Virtual-object control method and apparatus, and computer-readable storage medium, computer program product and electronic device

By displaying scene identification and presetting the target operation of virtual objects in auto-propelled chess games, the problem of single game mechanism is solved, and operation simplification and efficiency improvement is achieved.

WO2025139150A1PCT designated stage expired Publication Date: 2025-07-03TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/122237
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-28
Filing Date
2024-09-29
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

The mechanism of existing auto-chess games is fixed and single, and players need to set resource allocations by themselves in each round, which is complex and inefficient.

Method used

By displaying scene identifiers on the game interface and presetting the target operation of virtual objects, players can reduce the repeated setting steps in different scenarios, and realize automatic switching operations.

Benefits of technology

It simplifies the operation process, improves the system operation efficiency, and increases the flexibility and diversity of virtual object control.

✦ Generated by Eureka AI based on patent content.

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Abstract

Disclosed in the present application are a virtual-object control method and apparatus, and a computer-readable storage medium, a computer program product and an electronic device. The method comprises: displaying a combat area of a currently running virtual game, wherein the virtual game is a turn-based game; when entering an opening turn of the virtual game, displaying a first scene identifier, wherein the first scene identifier is used for representing a first scene where the opening turn is located; and in the first scene of the opening turn, if it is preset in the virtual game that a target operation is executed on at least one virtual object in the combat area, executing the target operation on the at least one virtual object in the combat area, wherein the at least one virtual object is controlled by means of a player account.
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Description

Virtual object control method, device, computer-readable storage medium, computer program product, and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application is based on the Chinese patent application with application number 2023118503837 and application date December 28, 2023, and claims the priority of the Chinese patent application. The content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field

[0003] The present application relates to the field of computer technology, and in particular to a method and device for controlling a virtual object, a computer-readable storage medium, a computer program product, and an electronic device. Background Art

[0004] With the continuous development of the electronic game industry, many games with different gameplay have emerged, and more and more users are beginning to experience various games through electronic devices, such as auto chess games.

[0005] The primary strategy in Auto Chess games is for players to purchase and deploy pieces, with the entire battlefield confined to the board. Existing additional mechanics primarily apply to pieces, piece bonds, or buffs applied to board grids, or overall buffs. Some games include active skills that trigger within a small range, such as those that can be activated on certain grids to deal damage, or equipment with a range-based buff that weakens the game at the start.

[0006] However, existing Auto Chess games only feature fixed, unchanging additional mechanics, such as increased bonds, additional bond effects, or overall buffs. This inherently rigid gameplay mechanics results in repetitive combat sequences, leading to the technical issue of relatively monotonous virtual object control. Players who desire additional mechanics must customize them for each round of each virtual game, and then reset them again for each subsequent round. This complex workflow requires constant resource allocation updates based on the settings for each virtual object, increasing operation time and reducing system efficiency.

[0007] To address the above-mentioned problems, no effective solutions have been proposed so far.

[0008] Summary of the Invention

[0009] The embodiments of the present application provide a method, device, computer-readable storage medium, computer program product, and electronic device for controlling a virtual object, so as to at least solve the technical problem of a relatively single form of control over virtual objects in a virtual scene.

[0010] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, which is applied to an electronic device, including: displaying a battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game; when entering the first round of the virtual game, displaying a first scene identifier, wherein the first scene identifier is used to indicate a first scene of the first round; in the first scene of the first round, if a target operation is preset in the virtual game to be performed on at least one virtual object in the battle area, performing the target operation on at least one virtual object in the battle area, wherein the at least one virtual object is controlled by a player account.

[0011] According to another aspect of the embodiments of the present application, a device for controlling a virtual object is also provided, including: a first display unit, for displaying a battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game; a second display unit, for displaying a first scene identifier when entering the first round of a virtual game, wherein the first scene identifier is used to indicate the first scene of the first round; a first processing unit, for performing a target operation on at least one virtual object in the battle area in the first round in the first scene of the first round, if a target operation is preset to be performed on at least one virtual object in the battle area in the virtual game, wherein the at least one virtual object is controlled by a player account.

[0012] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is configured to execute the above-mentioned method for controlling a virtual object when running.

[0013] According to another aspect of the embodiments of the present application, a computer program product is provided, including a computer program or computer instructions, which implement the steps of the above method when executed by a processor.

[0014] According to another aspect of the embodiments of the present application, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the virtual object control method through the computer program.

[0015] Through the above-described embodiments provided by this application, upon entering the first round of a virtual game, a target operation for the first scenario is executed on at least one virtual object controlled by a player account based on a first scenario identifier displayed on the game interface. Because the first scenario mechanism is already pre-set within the virtual game, the player does not need to take additional steps to confirm the scenario or execute the operation, thus reducing waiting time and simplifying the operational process. In other words, by integrating the scenario of the current round, different types of target operations can be executed on virtual objects in different scenarios, with the corresponding operation automatically switching to the corresponding scenario. This reduces manual intervention, improves system efficiency, facilitates the rational allocation of resources based on different scenarios, increases the diversity of operational forms, and achieves the technical effect of increasing the flexibility of virtual object control methods. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The drawings described herein are used to provide further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute improper limitations on the present application.

[0017] FIG1 is a schematic diagram of an application scenario of an optional method for controlling a virtual object according to an embodiment of the present application;

[0018] FIG2 is a flowchart of an optional method for controlling a virtual object according to an embodiment of the present application;

[0019] FIG3 is a schematic diagram (I) of an optional method for controlling a virtual object according to an embodiment of the present application;

[0020] FIG4 is a schematic diagram (II) of an optional method for controlling a virtual object according to an embodiment of the present application;

[0021] FIG5 is a schematic diagram (III) of an optional method for controlling a virtual object according to an embodiment of the present application;

[0022] FIG6 is a schematic diagram (four) of an optional method for controlling a virtual object according to an embodiment of the present application;

[0023] FIG7 is a schematic diagram of an optional prohibition of using a virtual store according to an embodiment of the present application;

[0024] FIG8 is a schematic diagram of an optional method of performing a target operation on a virtual object in a combat zone according to an embodiment of the present application;

[0025] FIG9 is a schematic diagram of another optional method of performing a target operation on a virtual object in a combat zone according to an embodiment of the present application;

[0026] FIG10 is a schematic diagram of an optional scene identification switching display according to an embodiment of the present application;

[0027] FIG11 is a schematic diagram (I) of an optional method of performing a target operation on a virtual object in a combat area according to an embodiment of the present application;

[0028] FIG12 is a schematic diagram (II) of an optional method of performing a target operation on a virtual object in a combat area according to an embodiment of the present application;

[0029] FIG13 is a schematic diagram (III) of an optional method of performing a target operation on a virtual object in a combat area according to an embodiment of the present application;

[0030] FIG14 is a schematic diagram (four) of an optional method of performing a target operation on a virtual object in a combat area according to an embodiment of the present application;

[0031] FIG15 is an overall flow chart of an optional method for controlling a virtual object according to an embodiment of the present application;

[0032] FIG16 is a schematic structural diagram of an optional virtual object control device according to an embodiment of the present application;

[0033] FIG17 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0034] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.

[0035] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0036] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

[0037] The technical solutions in the embodiments of this application will comply with legal provisions during implementation. When performing operations in accordance with the technical solutions in the embodiments, the data used will not involve user privacy. While ensuring that the operation process is compliant and legal, the security of the data is guaranteed.

[0038] Before further explaining the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0039] 1) Virtual games refer to interactive entertainment software that simulates real or fictional worlds and is run through electronic devices. They typically include elements such as graphical interfaces, sound effects, operating mechanisms, and storylines, through which players can interact with the game world to explore, complete tasks, compete, or simply enjoy the entertainment. Virtual games can take various forms, including but not limited to any of the following: single-player games, multiplayer online games, mobile games, virtual reality (VR) games, and augmented reality (AR) games.

[0040] 2) Virtual objects: movable objects in virtual games. These movable objects can be any of the following: virtual characters, virtual animals, and cartoon characters. A virtual object can be a virtual avatar representing the user in the virtual game, or a user character controlled through client operations. A virtual game can include multiple virtual objects, each with its own unique shape and volume, occupying a portion of the virtual game space.

[0041] 3) Turn-Based Games (TBGs) are games in which the game process is divided into clearly defined turns, during which players or entities in the game take actions in a predetermined order. There are many types of turn-based games, such as strategy turn-based games, tactical turn-based games, role-playing turn-based games, and card turn-based games.

