Virtual scene-based shooting method and apparatus, device, storage medium, and product
By introducing damage reduction conditions to optimize the bullet consumption mechanism in shooting games, the problem of magazine capacity limitation has been solved, resulting in more efficient shooting operations and lower resource consumption, thus improving the player's operating experience.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-30
- Publication Date
- 2026-03-19
AI Technical Summary
In shooting games, the limited magazine capacity leads to low continuity of player shooting operations and low human-computer interaction efficiency, requiring frequent magazine changes and affecting the smoothness of operation.
By introducing reduction conditions in the virtual scene, it allows the firing of more bullets than consumed under certain conditions, thus optimizing the consumption mechanism of bullet-type elements and reducing the restriction of shooting item capacity on operation.
It improves the flexibility and continuity of shooting operations, reduces the tedious operation of frequently changing magazines, reduces the consumption of computing resources, and improves the efficiency of human-computer interaction.
Smart Images

Figure CN2025111593_19032026_PF_FP_ABST
Abstract
Description
Shooting method, device, equipment, storage medium and product based on virtual scene
[0001] The present application claims priority from the Chinese patent application No. 202411292247.5 filed on September 13, 2024 and entitled "Shooting method, device, equipment, storage medium and product based on virtual scene", the whole content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] The present application relates to the technical field of virtual environment, in particular to a shooting method, device, equipment, storage medium and product based on virtual scene. BACKGROUND
[0003] In various virtual games, shooting games allow players to experience heart-pounding combat adventures on electronic screens with their fast-paced action and precise shooting challenges.
[0004] In the related art, players need to reasonably manage ammunition resources. Since the magazine has a limited bullet capacity, when the bullets in the magazine are consumed during the shooting process, the player needs to replace the magazine to obtain a new round of shooting opportunity.
[0005] However, since replacing the magazine easily limits the continuity of the player's shooting, the player needs to continuously aim at the shooting object during the replacement process and shoot after the replacement is completed, or re-aim and shoot after replacing the magazine, which is relatively cumbersome for the user and has low human-computer interaction efficiency. SUMMARY
[0006] The present application provides a shooting method, device, equipment, storage medium and product based on virtual scene, which can improve the human-computer interaction efficiency. The technical solution is as follows.
[0007] In one aspect, a shooting method based on a virtual scene is provided, the method comprising:
[0008] displaying a master virtual object in a virtual scene, the master virtual object being equipped with a shooting prop, the shooting prop being equipped with a bullet element;
[0009] receiving a shooting operation using the shooting prop, the shooting operation being used to indicate that the bullet element is fired in the virtual scene;
[0010] in the case of meeting the exemption condition, controlling the master virtual object to fire a first number of bullet elements using the shooting prop and consume a second number of equipped bullet elements;
[0011] The first quantity is greater than the second quantity, and the reduction condition is used to determine a reduction consumption mode of the bullet-like elements.
[0012] In another aspect, a shooting device based on a virtual scene is provided, and the device comprises:
[0013] A control module is configured to display a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with bullet-like elements.
[0014] A receiving module is configured to receive a shooting operation of using the shooting prop, wherein the shooting operation is used to indicate that the bullet-like elements are fired in the virtual scene.
[0015] The control module is further configured to control the master virtual object to fire a first quantity of bullet-like elements and consume a second quantity of equipped bullet-like elements using the shooting prop when a reduction condition is met.
[0016] The first quantity is greater than the second quantity, and the reduction condition is used to determine a reduction consumption mode of the bullet-like elements.
[0017] A first time period, a first multiple of the first time period, and a second time period In another aspect, a computer device is provided, and the computer device comprises a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the shooting method based on a virtual scene as described in any of the embodiments of the present application.
[0018] In another aspect, a computer readable storage medium is provided, and the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the shooting method based on a virtual scene as described in any of the embodiments of the present application.
[0019] In another aspect, a computer program product or computer program is provided, and the computer program product or computer program comprises 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 the processor executes the computer instructions to enable the computer device to perform the shooting method based on a virtual scene as described in any of the embodiments.
