response to the functional item satisfying predetermined conditions, wherein the deceleration attack is used to reduce the movement speed of the interactive element within a predetermined range. A method for controlling a virtual object according to claim 1.
4. The step of controlling the master virtual object in response to an accessory switching operation to switch the first item accessory of the virtual item to the second item accessory is: The process includes the step of controlling the master virtual object to switch the first item accessory of the virtual item to the second item accessory in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold, A method for controlling a virtual object according to claim 1.
5. The step of controlling the master virtual object to switch the first item accessory of the virtual item to the second item accessory in response to the consumption quantity of item filling elements in the first item accessory reaching a consumption threshold is: The process includes the step of controlling the master virtual object to switch the first item accessory to the second item accessory in the virtual item in response to the consumption of the item filling elements in the first item accessory, A method for controlling a virtual object according to claim 4.
6. After the step of changing into a functional item, The process further includes receiving a throwing operation for the functional item and controlling the master virtual object to throw the virtual item to a designated area. A method for controlling a virtual object according to claim 1.
7. The step of controlling the master virtual object to attack the interactive element using the virtual item in response to an attack operation against the interactive element is: The steps include: controlling the master virtual object in response to an attack operation against the interactive element to fire the item-filling element in the first item accessory at the interactive element using the virtual item; The step includes: when the time the item-filling element has been stationary on the interactive element reaches a predetermined time, the item-filling element performs an explosive attack on the interactive element, A method for controlling a virtual object according to claim 1.
8. After the step of changing into a functional item, The further step includes displaying special effect hint information to warn that the functional item will attack the interactive element after a predetermined time threshold, A method for controlling a virtual object according to claim 1.
9. The distance between the master virtual object and the functional item and the display effect of the special effect hint information show an inverse correlation. A method for controlling a virtual object according to claim 8.
10. The steps include: performing a first-level explosive attack on the interactive element based on the fact that the functional item performs an explosive attack in the virtual scene; The process further includes the step of performing a second attack level incidental attack on the interactive element based on the explosive incidental effect generated by the functional item, wherein the attack damage of the first attack level is greater than the attack damage of the second attack level. A method for controlling a virtual object according to claim 1.
11. Before the step of displaying the master virtual object and interactive elements in the virtual scene, The steps include: displaying a skill selection interface that includes at least two candidate skills; The steps include receiving a selection operation for a target skill from among the at least two candidate skills, wherein the selection operation is used to set the target skill on a virtual item equipped by the master virtual object, and the target skill is used to assist the master virtual object in performing the item functions of the virtual item. A method for controlling a virtual object according to claim 1.
12. The virtual item is implemented as a virtual firearm, and the first item accessory is implemented as a virtual magazine within the virtual firearm. The step of controlling the master virtual object to attack the interactive element using the virtual item in response to an attack operation against the interactive element is: The process includes the step of controlling the master virtual object to perform a firing attack on the interactive element using the virtual firearm in response to an attack operation against the interactive element, wherein the virtual bullets in the virtual magazine are consumed during the firing attack process. The step of controlling the master virtual object in response to an accessory switching operation to switch the first item accessory of the virtual item to a second item accessory is: The process includes the step of controlling the master virtual object to switch the virtual magazine in the virtual firearm to another item accessory in response to the consumption of the virtual bullets in the virtual magazine, A method for controlling a virtual object according to claim 1.
13. An object display module for displaying a master virtual object equipped with a virtual item containing the first item accessory within a virtual scene, and interactive elements, An operation receiving module used to control the master virtual object in response to an attack operation against the interactive element and to cause the virtual item to attack the interactive element, Includes an accessory switching module for controlling the master virtual object in response to an accessory switching operation to switch the first item accessory of the virtual item to a second item accessory, The virtual item attacks by consuming the item filling element within the first item accessory. The first item accessory, after detaching from the virtual item, transforms into a functional item, which is used to assist the master virtual object in attacking the interactive element. The functional item changes into a first functional item having a first attack level in response to the quantity of item filling elements remaining in the first item accessory being a first quantity, and changes into a second functional item having a second attack level in response to the quantity of item filling elements remaining in the first item accessory being a second quantity, wherein the first quantity is greater than the second quantity, and the first attack level is greater than the second attack level. A control device for virtual objects.
14. A computer device comprising a processor and memory, wherein at least one program is stored in the memory, and the method for controlling a virtual object according to any one of claims 1 to 12 is realized by loading and executing the at least one program by the processor. Computer equipment.
15. The computer is made to execute the virtual object control method described in any one of claims 1 to 12. Computer program.
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