[0042] 4) A first scene identifier refers to an identifier used to indicate the specific scene or environment in a virtual game at the start of the first round. This identifier can be a graphical symbol, text description, or related visual element. It conveys key characteristics of the scene, such as virtual weather, virtual date, or virtual theme, so that players can quickly identify and act accordingly. The first scene identifier includes, but is not limited to, at least one of the following: a virtual weather identifier, a virtual date identifier, and a virtual theme identifier. The virtual weather identifier indicates the weather conditions for the first round, including at least one of the following: sunny, thunderstorm, frost, and typhoon. These weather conditions will affect the attributes and skills of virtual objects in the battle area; the virtual date identifier indicates the date of the first round, such as a holiday or a specific month, related to an in-game activity, mission, or event; and the virtual theme identifier indicates the theme of the first round, including at least one of the following: party, family, and vacation, which will influence the player's strategic choices and game progress.

[0043] 5) Object attributes refer to the basic characteristics and statistical data assigned to virtual objects (such as characters, enemies, or neutral objects) in virtual games. These attributes determine how the virtual objects behave and interact in the game. Object attributes include at least one of an attack value and a defense value. The attack value represents the amount of damage a virtual object can cause when performing an attack, which generally determines the virtual object's offensive capabilities in combat. The defense value represents the amount of damage a virtual object can mitigate when attacked, which generally determines the virtual object's protective capabilities and survivability.

[0044] 6) Skill attributes refer to the specific parameters of skills (such as spells, special effects, or abilities) in virtual games. These parameters determine how the skills are used and their effects. Skill attributes include at least one of the skill release count and skill cooldown time. The skill release count indicates the number of times a virtual object is allowed to use the skill within a specific round or time period, which limits the frequency of skill use. The skill cooldown time indicates the time a virtual object must wait after using a skill before being able to use it again. This time interval is used to control the continuous use of skills and the rhythm of the game.

[0045] 7) Equipment attributes refer to the characteristics of equipment (such as virtual weapons, armor, or accessories) used by virtual objects in virtual games. These attributes enhance the combat capabilities of these virtual objects. Equipment attributes include at least one of the equipment's attack value and the equipment's defense value. The equipment's attack value represents the damage added to the virtual object when using the equipment to attack, and this value is generally used to increase the virtual object's attack power. The equipment's defense value represents the damage reduced by the virtual object under the protection of the equipment, and this value is generally used to increase the virtual object's defense power.

[0046] 8) Combination-type attributes refer to the synergy or combined effects that can be generated between virtual objects when at least one virtual object in the battle area meets specific conditions. This attribute often involves the in-game bond system, where specific combinations of virtual objects can activate additional effects or enhance certain abilities. In games, bonds typically refer to the special effects that occur when virtual objects based on common characteristics (such as profession or race) are combined. For example, in the game Auto Chess, a combination of three mages might reduce the enemy's magic resistance.

[0047] 9) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance then sends the game data generated during operation to the browser page on the user's terminal. The page then calls the browser's media component to decode the game data and renders the real-time game screen based on the decoded results. When the page detects user actions on the game screen, it reports them to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the decoding and rendering process is repeated, presenting the game screen changes based on the user's actions on the page.

[0048] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene into an audio and video stream, which is transmitted to the user terminal over the network. This eliminates the need for powerful graphics and data processing capabilities, requiring only basic streaming media playback capabilities and the ability to receive player input and send it to the cloud server.

[0049] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided. As an optional implementation, the virtual object control method may be, but is not limited to, applied to the application scenario shown in FIG1 . In the application scenario shown in FIG1 , the terminal device 102 may, but is not limited to, communicate with the server 106 via the network 104 , and the server 106 may, but is not limited to, perform operations on the database 108 , such as write or read data operations. The terminal device 102 may, but is not limited to, include a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen may, but is not limited to, be used to display a game screen of a virtual game on the terminal device 102 and a screen for performing a target operation on at least one virtual object in the first round. The processor may, but is not limited to, be used to respond to the human-computer interaction operation, perform a corresponding operation, or generate a corresponding instruction and send the generated instruction to the server 106. The memory is used to store relevant processing data, such as the first scenario identifier, the target operation, and the player account.

[0050] In some embodiments, the following steps in the method for controlling virtual objects can be executed on the server 106: Step S102, displaying the battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game; Step S104, when entering the first round of a virtual game, displaying the first scene identifier, wherein the first scene identifier is used to indicate the first scene of the first round; Step S106, in the first scene of the first round, if the virtual game is preset to perform a target operation on at least one virtual object in the battle area, the target operation is performed on at least one virtual object in the battle area, and the at least one virtual object is controlled by the player.

[0051] In some embodiments, taking the virtual game as a local game as an example, the terminal device 102 can independently implement the following steps in the method for controlling virtual objects: Step S102, displaying the battle area of ​​a currently running virtual game, wherein a virtual game is a turn-based game; Step S104, when entering the first round of a virtual game, displaying the first scene identifier, wherein the first scene identifier is used to indicate the first scene of the first round; Step S106, in the first scene of the first round, if the virtual game is preset to perform a target operation on at least one virtual object in the battle area, the target operation is performed on at least one virtual object in the battle area, and the at least one virtual object is controlled by the player, wherein the target operation on at least one virtual object in the battle area can be preset in the game program of the terminal.

[0052] In some embodiments, taking the virtual game as an online game as an example, the terminal device 102 and the server 106 can collaboratively implement a method for controlling virtual objects. Specifically: the terminal device 102 is used to display the battle area of ​​a currently running virtual game, wherein a virtual game is a turn-based game; when entering the first round of a virtual game, a first scene identifier is displayed, wherein the first scene identifier is used to represent the first scene of the first round; in the first scene of the first round, data in the virtual game is sent to the server 106, and the server 106 is used to preset a target operation for at least one virtual object in the battle area, and send an operation instruction to the terminal device 102, and the terminal device 102 is used to receive the operation instruction and control at least one virtual object in the battle area to perform the target operation according to the operation instruction.

[0053] Using this approach, during the first round of a virtual game, a target operation for the first scenario is performed on at least one virtual object controlled by the player account, based on the first scenario identifier displayed on the game interface. In other words, by incorporating the scenario of the current round, different types of target operations can be performed on virtual objects in different scenarios, increasing the diversity of operational options and achieving the technical effect of enhancing the flexibility of virtual object control.

[0054] It should be noted that the solution for the collaborative implementation of terminal devices and servers mainly involves two game modes, namely local game mode and cloud game mode. Among them, the local game mode refers to the terminal device and the server jointly running the game processing logic. The operation instructions entered by the player in the terminal device are partially processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. In addition, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode refers to the game logic processing being completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device through the network for display. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0055] In order to solve the above-mentioned problem of a relatively single form of control over virtual objects, a method for controlling virtual objects is proposed in an embodiment of the present application. FIG2 is a flow chart of the method for controlling virtual objects according to an embodiment of the present application, and the flow includes the following steps S202 to S206.

[0056] Step S202, displaying a battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game;

[0057] In some embodiments, the virtual game includes a combat area and a preparation area. The combat area is filled with multiple virtual objects held by the current account for combat. The virtual objects in the combat area are used to fight against virtual objects in the combat area of ​​the opponent account. The preparation area is filled with virtual objects held by the current account to be selected and transferred to the combat area.

[0058] Step S204: When entering the first round of a virtual game, displaying a first scene identifier, wherein the first scene identifier is used to indicate the first scene of the first round;

[0059] Step S206, in the first scene of the first round, if the virtual game is preset to perform a target operation on at least one virtual object in the combat area, perform the target operation on at least one virtual object in the combat area, wherein the at least one virtual object is controlled by the player account.

[0060] For ease of understanding, in the embodiments of the present application, the control method of the above-mentioned virtual objects is explained by taking the auto chess game as an example.

[0061] Among them, auto chess games are played by placing chess pieces. Players use chess pieces to fight and gain upgrades by defeating their opponents.

[0062] In some embodiments, if the virtual game is a local game, the target operation to be performed on at least one virtual object in the combat area can be preset in the game program of the terminal device; if the virtual game is an online game, the target operation to be performed on at least one virtual object in the combat area can be preset in the background server.

[0063] The game system can be understood as, but is not limited to, a server for executing the aforementioned virtual game (for example, the aforementioned server 106 ), with the background service program of the game running in the server.

[0064] In the embodiments of the present application, in addition to the application of additional fixed mechanisms in the related art (for example, one kill can cause the virtual character to lose 10 health points) to the Buff-type effects of chess pieces, chess piece bonds or chessboard squares, a special mechanism outside the chessboard is also proposed and applied to the entire game process. The above-mentioned special mechanisms will be described separately in combination with different embodiments below.