[0020] The technical solutions provided by the embodiments of the present application have at least the following beneficial effects:
[0021] Based on the reduction condition, the player can reduce the consumption of the bullet type element when the reduction condition is met, so as to reduce the capacity of the shooting prop and the limitation of the shooting operation, on the one hand, the operation space of continuous shooting is provided for the player, the flexibility of the shooting operation is improved, the player can adopt various tactical strategies more flexibly based on the feasibility of continuous shooting, the relatively cumbersome operation process such as frequent replacement of the magazine caused by the capacity limitation of the magazine is reduced, the continuity of the shooting operation is improved, and the human-computer interaction efficiency is improved; on the other hand, the consumption mechanism of the bullet type element is optimized through the reduction condition, the update frequency of the resource data of the bullet type element in the reloading process is reduced, and the occupation of the computer memory and storage resources in the reloading process is reduced. BRIEF DESCRIPTION OF DRAWINGS
[0022] Fig. 1 is a schematic diagram of a computer system according to an example embodiment of the present application;
[0023] Fig. 2 is a flowchart of a shooting method based on a virtual scene according to an example embodiment of the present application;
[0024] Fig. 3 is a schematic diagram of a shooting based on a virtual scene according to an example embodiment of the present application;
[0025] Fig. 4 is a flowchart of a reduction and consumption method based on a reduction condition according to an example embodiment of the present application;
[0026] Fig. 5 is a schematic diagram of a first reduction and consumption condition according to an example embodiment of the present application;
[0027] Fig. 6 is a schematic diagram of a second reduction and consumption condition according to an example embodiment of the present application;
[0028] Fig. 7 is a flowchart of a reduction and consumption method based on a prop accessory according to an example embodiment of the present application;
[0029] Fig. 8 is a schematic diagram of a shooting based on a first chip according to an example embodiment of the present application;
[0030] Fig. 9 is a schematic diagram of a shooting based on a second chip according to an example embodiment of the present application;
[0031] Fig. 10 is a schematic diagram of a prop port of a virtual shooting prop according to an example embodiment of the present application;
[0032] Fig. 11 is a schematic diagram of a flight process of a bullet type element according to an example embodiment of the present application;
[0033] Fig. 12 is a schematic diagram of a hit bounding box of an enemy virtual object according to an example embodiment of the present application;
[0034] FIG. 13 is a schematic diagram of an attack bounding box of a bullet-like element according to an embodiment of the present application;
[0035] FIG. 14 is a schematic diagram of different parts of a target object according to an embodiment of the present application;
[0036] FIG. 15 is a logic flow diagram of a consumption reduction mode according to an exemplary embodiment of the present application;
[0037] FIG. 16 is a schematic diagram of a shooting prop parameter setting according to an exemplary embodiment of the present application;
[0038] FIG. 17 is a structural block diagram of a shooting device based on a virtual scene according to an exemplary embodiment of the present application;
[0039] FIG. 18 is a structural block diagram of a shooting device module based on a virtual scene according to an exemplary embodiment of the present application;
[0040] FIG. 19 is a structural block diagram of a terminal according to an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0041] First, terms involved in the embodiments of the present application are introduced briefly:
[0042] Virtual scene: a virtual environment displayed (or provided) by an application when running on a terminal. The virtual scene can be a simulated world of the real world, a three-dimensional world of semi-simulation and semi-fiction, or a pure fictional three-dimensional world. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. Optionally, the virtual scene is also used for a virtual scene battle between at least two virtual objects, and has virtual resources available for use by the at least two virtual objects in the virtual scene.
[0043] Virtual object: refers to a virtual character, a virtual vehicle, a virtual item, etc. controlled by a user account in a target application, which is not limited in the present application. Taking the target application as a game application as an example, the virtual object refers to a virtual character controlled by a user account in the game application. Alternatively, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene. The activities of the virtual object include but are not limited to at least one of adjusting a body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the virtual object is a virtual person, such as a simulated character role or an animation character role. In some implementations, the virtual object can also be implemented in a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. Illustratively, according to different ways of controlling the virtual object, the virtual object can be divided into a user-controlled virtual object and a server-controlled virtual object. The server-controlled virtual object includes movable objects and immovable objects in the virtual scene. Illustratively, the master virtual object in the present application is a virtual object controlled by the client. Illustratively, the first virtual object and the second virtual object in the present application can be virtual objects controlled by other clients or servers.