[0065] As shown in Figure 3, assuming that the weather gameplay is taken as an example, after the game starts, in the first round of the battle phase, the first scene logo is displayed on the game interface, for example, sunny day. In the first round, if the virtual object A (which can also be understood as chess piece A) is killed, then the damage index of the virtual object A will increase by 10% compared to the normal damage index. For example, under normal circumstances, the health value is reduced by 100, but in the first round, by killing chess piece A, the health value of chess piece A is reduced by 110.

[0066] Obviously, it is easy to understand that the first scene identifier "Sunny Day" shown in FIG3 is only an example and is not limiting. For example, two first scene identifiers may be displayed on the game interface in the first round, or two different types of scene identifiers may be displayed on the game interface in the first round. For each type of first scene identifier, a corresponding target operation may be performed on at least one virtual object in the combat area in the first round.

[0067] In some embodiments, the first scene identifier may include, but is not limited to, at least one of the following:

[0068] The first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or

[0069] The first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or

[0070] The first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.

[0071] The virtual weather identifiers include, but are not limited to, at least one of the following: sunny, thunderstorm, frost, and typhoon; the virtual theme identifiers include, but are not limited to, at least one of the following: party, family, and vacation; and the virtual date identifiers include, but are not limited to, holidays or months. The following describes the different types of scene identifiers described above in conjunction with specific embodiments.

[0072] Through the above method, when entering the first round of a virtual game, based on the first scene identifier displayed on the game interface, a target operation for the first scene is performed on at least one virtual object controlled by the player account. In other words, by combining the scene of the current round, different types of target operations can be performed on virtual objects in different scenes, increasing the diversity of operation methods and achieving the technical effect of enhancing the flexibility of virtual object control.

[0073] In some embodiments, performing a target operation on at least one virtual object in the combat area in the first round includes:

[0074] Performing an attribute adjustment operation on at least one virtual object in the combat area in the first round, wherein the attribute adjustment operation includes at least one of the following: adjusting the object attribute of the at least one virtual object in the first round, adjusting the skill attribute of the at least one virtual object in the first round, and adjusting the equipment attribute of the at least one virtual object in the first round.

[0075] Among them, the above-mentioned attribute adjustment operation can be, but is not limited to, adjusting the attributes or attribute values ​​corresponding to the first round of combat phase through the game system. The attributes or attribute values ​​corresponding to the first round of combat phase include damage values ​​or defense values ​​caused by executing attack operations or executing defense operations.

[0076] In some embodiments, the attribute adjustment operation is performed according to a set amplitude or value adjustment, for example, the set amplitude may be 1%, and the set value may be 100.

[0077] In some embodiments, performing the attribute adjustment operation on at least one virtual object in the combat area in the first round includes at least one of the following:

[0078] adjusting at least one of an attack value and a defense value of at least one virtual object in the combat area in a first round, wherein the object attribute includes at least one of the attack value and the defense value, the attack value being used to represent a damage value caused by a virtual attack operation performed by the at least one virtual object in the first round, and the defense value being used to represent a damage value caused to the at least one virtual object when the at least one virtual object is subjected to the virtual attack operation in the first round;

[0079] Adjusting at least one of the skill release count and skill cooldown time of at least one virtual object in the combat zone in the first round, wherein the skill attribute includes at least one of the skill release count and skill cooldown time, the skill release count being used to indicate the number of times the at least one virtual object is allowed to release a virtual skill in the first round, and the skill cooldown time being used to indicate the waiting time between the at least one virtual object releasing a virtual skill in the first round and the next time the virtual skill is allowed to be released;

[0080] In the first round, at least one of an equipment attack value and an equipment defense value of a virtual equipment used by at least one virtual object in the combat area is adjusted, wherein the equipment attribute includes at least one of the equipment attack value and the equipment defense value, the equipment attack value is used to represent the damage value caused by the at least one virtual object using the virtual equipment to perform a virtual attack operation in the first round, and the equipment defense value is used to represent the damage value caused to the at least one virtual object when the at least one virtual object using the virtual equipment is subjected to a virtual attack operation in the first round.

[0081] As shown in Figure 4, assuming that the weather gameplay is still taken as an example, after the game starts, the weather icons for the current three rounds and the weather icons for the next stage will be displayed in the preparation stage after the first battle phase. For example, the weather for the current three rounds is sunny, and after three rounds, the weather will switch to typhoon weather.

[0082] Among them, the weather identifier of the next stage can be but is not limited to the next round after 3 rounds, or the next stage of the current stage of one of the 3 rounds. For example, a round includes two battle stages, and the current stage is the previous stage of the first round, then the next stage after the first round is the next stage.

[0083] When the first scene is identified as a sunny day, at least one of the attack value and defense value of at least one virtual object in the combat area is adjusted in the first round. For example, in the first round, a virtual attack operation is performed on virtual object A, and the damage value caused by the virtual attack operation will increase by 10% compared to the normal damage value; or, in the first round, a virtual attack operation is performed on virtual object B, and the damage value caused to virtual object B when it receives the virtual operation increases by 10%, etc.

[0084] In some embodiments, for example, assuming that the first scene is marked as snowing, at least one of the number of skill releases and the skill cooling time of at least one chess piece in the battle area is adjusted in the first round. The skill cooling time refers to the time interval required to wait between any two consecutive release operations when continuously releasing the same skill, that is, after releasing a skill, you can release the skill again after waiting for the skill cooling time, and the skill cannot be released during the skill cooling time. For example, assuming that in non-snowing weather, the number of skill releases of each chess piece in the first round is 5 times, and the time interval between the two skill releases is 2s, then if the first scene in the first round is snowing weather, the number of skill releases of each chess piece in the first round is reduced to 3 times, and the time interval between the two skill releases is increased to 3s, and so on.

[0085] In some embodiments, at least one of the equipment attack value and the equipment defense value of the virtual equipment used by at least one virtual object in the combat area is adjusted in the first round. For example, assuming that the game mode of the auto chess game is entertainment gameplay, the entertainment gameplay impact range will cover equipment or bonds, where bonds generally refer to a special mechanism within the game that allows players to obtain additional advantages or effects by combining specific game elements (such as characters, units, or cards), for example, random equipment is upgraded to light equipment (a more powerful type of equipment, that is, virtual equipment with increased equipment attack value or equipment defense value) within a round.

[0086] Through the above method, in different game modes, different types of scene identifiers can be combined to perform different operations on virtual objects in different areas of the game interface in the first round, and adjust the attribute value of at least one virtual object in different areas, thereby increasing the diversity of control forms and improving the user's gaming experience.

[0087] In some embodiments, the displaying of the first scene identifier upon entering the first round of a virtual game includes:

[0088] When entering the first round of a virtual game, a first scene identifier and N scene identifiers are displayed, where N is a positive integer, and the N scene identifiers are used to represent the scene of each round in N consecutive rounds after the first round. If the N scene identifiers include an i-th scene identifier and a j-th scene identifier, the i-th scene identifier is used to represent the i-th scene in the i-th round in N consecutive rounds, the j-th scene identifier is used to represent the j-th scene in the j-th round in N consecutive rounds, and the i-th scene is different from the j-th scene, the virtual game is set to perform an i-th operation on the i-th group of virtual objects controlled by the player account in the battle area when the scene in the i-th round is the i-th scene, and is set to perform a j-th operation on the j-th group of virtual objects controlled by the player account in the battle area when the scene in the j-th round is the j-th scene, i and j are both positive integers less than or equal to N, and i is different from j;

[0089] In which, the virtual objects in the i-th group of virtual objects are at least partially different from the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation; or, the virtual objects in the i-th group of virtual objects are at least partially different from the virtual objects in the j-th group of virtual objects, and the i-th operation is the same as the j-th operation; or, the virtual objects in the i-th group of virtual objects are the same as the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation.

[0090] Optionally, when the N scene identifiers include two different scene identifiers, and the two different scene identifiers are used to represent two different scenes, the game system is configured to perform different operations on the same or different virtual objects controlled by the player account in the battle area when the scenes in two different rounds in N consecutive rounds are two different scenes, or to perform the same operation on different virtual objects controlled by the player account in the battle area.

[0091] In an embodiment as shown in FIG5 , assuming that when entering the first round of a virtual game, a first scene identifier “Sunny Day” and N=2 scene identifiers are displayed on the game interface, wherein the two scene identifiers are thunderstorm and typhoon, respectively. The thunderstorm identifier indicates the scene of the first round after the first round, and the typhoon identifier indicates the scene of the second round after the first round.

[0092] Among them, according to the thunderstorm logo, it can be determined that the first operation is performed on the first group of virtual objects (first group of chess pieces) controlled by the player account in the battle area in the first round after the first round; according to the typhoon logo, it can be determined that the second operation is performed on the second group of virtual objects (second group of chess pieces) controlled by the player account in the battle area in the second round after the first round, wherein the first operation may be, but is not limited to, chess pieces on the game field being randomly struck by lightning, and the struck chess pieces will become dizzy; the second operation may be, but is not limited to, prohibiting the use of chess pieces (virtual objects) in the virtual store in the virtual scene for purchase.

[0093] Obviously, the N=2 scene identifiers shown in FIG5 are only an example and are not limiting. For example, there may be N=3 scene identifiers, and the two or three scene identifiers may be the same or different.

[0094] As can be seen, different scene markers allow different target actions to be performed on virtual objects in the combat area; and different target actions also affect different virtual objects. This increases the variability of the game process and improves the gaming experience. Scene markers provide intuitive visual feedback, helping players quickly identify and respond to changes in the game environment. Players can plan their strategies in advance based on the displayed scene markers, such as using different virtual object combinations or skills in different scenarios.

[0095] In some embodiments, the displaying of the first scene identifier upon entering the first round of a virtual game includes: upon entering the first round of a virtual game, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scene of each of N consecutive rounds after the first round;

[0096] The above method further includes: when the kth scene identifier among the N scene identifiers is used to represent the kth scene in the kth round among N consecutive rounds, if the virtual scene preset prohibits the player account from obtaining virtual objects or selling virtual objects in the virtual store, prohibiting the player account from obtaining virtual objects or selling virtual objects in the virtual store in the kth round, wherein k is a positive integer less than or equal to N; or

[0097] When the r-th scene identifier among N scene identifiers is used to represent the r-th scene in the r-th round in N consecutive rounds, if the virtual game presets a prohibition on the player account from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game, the player account is prohibited from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game in the r-th round or in R rounds, where r is a positive integer less than or equal to N, the R rounds include multiple consecutive rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.

[0098] As shown in FIG6 , assuming that N=4 scene identifiers include 3 typhoon identifiers and 1 thunderstorm identifier, when entering the typhoon weather corresponding to the k=1 scene identifier (typhoon) among the 4 scene identifiers, the virtual store displays a locked style (out of business), that is, the player account cannot obtain virtual objects from the virtual store or cannot sell virtual objects.

[0099] Therefore, when entering the first round, players can make preparations in advance for the first round based on the N=4 scene identifiers announced. For example, because chess pieces (virtual objects) cannot be purchased in the three rounds indicated by the first three scene identifiers (typhoons) among the N=4 scene identifiers, chess pieces can be purchased in advance in the first round.

[0100] It should be noted that the following two methods may prohibit player accounts from obtaining or selling virtual objects in virtual stores:

[0101] The first type: As shown in FIG6 , the display style of the virtual store is locked. By performing a trigger operation on the virtual store logo, it is impossible to enter the virtual object list in the store.

[0102] The second type: As shown in Figure 7 (a), the display style of the virtual store does not change, and the purchase interface of the virtual object can be entered after the trigger operation is executed, but after clicking the "Buy" button, a "Prohibit Purchase" window as shown in Figure 7 (b) pops up; or, after clicking the "Buy" button, the purchase interface does not respond, etc.

[0103] In some embodiments, the weather effects in the above scene identification are not limited to the combat area, but may also have an impact on the preparation area.

[0104] For example, as shown in FIG8 , assuming that the rth scene is marked as frost weather, the chess piece A in the current preparation area will be frozen for 3 rounds, for example, it cannot be synthesized by star upgrade, put on the field, etc.

[0105] For another example, as shown in FIG9 , the chess piece A in the preparation area is frozen. The player buys another chess piece A in the rth round. Originally, there are 3 chess pieces A that can be synthesized into 2 stars, but they cannot be synthesized because they are frozen.

[0106] In addition, prohibiting at least virtual objects in the preparation area of ​​a virtual game from upgrading also includes prohibiting a preset number of virtual objects from upgrading from the original character level to a higher level. For example, since one chess piece A is frozen, a player who originally had two chess pieces A could upgrade from a junior mage to an intermediate mage, but since one chess piece A is frozen, the upgrade cannot be performed normally.

[0107] Through this approach, the scope of target operations on at least one virtual object in a virtual game can be expanded to encompass the combat and preparation areas within the virtual scene, influenced by the current round's scenario. This enhances the gameplay's appeal. By implementing different scenario identifiers and corresponding restrictions, the game offers a variety of challenges and strategic paths, increasing gameplay diversity. By implementing different restrictions in different scenarios, the virtual game is dynamically changing, increasing its diversity and challenge.

[0108] In some embodiments, the displaying of the first scene identifier upon entering the first round of a virtual game includes: upon entering the first round of a virtual game, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scene of each of N consecutive rounds after the first round;

[0109] The above method also includes: when the last round of N consecutive rounds ends and the next round of the last round begins, M scene identifiers are displayed, where M is a positive integer, and the M scene identifiers are used to represent the scene of each round in the M consecutive rounds after the last round. The scene identifiers in the M scene identifiers are at least partially different from the scene identifiers in the N+1 scene identifiers, and the N+1 scene identifiers include the first scene identifier and the N scene identifiers.

[0110] As shown in (a) of Figure 10, assuming that the first scene identifier is sunny, and N=3 scene identifiers are all typhoons, then when the last round of the three rounds corresponding to the three typhoon identifiers ends and the next round of the last round begins, M=3 scene identifiers as shown in (b) of Figure 10 are randomly displayed on the game interface, where the three scene identifiers are two frosts and one typhoon.

[0111] It can be seen that the M=3 scene identifiers have the same typhoon identifier as those in the first round and N=3 scene identifiers, and also have different frost identifiers from those in the first round and N=3 scene identifiers.

[0112] In some embodiments, the implementation process of randomly displaying M scene identifiers includes:

[0113] The displaying of the first scene identifier and the N scene identifiers upon entering the first round of a virtual game includes: upon entering the first round of the virtual game, randomly selecting a first predetermined number of scene identifiers from a preset scene identifier set to obtain the first scene identifier and the N scene identifiers, and displaying the first scene identifier and the N scene identifiers, wherein the first predetermined number is equal to N+1;

[0114] The above-mentioned displaying of M scene identifiers when the last round of N consecutive rounds ends and the next round of the last round begins includes: when the last round of N consecutive rounds ends and the next round of the last round begins, randomly selecting a second predetermined number of scene identifiers from the scene identifier set to obtain M scene identifiers, and displaying M scene identifiers, wherein the second predetermined number is equal to M.

[0115] It should be noted that the above-mentioned M scene identifiers are randomly assigned by the game system at the end of the last round among N rounds, making the changes of the entire game linearly random, enriching the variable additional mechanisms, making the originally repetitive and boring game more strategic, and enriching the player's gaming experience.

[0116] In addition, by displaying the scene logo of the next stage in addition to the current round on the game interface, players can make preliminary judgments on the effect of the game mechanism in the next stage. For example, if the shopping day round is about to come (the price of chess pieces is halved in the shopping day round), you can consider reducing economic investment and buying multiple chess pieces at one time in the shopping day round, so as to quickly improve the overall combat power; for example, if the virtual store is closed in the typhoon weather round, you can choose to consume gold coins to strengthen the lineup and reduce the fault tolerance before the typhoon weather.

[0117] In some embodiments, performing a target operation on at least one virtual object in the combat area in the first round includes:

[0118] In a first round, an attack operation is performed on at least one virtual object in the combat area, wherein the target operation includes an attack operation.

[0119] In some embodiments, performing an attack operation on at least one virtual object in the combat area includes at least one of the following:

[0120] Performing an attack operation on at least one virtual object in the combat area at a portion of the first round;

[0121] Performing an attack operation on at least one virtual object located at a portion of the combat area in a first round;

[0122] At a certain moment in the first round, an attack operation is performed on at least one virtual object located at a certain position in the combat area.

[0123] It should be noted that the weather effects in the above scene identification are not limited to virtual stores, Buffs, etc., but will also be reflected in environmental interactions. For example, as shown in Figure 11, after entering thunderstorm weather, lightning will be randomly generated in the virtual scene and randomly strike at least one chess piece (virtual object) in the battle area. For example, as shown in Figure 12, chess piece A in the battle area will be randomly struck, and the struck chess piece A will be dizzy within a preset time period, and will not be able to release any skills within the preset time period.