[0044] User interface (UI) control: any visual control or element that can be seen on the user interface of an application, such as a picture, an input box, a text box, a button, a label, etc. Some of the UI controls respond to user operations, such as an adjustment control for adjusting the radius of the spherical region. The user triggers the adjustment control to adjust the radius of the spherical region. The UI controls involved in the embodiments of the present application include but are not limited to adjustment controls, pickup controls, and attack controls.
[0045] Attack collision box: in a game application, it usually refers to the collision size of a flying object such as a bullet-like element released by a virtual shooting prop. If the attack collision box of the bullet-like element hits the "hit collision box" of a virtual object in the three-dimensional virtual scene, it is judged as hitting the virtual object.
[0046] Hit collision box: in a game application, it usually refers to the collision box size of a virtual object for judging whether it is attacked. Illustratively, each virtual object in the three-dimensional virtual scene corresponds to a hit collision box.
[0047] Please refer to FIG. 1, which shows a schematic diagram of a computer system according to an example embodiment of the present application, which includes a terminal device 10 and a server 20.
[0048] The terminal device 10 includes, but is not limited to, a mobile phone, a tablet computer, a smart voice interaction device, a game console, a wearable device, a multimedia playing device, a PC (Personal Computer), a vehicle-mounted terminal, a smart home appliance, and the like. A client of a target application can be installed in the terminal device 10. Optionally, the target application can be an application that needs to be downloaded and installed, or can be an application that is ready to use, and the embodiments of the present application do not limit this.
[0049] In the embodiments of the present application, the target application is an application that provides a virtual scene, such as an emulation program, a shooting game, a VR (Virtual Reality) application, an AR (Augmented Reality) program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS (First-Person Shooting Game), a multiplayer gun battle survival game, a TPS (Third-Person Shooting Game), a MOBA (Multiplayer Online Battle Arena), a SLG (Simulation Game), an open-world game program, a turn-based game program, an RPG (Role-Playing Game) program, a social application, an interactive entertainment application, and the like, and the embodiments of the present application do not limit this.
[0050] The virtual scene is a scene displayed (or provided) by a client of an application (such as a game application) when running on a terminal device. The virtual scene refers to an environment created for virtual objects to perform activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, and a virtual open world. The virtual scene can be a simulated world of the real world, can be a three-dimensional world that is half simulated and half fictional, or can be a purely fictional three-dimensional world. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual scene also includes virtual objects, such as at least one of a master virtual object, a first virtual object, and a second virtual object. Optionally, other virtual objects can also be included in the virtual scene, and the embodiments of the present application do not limit this.
[0051] The virtual object refers to a virtual character, a virtual vehicle, a virtual article, etc. controlled by a user account in the target application, which is not limited in the present application. Taking the target application as a game application as an example, the virtual object refers to a game object controlled by a user account in the game application. The virtual object can be in the form of a person, an animal, a cartoon, or other forms, which are not limited in the embodiments of the present application. Exemplarily, the master virtual object, the first virtual object, and the second virtual object in the present application are all virtual objects controlled by the client. Exemplarily, the master virtual object in the present application is a virtual object controlled by the client, while the first virtual object can also be a virtual object controlled by the server, and the second virtual object is also a virtual object controlled by the client.
[0052] The virtual scene includes virtual elements, which are various elements appearing in the virtual scene and used to constitute the entire virtual world. The virtual elements include plots, lakes, skies, various virtual animals, various virtual plants, various virtual buildings, various virtual props, etc. The virtual object controlled by the user also belongs to one of the virtual elements.
[0053] Exemplarily, the terminal 10 includes a client running the target application, which displays the master virtual object in the virtual scene. The master virtual object is equipped with a shooting prop, and the shooting prop is equipped (loaded) with bullet elements. The shooting operation of using the shooting prop is received, which is used to instruct to shoot the bullet elements in the virtual scene. In the case of meeting the exemption condition, the master virtual object is controlled to shoot the first number of bullet elements by using the shooting prop and consume the second number of bullet elements equipped, where the first number is greater than the second number, and the exemption condition is used to determine the exemption consumption mode of the bullet elements.
[0054] The server 20 is used to provide background services for the client of the target application in the terminal 10, such as responding to the client request of the client, controlling the picture rendering in the target application, performing the shooting hit determination, determining the exemption consumption mode based on the exemption condition, etc.
[0055] It is worth noting that the background service content of the server 20 is only exemplarily exemplified, which is not limited in the present application.