[0124] Or after entering thunderstorm weather, lightning will be generated and randomly strike the chess pieces (virtual objects) in at least part of the battle area, for example, randomly strike the chess pieces in the middle position of the battle area, or randomly strike the chess pieces in all positions on the battle area, etc.

[0125] Alternatively, after entering thunderstorm weather, lightning is generated at a random moment (it can be one moment or multiple moments) and randomly strikes at least one virtual object at a certain position in the battle area.

[0126] Optionally, the aforementioned some of the moments are moments randomly determined in the first round, and the aforementioned some of the positions are positions randomly determined in the combat zone.

[0127] Through the random selection of the above-mentioned different game modes, the game fatigue caused by long-term repetitive games is reduced, and special stage-by-stage mechanisms are added, which greatly enhances the player's game strategy.

[0128] In some embodiments, the above method further comprises:

[0129] In the first scene of the first round, if the virtual game presets a prohibition on the player account from acquiring virtual objects or selling virtual objects in the virtual store, the player account is prohibited from acquiring virtual objects or selling virtual objects in the virtual store; or

[0130] In the first scenario of the first round, if the virtual game presets a prohibition on the player account from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game, the player account is prohibited from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game in the first round or in P rounds, where the P rounds include multiple consecutive rounds starting from the first round, and P is a positive integer greater than or equal to 2.

[0131] Regarding the specific implementation process of prohibiting the player account from obtaining virtual objects or selling virtual objects in the virtual store in the first round, reference may be made to the description of FIG. 6 and FIG. 7 in the above embodiment, which will not be repeated here.

[0132] Regarding the implementation method of prohibiting a player account from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game in the first round or in P rounds, please refer to Figures 8 and 9.

[0133] For example, the effect of weather gameplay is not limited to the battle area, but can also have an impact on the preparation area. For example, in frosty weather, the chess pieces in the current preparation area will be frozen for the current round or multiple rounds, and cannot be upgraded, synthesized, or put on the field. As shown in Figure 9, chess piece A in the preparation area is frozen, and the player purchases another chess piece A during the round. Originally, there were 3 chess pieces A that could be synthesized into 2 stars, but they cannot be synthesized because they are frozen.

[0134] In other words, the target action performed on a virtual object in the current round not only affects at least one virtual object in the current round, but also persists for multiple rounds after the current round. This further expands the combination of game mechanics, increases the diversity of game variations, and facilitates players to continuously improve the combination of virtual objects obtained within the same mechanic. By applying the same restrictions to the preparation area, players are required to more effectively manage the preparation area to cope with possible upgrade and synthesis restrictions, which increases the manageability and strategic nature of the game.

[0135] In some embodiments, performing a target operation on at least one virtual object in the combat area in the first round includes:

[0136] In a case where each of the at least one virtual object in the combat area has an attribute of the combination type and an effective quantity corresponding to the attribute of the combination type possessed by each virtual object, the effective quantities corresponding to the attribute of the combination type possessed by each virtual object in the at least one virtual object are added together to obtain a total effective quantity, and the effective quantity corresponding to the attribute of the combination type possessed by one virtual object in the at least one virtual object is modified as the total effective quantity;

[0137] Among them, when the effective number corresponding to the attribute of the combination type possessed by the p-th virtual object in at least one virtual object is the p-th number, the attribute of the combination type possessed by the p-th virtual object is set to trigger the release of the target skill when the number of virtual objects with the target type in the combat area is greater than or equal to the p-th number, or trigger the adjustment of the attack value of the p-th virtual object, wherein the attack value is used to represent the damage value caused by the p-th virtual object performing a virtual attack operation, or trigger the adjustment of the defense value of the p-th virtual object, and the defense value is used to represent the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, and p is a positive integer.

[0138] Among them, the attributes of the combination type can be but are not limited to being understood as bonds. In auto chess games, bonds can be but are not limited to being understood as multiple chess pieces that can produce a combined effect based on their professions and races. For example, three different mages present at the same time can reduce the enemy's magic resistance, that is, some special combinations of chess pieces gathered together can produce some additional effects.

[0139] In some embodiments, for example, in a party gathering as shown in FIG13 , two bond numbers are randomly merged, and one of the bonds is selected to take effect, and the effective number of people is the sum of the two bond numbers. As shown in FIG13 , the wizard bond and the shapeshifter bond are merged, and the wizard bond is selected to take effect. Then, the number of people activated for the wizard bond changes from the original 2 to the sum of the two bonds (the original number of people activated for the wizard bond is 2 and the original number of people activated for the shapeshifter bond is 1) as shown in FIG14 , which is 3 people.

[0140] In addition, the attributes of the above-mentioned combination type can also be fighter bonds or other bonds, etc. When the effective number corresponding to the above-mentioned at least two bonds is the pth number, the attribute of the combination type possessed by the pth virtual object is set to when the number of virtual objects with target types in the combat area is greater than or equal to the pth number, it can also trigger the adjustment of the attack value or defense value of the pth virtual object, specifically adjusting the damage value caused by the pth virtual object performing a virtual attack operation or adjusting the damage value caused to the pth virtual object when the pth virtual object is subjected to a virtual attack operation, etc.

[0141] Through the above method, by introducing scene identifiers, in addition to acting on at least one virtual object in different areas of a virtual game, it can also act on different content in the virtual game scene, for example, affecting virtual objects, equipment, chess piece bonds in the preparation area, etc., thereby avoiding the defects of fixed gameplay in related technologies that make the battle links become boring and lack variability between rounds, improving the diversity of the overall game strategy and enriching the player experience.

[0142] In order to more clearly understand the technical solutions in the above embodiments, the control method of the above virtual object is further described below in conjunction with the overall flow chart shown in Figure 15.

[0143] The specific steps are as follows:

[0144] S1502, the server (e.g., server 106 in FIG1 ) presets various weather effects;

[0145] The server sets various game modes, such as weather game mode, daily life game mode, etc.

[0146] S1504: The client (e.g., the terminal device 102 in FIG. 1 ) randomly selects two weather effects to take effect;

[0147] For example, two weather effects, frost and thunderstorm, are randomly selected to take effect, and the current round is frost, then step S1506 is performed.

[0148] S1506, the server determines whether there is a chess piece in the preparation area in the virtual game scene based on the position attribute of each chess piece;

[0149] In some embodiments, the position attributes of each chess piece are obtained, the position of the chess piece in the virtual game is determined based on the position attributes, and it is determined whether the position of the chess piece is in the preparation area, that is, whether there is a chess piece in the preparation area. If so, an operation instruction is sent to the client to enable the client to execute step S1508 according to the operation instruction; otherwise, no operation instruction is sent to the client to instruct the client to execute step S1510.

[0150] S1508, the client freezes the chess pieces in the preparation area;

[0151] Among them, the frozen chess pieces cannot be synthesized or put on the field, and the frozen chess pieces are recorded.

[0152] S1510: The client does not process it.

[0153] In some embodiments, the chess pieces in the preparation area remain in their original state, and there are no chess pieces in a frozen state.

[0154] S1512, the server determines whether the chess piece purchased from the virtual mall is frozen;

[0155] In some embodiments, based on the frozen chess pieces recorded above, it is determined whether the chess pieces purchased in the virtual mall are frozen. If so, an operation instruction is sent to the client to enable the client to execute step S1514 according to the operation instruction; otherwise, no operation instruction is sent to the client to instruct the client to execute step S1516.

[0156] S1514, when the combining condition is met, the client does not perform a combining operation on the preset number of chess pieces;

[0157] In some embodiments, satisfying the synthesis condition indicates that the number of chess pieces is equal to a preset number.

[0158] For example, if the preset number is 3, for chess pieces in a non-frozen state, if the number of chess pieces in a non-frozen state is equal to 3, the synthesis operation will be performed on the 3 chess pieces in a non-frozen state. If at least one chess piece is in a frozen state, no synthesis will be performed even if the number of chess pieces reaches 3.

[0159] S1516: In response to a normal purchase operation for chess pieces, the client synthesizes a preset number of chess pieces if a synthesis condition is met.

[0160] For example, if the preset number is 3 and the current number of the chess piece is 1, in response to a purchase operation for the chess piece, if the number of the chess piece is 3, a synthesis operation is performed on the three chess pieces.

[0161] S1518, after the three rounds of frost, the client enters thunder and lightning weather;

[0162] S1520, when the client ends three rounds (frost) and enters the first round of thunder and lightning weather, the client randomly selects the next weather after the thunder and lightning weather;

[0163] For example, the next weather after thunderstorm is randomly selected as sunny, so as to remind the player to prepare for attacking operations, because on sunny days, the damage value of all chess pieces will increase by 10%.