[0056] It is worth noting that the server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud security, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content distribution networks (CDN), and big data and artificial intelligence platforms, etc. basic cloud computing services.
[0057] In some embodiments, the server described above can also be implemented as a node in a blockchain system.
[0058] The terminal device 10 and the server 20 can communicate with each other through a network. The network can be a wired network or a wireless network.
[0059] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data need to comply with relevant laws, regulations, and standards in the relevant region. For example, the operation data and account information involved in the present application are obtained under full authorization.
[0060] Further explanation, before collecting the relevant data of the user (for example: the account information, historical operation data and real-time operation data involved in the present application, etc.), and in the process of collecting the relevant data of the user, a prompt interface, a pop-up window or an output voice prompt information can be displayed, which is used to prompt the user that the relevant data is being collected at present, so that the present application only starts to perform the related steps of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise (that is, without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), ending the related steps of obtaining the relevant data of the user, that is, not obtaining the relevant data of the user. In other words, all the user data collected by the present application is collected under the condition that the user agrees and authorizes, and the collection, use, and processing of related user data need to comply with relevant laws, regulations, and standards in the relevant region.
[0061] The shooting method based on a virtual scene provided in the embodiment of the present application is based on a reduction condition, so that the player can reduce the consumption of bullet-type elements when the reduction condition is met, so as to reduce the limitation of the capacity of the shooting prop on the shooting operation. On the one hand, the operation space for continuous shooting is provided for the player, the flexibility of the shooting operation is improved, the player can more flexibly adopt various tactical strategies based on the feasibility of continuous shooting, the relatively cumbersome operation process such as frequent replacement of the magazine is reduced due to the limitation of the capacity of the magazine, the continuity of the shooting operation is improved, and the human-computer interaction efficiency is improved. On the other hand, the consumption mechanism of the bullet-type elements is optimized through the reduction condition, the update frequency of the resource data of the bullet-type elements in the reloading process is reduced, and the occupation of the computer memory and storage resources in the reloading process is reduced.
[0062] Illustratively, refer to FIG. 2, which shows a flowchart of a virtual scene-based shooting method provided by an example embodiment of the present application, the method being executed by a computer device, which can be implemented as a terminal and / or a server, and the embodiment of the present application takes the method executed by the terminal as an example for illustration, as shown in FIG. 2, the method includes the following steps:
[0063] In step 210, a master virtual object in a virtual scene is displayed.
[0064] The master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet-like element.
[0065] The terminal is installed with an application program for providing a virtual scene, and the virtual scene is displayed by running the application program.
[0066] The master virtual object is a virtual object controlled by a terminal user, and the user can control the master virtual object to move in the virtual scene through various control operations. In some embodiments, the master virtual object in the virtual scene is controlled in response to user operations.
[0067] Optionally, the control operations include, but are not limited to, at least one of a moving operation, a targeting operation, a shooting operation, a picking operation, a redeeming operation, and an unlocking operation.
[0068] The shooting prop described above is a virtual prop used by a virtual object when shooting in a virtual scene.
[0069] Optionally, the shooting prop can be preset for the master virtual object by the user or the application program, or can be obtained by the master virtual object in the virtual scene.
[0070] Taking the master virtual object obtaining the shooting prop in the virtual scene as an example, the shooting prop can be a virtual prop provided in the virtual scene, and the master virtual object can obtain the shooting prop by picking it up in the virtual scene, including picking up the shooting prop automatically provided in the virtual scene, or picking up the shooting prop dropped by other virtual objects in the virtual scene; the master virtual object can also obtain virtual reward content including the shooting prop by participating in a virtual match in the virtual scene; and the master virtual object can also obtain the shooting prop by redeeming a specified virtual resource in the virtual scene.
[0071] The bullet-like element described above is a virtual element in the virtual scene for being launched by the shooting prop, and the master virtual object can launch the bullet-like element by consuming the bullet-like element equipped in the shooting prop.
[0072] The master virtual object can equip the bullet-like element held by it into the shooting prop.
[0073] The master virtual object can acquire the bullet-like element by picking up the bullet-like element provided by the system or dropped by other virtual objects in the virtual scene, can acquire virtual reward content including the bullet-like element by participating in a virtual match in the virtual scene, and can acquire the bullet-like element by using a specified virtual resource for exchange in the virtual scene.