[0164] In some embodiments, when the virtual game is a local game, the game program of the client randomly selects the next weather after the thunderstorm; if the virtual game is an online game, the client sends the current game data to the server, and the server sends a randomly selected operation instruction to the client. After receiving the randomly selected operation instruction, the client randomly selects the next weather after the thunderstorm.

[0165] S1522, the client enters the battle phase, and lightning strikes randomly according to the lightning weather after the frost weather;

[0166] Among them, randomly dropping lightning includes but is not limited to dropping lightning on at least one chess piece in the battle area at a random moment, randomly dropping lightning on at least one chess piece in at least a part of the battle area, etc.

[0167] S1524, the server determines whether there is a chess piece in the mine-falling area;

[0168] If there is a chess piece, an operation instruction is sent to the client, so that the client executes step S1526 according to the operation instruction; otherwise, no operation instruction is sent to the client, so as to instruct the client to execute step S1528.

[0169] The mine-falling area includes but is not limited to any area or part of the entire combat area.

[0170] S1526, chess pieces in the client area are stunned for 1 second;

[0171] Among them, the dizziness of 1s means that no operation can be performed on the chess piece within 1 second, that is, the chess piece is in a state that cannot be processed within 1 second. The dizziness duration is only an example and is not limited to it. For example, it can also be 2s, 3s, etc.

[0172] S1528, the client shows that no chess pieces in the battle area were struck by lightning, and no chess pieces were dizzy;

[0173] S1530: After three rounds of thunderstorm weather have ended, the client randomly displays the next weather after the thunderstorm weather on the game interface.

[0174] For example, a sunny day logo is displayed, and different target operations are performed on different virtual objects in the corresponding sunny day round.

[0175] Through the embodiments of the present application, it can be seen that according to the randomly displayed scene identifiers, different types of operations can be performed on different areas, different equipment and other contents in the virtual game scene, which enriches the diversity of game play and improves the variability of player games.

[0176] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.

[0177] According to another aspect of an embodiment of the present application, there is also provided a virtual object control device as shown in FIG16 , the device comprising:

[0178] The first display unit 1602 is configured to display a battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game;

[0179] The second display unit 1604 is configured to display a first scene identifier when entering the first round of a virtual game, wherein the first scene identifier is used to indicate the first scene of the first round;

[0180] The first processing unit 1606 is configured to perform a target operation on at least one virtual object in the combat area in the first round when the game system of a virtual game is set to perform a target operation on at least one virtual object controlled by a player account in the combat area when the scene in the first round is the first scene.

[0181] Optionally, the first processing unit 1606 includes:

[0182] The first processing module is configured to perform an attribute adjustment operation on at least one virtual object in the combat area in the first round, wherein the attribute adjustment operation includes at least one of the following: adjusting the object attribute of the at least one virtual object in the first round, adjusting the skill attribute of the at least one virtual object in the first round, and adjusting the equipment attribute of the at least one virtual object in the first round.

[0183] Optionally, the first processing module includes:

[0184] The first processing submodule is configured to perform at least one of the following

[0185] adjusting at least one of an attack value and a defense value of at least one virtual object in the combat area in a first round, wherein the object attribute includes at least one of the attack value and the defense value, the attack value being used to represent a damage value caused by a virtual attack operation performed by the at least one virtual object in the first round, and the defense value being used to represent a damage value caused to the at least one virtual object when the at least one virtual object is subjected to the virtual attack operation in the first round;

[0186] Adjusting at least one of the skill release count and skill cooldown time of at least one virtual object in the combat zone in the first round, wherein the skill attribute includes at least one of the skill release count and skill cooldown time, the skill release count being used to indicate the number of times the at least one virtual object is allowed to release a virtual skill in the first round, and the skill cooldown time being used to indicate the waiting time between the at least one virtual object releasing a virtual skill in the first round and the next time the virtual skill is allowed to be released;

[0187] In the first round, at least one of an equipment attack value and an equipment defense value of a virtual equipment used by at least one virtual object in the combat area is adjusted, wherein the equipment attribute includes at least one of the equipment attack value and the equipment defense value, the equipment attack value is used to represent the damage value caused by the at least one virtual object using the virtual equipment to perform a virtual attack operation in the first round, and the equipment defense value is used to represent the damage value caused to the at least one virtual object when the at least one virtual object using the virtual equipment is subjected to a virtual attack operation in the first round.

[0188] Optionally, the first display unit 1602 includes:

[0189] A first display module is configured to display a first scene identifier and N scene identifiers when entering the first round of a virtual game, wherein N is a positive integer, and the N scene identifiers are used to represent the scene of each round in N consecutive rounds after the first round. If the N scene identifiers include an i-th scene identifier and a j-th scene identifier, the i-th scene identifier is used to represent the i-th scene in the i-th round in N consecutive rounds, the j-th scene identifier is used to represent the j-th scene in the j-th round in N consecutive rounds, and the i-th scene is different from the j-th scene, the virtual game is set to perform an i-th operation on the i-th group of virtual objects controlled by the player account in the battle area when the scene in the i-th round is the i-th scene, and is set to perform a j-th operation on the j-th group of virtual objects controlled by the player account in the battle area when the scene in the j-th round is the j-th scene, and i and j are both positive integers less than or equal to N, and i and j are different;

[0190] In which, the virtual objects in the i-th group of virtual objects are at least partially different from the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation; or, the virtual objects in the i-th group of virtual objects are at least partially different from the virtual objects in the j-th group of virtual objects, and the i-th operation is the same as the j-th operation; or, the virtual objects in the i-th group of virtual objects are the same as the virtual objects in the j-th group of virtual objects, and the i-th operation is different from the j-th operation.

[0191] Optionally, the first display unit 1602 includes:

[0192] The second display module is configured to display a first scene identifier and N scene identifiers when entering the first round of a virtual game, where N is a positive integer and the N scene identifiers are used to represent the scene of each of the N consecutive rounds after the first round.

[0193] The above device also includes:

[0194] The second processing unit is configured to, when a k-th scene identifier among N scene identifiers is used to represent a k-th scene in a k-th round among N consecutive rounds, prohibit the player account from obtaining virtual objects or selling virtual objects in the virtual store in the k-th round if the virtual game preset prohibits the player account from obtaining virtual objects or selling virtual objects in the virtual store, wherein k is a positive integer less than or equal to N; or

[0195] When the r-th scene identifier among N scene identifiers is used to represent the r-th scene in the r-th round in N consecutive rounds, if the virtual game presets a prohibition on the player account from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game, the player account is prohibited from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game in the r-th round or in R rounds, where r is a positive integer less than or equal to N, the R rounds include multiple consecutive rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.

[0196] The above device also includes:

[0197] The second setting unit is configured to set the display style of the virtual store to a locked state, and in response to a trigger operation on the virtual store, cancel the display of the virtual object list in the virtual store; in response to a trigger operation on the virtual store, display a purchase interface of the virtual object; in response to a trigger operation on the purchase button in the purchase interface, display a prohibited purchase window, or keep the purchase interface unchanged, wherein the prohibited purchase window is used to prompt that the acquisition or sale of virtual objects is not supported.

[0198] Optionally, the first display unit 1602 includes:

[0199] The third display module is configured to display a first scene identifier and N scene identifiers when entering the first round of a virtual game, where N is a positive integer, and the N scene identifiers are used to represent the scene of each of the N consecutive rounds after the first round.

[0200] The above device also includes:

[0201] The third display unit is configured to display M scene identifiers when the last round of N consecutive rounds ends and the next round of the last round begins, wherein M is a positive integer, the M scene identifiers are used to represent the scene of each round in the M consecutive rounds after the last round, the scene identifiers in the M scene identifiers are at least partially different from the scene identifiers in the N+1 scene identifiers, and the N+1 scene identifiers include the first scene identifier and the N scene identifiers.

[0202] Optionally, the first display unit 1602 includes:

[0203] a fourth display module configured to, when entering a first round of a virtual game, randomly select a first predetermined number of scene identifiers from a preset scene identifier set to obtain a first scene identifier and N scene identifiers, and display the first scene identifier and the N scene identifiers, wherein the first predetermined number is equal to N+1;

[0204] The third display unit includes:

[0205] The second processing module is configured to randomly select a second predetermined number of scene identifications from the scene identification set when the last round of N consecutive rounds ends and the next round of the last round begins, obtain M scene identifications, and display M scene identifications, where the second predetermined number is equal to M.

[0206] Optionally, the first processing unit 1606 includes:

[0207] The third processing module is configured to perform an attack operation on at least one virtual object in the combat area in a first round, wherein the target operation includes an attack operation.