[0074] It is worth noting that the above-mentioned ways of acquiring the shooting prop and the bullet-like element are only exemplary, and the embodiments of the present application are not limited thereto.
[0075] Optionally, the bullet-like element can be any virtual element capable of being fired by the shooting prop, such as a virtual bullet, an energy ray, a virtual arrow, a virtual liquid, a virtual fishing net, a virtual harpoon, etc., and the embodiments of the present application are not limited thereto.
[0076] Different bullet-like elements correspond to different hit effects.
[0077] The hit effect refers to an effect produced by the bullet-like element hitting a virtual object or a virtual object (including a field, a building, etc.) in the virtual scene, including but not limited to a damage effect, a treatment effect, a control effect, etc.
[0078] Taking hitting a virtual object as an example, the hit effect includes but is not limited to deducting an attribute value of the hit virtual object, such as a life value, a defense value, etc.; producing a control effect on the virtual object, the control effect being used to limit the action of the virtual object, such as making the virtual object dizzy for 3 seconds, freezing the virtual object, etc.; producing a debuff effect on the virtual object, such as a speed debuff, a burn debuff, etc.
[0079] It is worth noting that the above-mentioned hit effects are only exemplary, and the embodiments of the present application are not limited thereto.
[0080] Step 220, receiving a shooting operation of using the shooting prop.
[0081] The shooting operation is used to instruct to fire the bullet-like element in the virtual scene.
[0082] The shooting operation is a control operation for controlling the virtual object to fire the bullet-like element by using the shooting prop.
[0083] Optionally, the shooting operation can be a touch operation (such as a touch screen operation, a mouse operation, a joystick operation, etc.) on a program interface control of the application program, can be triggered by a pre-associated key on an external input device (such as a handle, a keyboard, a shooting simulator, etc.) connected to the terminal, and can be triggered based on a voice instruction or a gesture instruction, etc., and the embodiments of the present application are not limited thereto.
[0084] Illustratively, the shooting operation is triggered by clicking a shooting control in the program interface, or by pressing a simulated trigger of the shooting simulator, or by inputting a voice command such as "fire", or by moving the aiming point to a virtual object or a virtual object to automatically trigger the shooting operation, etc., wherein the aiming point is a virtual element used to assist the master virtual object in aiming at the shooting target.
[0085] The shooting prop corresponds to a firing port and a firing ray, and the firing ray is a ray emitted from the firing port towards the firing port. Based on the shooting operation, the bullet-like element is fired from the firing port of the shooting prop along the direction of the firing ray.
[0086] When the virtual scene is simulated with external force, the bullet-like element will be affected by the external force and deviate during the process of being fired along the firing ray, for example, it will deviate downward under the influence of gravity, it will deviate along the wind direction under the influence of wind, it will deviate along the force direction under the influence of suction, etc. The flight path of the bullet-like element after being fired is a curved path determined based on the firing ray under the influence of external force, such as a parabolic trajectory.
[0087] Optionally, different types of bullet-like elements have different degrees of influence under the same degree of external force, for example, the trajectory deviation degree of a light bullet-like element under the influence of wind is higher than that of a heavy bullet-like element, and the trajectory deviation degree of a heavy bullet-like element under the influence of wind is higher than that of a light bullet-like element, etc.
[0088] In some embodiments, under the condition of meeting the external force reduction condition, the bullet-like element can be fired using the shooting prop based on the shooting operation, and the external force influence is reduced, including ignoring the external force influence, or weakening the external force influence.
[0089] The external force reduction condition is used to determine the external force reduction mode for the external force influence when the bullet-like element is fired.
[0090] Illustratively, taking ignoring the external force influence as an example, when the bullet-like element is fired, the external force influence is ignored, that is, the flight path of the bullet-like element remains consistent with the firing ray.
[0091] Optionally, the external force reduction condition includes at least one of the following: the shooting prop is equipped with an external force reduction component, or the master virtual object unlocks an external force reduction talent, or the bullet-like element is enabled with an external force reduction function, etc.
[0092] The virtual scene includes a pre-set collision element, which refers to a virtual object or a virtual object that can block the flight of the bullet-like element.
[0093] The master virtual object can determine that the collision element is on the flight path of the bullet element by aiming at the collision element, and if the bullet element collides with the collision element along the flight path after the bullet element is fired, the bullet element hits the collision element.