[0208] Optionally, the third processing module includes:

[0209] The second processing submodule is configured to perform at least one of the following:

[0210] Performing an attack operation on at least one virtual object in the combat area at a portion of the first round;

[0211] Performing an attack operation on at least one virtual object located at a portion of the combat area in a first round;

[0212] At a certain moment in the first round, an attack operation is performed on at least one virtual object located at a certain position in the combat area.

[0213] Optionally, the aforementioned some moments are moments randomly determined in the first round, and some positions are positions randomly determined in the combat zone.

[0214] Optionally, the above device further includes:

[0215] The third processing unit is configured to, in the first scene of the first round, prohibit the player account from obtaining or selling virtual objects in the virtual store if the virtual game presets a prohibition on the player account from obtaining or selling virtual objects in the virtual store; or

[0216] In the first scenario of the first round, if the virtual game presets a prohibition on the player account from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game, the player account is prohibited from upgrading or synthesizing at least one virtual object in the battle area or the preparation area of ​​a virtual game in the first round or in P rounds, where the P rounds include multiple consecutive rounds starting from the first round, and P is a positive integer greater than or equal to 2.

[0217] Optionally, the first processing unit 1606 includes:

[0218] a fourth processing module configured to, when each of the at least one virtual object in the combat area has an attribute of the combination type and an effective quantity corresponding to the attribute of the combination type possessed by each virtual object, add the effective quantities corresponding to the attribute of the combination type possessed by each virtual object in the at least one virtual object to obtain a total effective quantity, and modify the effective quantity corresponding to the attribute of the combination type possessed by one of the at least one virtual object to be the total effective quantity;

[0219] Among them, when the effective number corresponding to the attribute of the combination type possessed by the p-th virtual object in at least one virtual object is the p-th number, the attribute of the combination type possessed by the p-th virtual object is set to trigger the release of the target skill when the number of virtual objects with the target type in the combat area is greater than or equal to the p-th number, or trigger the adjustment of the attack value of the p-th virtual object, wherein the attack value is used to represent the damage value caused by the p-th virtual object performing a virtual attack operation, or trigger the adjustment of the defense value of the p-th virtual object, and the defense value is used to represent the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, and p is a positive integer.

[0220] Optionally, the first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or

[0221] The first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or

[0222] The first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.

[0223] By applying the above device to the first round of a virtual game, a target operation in the first scenario is performed on at least one virtual object controlled by a player account according to a first scenario identifier displayed on the game interface. In other words, by considering the scenario of the current round, different types of target operations can be performed on virtual objects in different scenarios, increasing the diversity of operation methods and achieving the technical effect of enhancing the flexibility of virtual object control.

[0224] It should be noted that the embodiments of the control device for the virtual object herein may refer to the embodiments of the control method for the virtual object described above, which will not be described in detail here.

[0225] According to another aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned virtual object control method is also provided. The electronic device may be the terminal device shown in Figure 17. The embodiments of the present application are described using the electronic device as a background device as an example. As shown in Figure 17, the electronic device includes a memory 1702 and a processor 1704. The memory 1702 stores a computer program, and the processor 1704 is configured to execute the steps in any of the above-mentioned method embodiments through the computer program.

[0226] Optionally, in an embodiment of the present application, the above-mentioned electronic device may be located in at least one network device among multiple network devices of a computer network.

[0227] Optionally, in the embodiment of the present application, the processor may be configured to execute the following steps through a computer program:

[0228] S1, displaying a battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game;

[0229] S2, when entering the first round of a virtual game, displaying a first scene identifier, wherein the first scene identifier is used to indicate the first scene in the first round;

[0230] S3, when the game system of a virtual game is set to perform a target operation on at least one virtual object controlled by a player account in a combat area when the scene in the first round is the first scene, the target operation is performed on at least one virtual object in the combat area in the first round.

[0231] Alternatively, those skilled in the art will appreciate that the structure shown in FIG17 is merely illustrative, and the electronic device may also be a target terminal such as a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, and a mobile internet device (MID), a PAD, etc. FIG17 does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as a network interface, etc.) than those shown in FIG17 , or may have a configuration different from that shown in FIG17 .

[0232] Memory 1702 can be used to store software programs and modules, such as program instructions or modules corresponding to the virtual object control method and device in the embodiments of the present application. Processor 1704 executes the software programs and modules stored in memory 1702 to execute various functional applications and data processing, thereby implementing the aforementioned virtual object control method. Memory 1702 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 1702 may further include memory remotely located from processor 1704, which can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 1702 may specifically, but is not limited to, be used to store a first scene identifier, a game interface for a virtual game, and target operations. As an example, as shown in FIG17 , memory 1702 may, but is not limited to, include the first display unit 1602, the second display unit 1604, and the first processing unit 1606 of the aforementioned virtual object control device. In addition, it may also include but is not limited to other module units in the control device of the above-mentioned virtual object, which will not be repeated in this example.

[0233] Optionally, the transmission device 1706 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 1706 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 1706 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0234] In addition, the electronic device further includes: a display 1708 for displaying the first image and the second image; and a connection bus 1710 for connecting various module components in the electronic device.

[0235] In some embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, which may be a distributed system formed by connecting multiple nodes via network communications. The nodes may form a point-to-point network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the point-to-point network.

[0236] According to another aspect of an embodiment of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual object control method provided in various optional implementations of the aforementioned server verification processing and other aspects, wherein the computer program is configured to perform the steps of any of the aforementioned method embodiments when executed.

[0237] Optionally, in an embodiment of the present application, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0238] S1, displaying a battle area of ​​a currently running virtual game, wherein the virtual game is a turn-based game;

[0239] S2, when entering the first round of a virtual game, displaying a first scene identifier, wherein the first scene identifier is used to indicate the first scene in the first round;

[0240] S3, when the game system of a virtual game is set to perform a target operation on at least one virtual object controlled by a player account in a combat area when the scene in the first round is the first scene, the target operation is performed on at least one virtual object in the combat area in the first round.

[0241] Alternatively, in the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

[0242] Optionally, in the embodiments of the present application, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the target terminal through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0243] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0244] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the relevant technology, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods of each embodiment of the present application.

[0245] In the embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0246] In the embodiments of the present application, it should be understood that the disclosed client can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is merely a logical functional division. In actual implementation, there may be other division methods, such as combining or integrating multiple units or components into another system, or ignoring or not implementing certain features. Furthermore, the mutual coupling or direct coupling or communication connection shown or discussed may be through some interface, indirect coupling or communication connection between units or modules, and may be electrical or other forms.

[0247] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the embodiments of the present application.

[0248] In addition, the functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated units may be implemented in the form of hardware or software functional units.

[0249] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A control method for virtual objects, applied to an electronic device, comprising: Displaying a combat area of a current running virtual game, wherein the virtual game is a turn-based game; When entering the first turn of the virtual game, displaying a first scene identifier, wherein the first scene identifier is used to represent the first scene where the first turn is located; In the first scene of the first turn, if a target operation is preset in the virtual game to be performed on at least one virtual object in the combat area, performing the target operation on the at least one virtual object in the combat area, wherein the at least one virtual object is controlled by a player account.

2. The method according to claim 1, wherein Performing the target operation on the at least one virtual object in the combat area includes: Performing an attribute adjustment operation on the at least one virtual object in the combat area in the first turn, wherein the attribute adjustment operation includes at least one of the following: adjusting the object attributes of the at least one virtual object in the first turn, adjusting the skill attributes of the at least one virtual object in the first turn, adjusting the equipment attributes of the at least one virtual object in the first turn.

3. The method according to claim 2, wherein, Performing the attribute adjustment operation on the at least one virtual object in the combat area includes at least one of the following: Adjusting at least one of the attack value and the defense value of the at least one virtual object in the combat area in the first turn, wherein the object attributes include at least one of the attack value and the defense value, the attack value is used to represent the damage value caused by the at least one virtual object performing a virtual attack operation in the first turn, and the defense value is used to represent the damage value caused to the at least one virtual object when the at least one virtual object is subjected to a virtual attack operation in the first turn; Adjusting at least one of the skill release times and the skill cooldown time of the at least one virtual object in the combat area in the first turn, wherein the skill attributes include at least one of the skill release times and the skill cooldown time, the skill release times are used to represent the number of times the at least one virtual object is allowed to release virtual skills in the first turn, and the skill cooldown time is used to represent the waiting duration between the at least one virtual object releasing a virtual skill and the next time it is allowed to release the virtual skill in the first turn; Adjusting at least one of the equipment attack value and the equipment defense value of the virtual equipment used by the at least one virtual object in the combat area in the first turn, wherein the equipment attributes include at least one of the equipment attack value and the equipment defense value, the equipment attack value is used to represent the damage value caused by the at least one virtual object using the virtual equipment to perform a virtual attack operation in the first turn, and the equipment defense value is used to represent the damage value caused to the at least one virtual object when the at least one virtual object using the virtual equipment is subjected to a virtual attack operation in the first turn.

4. The method according to any one of claims 1 to 3, wherein When entering the first round of a virtual game session, displaying a first scene identifier, includes: When entering the first round of the virtual game session, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located. If the N scene identifiers include the ith scene identifier and the jth scene identifier, the ith scene identifier is used to represent the ith scene where the ith round of the consecutive N rounds is located, the jth scene identifier is used to represent the jth scene where the jth round of the consecutive N rounds is located, and the ith scene is different from the jth scene, the virtual game is set to perform the ith operation on the ith group of virtual objects controlled by the player account in the combat area when the scene where the ith round is located is the ith scene, and is set to perform the jth operation on the jth group of virtual objects controlled by the player account in the combat area when the scene where the jth round is located is the jth scene. Both i and j are positive integers less than or equal to N and i is different from j; Wherein, at least some of the virtual objects in the ith group of virtual objects are different from those in the jth group of virtual objects, and the ith operation is different from the jth operation; or, at least some of the virtual objects in the ith group of virtual objects are different from those in the jth group of virtual objects, and the ith operation is the same as the jth operation; or, the virtual objects in the ith group of virtual objects are the same as those in the jth group of virtual objects, and the ith operation is different from the jth operation.

5. The method according to any one of claims 1 to 3, wherein, When entering the first round of the virtual game session, displaying a first scene identifier, includes: when entering the first round of the virtual game session, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes where each of the consecutive N rounds after the first round is located; The method further includes: When the kth scene identifier among the N scene identifiers is used to represent the kth scene where the kth round of the consecutive N rounds is located, if the virtual game presets to prohibit the player account from obtaining or selling virtual objects in the virtual store, in the kth round, prohibit the player account from obtaining or selling virtual objects in the virtual store, where k is a positive integer less than or equal to N; or When the r-th scene identifier among the N scene identifiers is used to represent the r-th scene in the consecutive N rounds, if the virtual game presets to prohibit the player account from upgrading or synthesizing at least one virtual object in the combat area or the preparation area of a virtual game round, the player account is prohibited from upgrading or synthesizing at least one virtual object in the combat area or the preparation area of a virtual game round in the r-th round or in R rounds, where r is a positive integer less than or equal to N, and the R rounds include consecutive multiple rounds starting from the r-th round, and R is a positive integer greater than or equal to 2.

6. The method according to claim 5, wherein, The method further includes: Prohibiting the player account from obtaining or selling virtual objects in the virtual store in the following ways: Setting the display style of the virtual store to a locked state, and in response to a trigger operation on the virtual store, canceling the display of the virtual object list in the virtual store; In response to a trigger operation on the virtual store, displaying the purchase interface of the virtual object, and in response to a trigger operation on the purchase button in the purchase interface, displaying a prohibited purchase window, or keeping the purchase interface unchanged, where the prohibited purchase window is used to prompt that obtaining or selling the virtual object is not supported.

7. The method according to any one of claims 1 to 3, wherein In the case of entering the first round of a virtual game round, displaying the first scene identifier includes: in the case of entering the first round of the virtual game round, displaying the first scene identifier and N scene identifiers, where N is a positive integer, and the N scene identifiers are used to represent the scenes in each of the consecutive N rounds after the first round; The method further includes: in the case of ending the last round of the consecutive N rounds and entering the next round of the last round, displaying M scene identifiers, where M is a positive integer, and the M scene identifiers are used to represent the scenes in each of the consecutive M rounds after the last round, and at least some of the scene identifiers in the M scene identifiers are different from the scene identifiers in the N + 1 scene identifiers, and the N + 1 scene identifiers include the first scene identifier and the N scene identifiers.

8. The method according to claim 7, wherein In the case of entering the first round of the virtual game round, displaying the first scene identifier and N scene identifiers includes: in the case of entering the first round of the virtual game round, randomly selecting a first predetermined number of scene identifiers from a preset set of scene identifiers to obtain the first scene identifier and the N scene identifiers, and displaying the first scene identifier and the N scene identifiers, where the first predetermined number is equal to N + 1; In the case of ending the last round of the consecutive N rounds and entering the next round of the last round, M scene identifiers are displayed, including: in the case of ending the last round of the consecutive N rounds and entering the next round of the last round, randomly selecting a second predetermined number of scene identifiers from the set of scene identifiers to obtain the M scene identifiers, and displaying the M scene identifiers, where the second predetermined number is equal to M.

9. The method according to any one of claims 1 to 8, wherein, Performing the target operation on the at least one virtual object in the combat area includes: Performing an attack operation on the at least one virtual object in the combat area in the first round, where the target operation includes the attack operation.

10. The method according to claim 9, wherein, Performing the attack operation on the at least one virtual object in the combat area includes one of the following: Performing the attack operation on the at least one virtual object in the combat area at a partial moment in the first round; Performing the attack operation on the at least one virtual object located at partial positions in the combat area in the first round; Performing the attack operation on the at least one virtual object located at partial positions in the combat area at a partial moment in the first round.

11. The method according to claim 10, wherein, The partial moment is a moment randomly determined in the first round, and the partial position is a position randomly determined in the combat area.

12. The method according to any one of claims 1 to 11, wherein The method further includes: In the first scene of the first round, if the virtual game presets to prohibit the player account from obtaining or selling virtual objects in the virtual store, prohibit the player account from obtaining or selling virtual objects in the virtual store; or In the first scene of the first round, if the virtual game presets to prohibit the player account from upgrading or synthesizing at least one virtual object in the combat area or the preparation area of a virtual game round, prohibit the player account from upgrading or synthesizing at least one virtual object in the combat area or the preparation area of a virtual game round in the first round or in P rounds, where the P rounds include consecutive multiple rounds starting from the first round, and P is a positive integer greater than or equal to 2.

13. The method according to any one of claims 1 to 12, wherein, Performing the target operation on the at least one virtual object in the combat area includes: In the case where each virtual object in the at least one virtual object in the combat area has an attribute of a combination type and an effective quantity corresponding to the attribute of the combination type of each virtual object, adding the effective quantities corresponding to the attributes of the combination type of each virtual object in the at least one virtual object to obtain a total effective quantity, and modifying the effective quantity corresponding to the attribute of the combination type of one virtual object in the at least one virtual object to the total effective quantity; Among them, when the effective quantity corresponding to the attribute of the combined type possessed by the p-th virtual object among the at least one virtual object is the p-th quantity, the attribute of the combined type possessed by the p-th virtual object is set to trigger the release of a target skill when the quantity of virtual objects with the target type in the combat area is greater than or equal to the p-th quantity, or to trigger an adjustment of the attack value of the p-th virtual object, where the attack value is used to represent the damage value caused by the p-th virtual object performing a virtual attack operation, or to trigger an adjustment of the defense value of the p-th virtual object, and the defense value is used to represent the damage value caused to the p-th virtual object when the p-th virtual object is subjected to a virtual attack operation, and p is a positive integer.

14. The method according to any one of claims 1 to 13, wherein the first scene identifier is a virtual weather identifier, and the first scene is a virtual weather represented by the first scene identifier; or the first scene identifier is a virtual date identifier, and the first scene is a virtual date represented by the first scene identifier; or the first scene identifier is a virtual theme identifier, and the first scene is a virtual theme represented by the first scene identifier.

15. A control device for a virtual object, comprising: a first display unit configured to display a combat area of a current running virtual game session, where the virtual game session is a turn-based game; a second display unit configured to display a first scene identifier in the case of entering the first turn of the virtual game session, where the first scene identifier is used to represent the first scene in which the first turn is located; a first processing unit configured to perform the target operation on at least one virtual object in the combat area in the first scene of the first turn if a target operation on at least one virtual object in the combat area is preset in the virtual game, where the at least one virtual object is controlled by a player account.

16. A computer-readable storage medium, the computer-readable storage medium comprising a stored program, wherein, The program, when run on a terminal device or a computer, executes the method according to any one of claims 1 to 14.

17. A computer program product, comprising a computer program or computer instructions, which when executed by a processor implement the steps of the method according to any one of claims 1 to 14.

18. An electronic device, comprising a memory and a processor, where a computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 14 through the computer program.

Citation Information

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