[0094] It is worth noting that the flight path, external force reduction condition, and hit determination method described above are only exemplary, and the embodiments of the present application are not limited thereto.
[0095] In step 230, the master virtual object is controlled to fire a first number of bullet elements using the shooting prop and consume a second number of equipped bullet elements under the reduction condition.
[0096] The first number is greater than the second number, and the reduction condition is used to determine the reduction consumption mode of the bullet elements.
[0097] In some embodiments, the same number of bullet elements is fired by consuming the same number of equipped bullet elements, that is, one bullet element is fired by consuming one bullet element.
[0098] For example, the master virtual object is controlled to fire a first number of bullet elements using the shooting prop and consume a first number of equipped bullet elements.
[0099] The shooting prop is equipped with a bullet element corresponding to an equipment capacity threshold. After the bullet elements in the shooting prop are consumed, the shooting prop needs to be re-equipped with bullet elements, such as replacing the virtual magazine, etc. Limited by the capacity of the shooting prop, the continuity of the shooting operation is limited. Based on the reduction condition, the bullet elements are fired in a corresponding reduction consumption mode to break through the limitation of the capacity of the shooting prop and improve the continuity of the shooting operation.
[0100] The reduction consumption mode refers to a way of reducing the number of consumed bullet elements when a unit number of bullet elements is fired. Optionally, the reduction consumption mode includes at least the following two:
[0101] The first is to reduce the number of consumed bullet elements when a unit number of bullet elements is fired.
[0102] In some embodiments, based on the first reduction consumption mode, the master virtual object is controlled to fire a first number of bullet elements using the shooting prop and consume a second number of equipped bullet elements under the reduction condition, and the second number is less than the first number.
[0103] By firing according to the consumption number (second number) less than the firing number (first number), the limitation of the capacity of the shooting prop on the continuity of the shooting operation can be reduced.
[0104] Optionally, the second quantity can be zero, or the first quantity and the second quantity meet a proportional relationship indicated by the first reduction ratio, or the second quantity is dynamically determined based on a dynamic reduction frequency.
[0105] The second quantity being zero means that no bullet-like element is consumed when a bullet-like element is fired.
[0106] The first reduction ratio is used to determine the second quantity which is less than the first quantity, for example, one bullet-like element is consumed when two bullet-like elements are fired.
[0107] The dynamic reduction frequency is used to dynamically determine the number of bullet-like elements fired when one bullet-like element is consumed.
[0108] The dynamic reduction frequency includes at least one frequency determined in a progressive, or decreasing, or random manner. The dynamic reduction frequency is a frequency of changing the number of bullet-like elements fired when one bullet-like element is consumed.
[0109] For example, the reduction ratio is gradually increased in a progressive manner, that is, one bullet-like element is consumed when one bullet-like element is fired, one bullet-like element is consumed when two bullet-like elements are fired, one bullet-like element is consumed when three bullet-like elements are fired, and so on.
[0110] It is worth noting that the above first reduction manner is only an example, and the embodiments of the present application are not limited thereto.
[0111] In some embodiments, a component parameter corresponding to the first reduction manner can be set for the first prop accessory. When the shooting prop is bound to the first prop accessory, the consumption logic of the shooting prop is modified based on the component parameter, which includes the first reduction condition corresponding to the first prop accessory, the second quantity, and the like.
[0112] The above component parameter is only an example, and the embodiments of the present application are not limited thereto.
[0113] Secondly, other elements except bullet-like elements are consumed to fire bullet-like elements.
[0114] In some embodiments, based on the second reduction and consumption manner, the host virtual object is controlled to fire a first number of bullet-like elements and consume an attribute value or a prop element using the shooting prop when the reduction condition is met.
[0115] The attribute value is object attribute data of the host virtual object.
[0116] Optionally, the attribute value includes, but is not limited to, at least one of the life value, the physical value, and the magic value of the host virtual object.
[0117] By consuming other elements instead of consuming bullet elements to fire the bullet elements, the limitation of the shooting prop capacity on the number of bullet elements that can be fired can be broken, the influence of operations such as replacing a virtual magazine on continuous shooting can be reduced, and the human-computer interaction efficiency can be improved.
[0118] Optionally, the attribute value is consumed according to a first conversion ratio between the bullet element and the attribute value, or the prop element is consumed according to a second conversion ratio between the bullet element and the prop element.
[0119] For example, 1 bullet element is fired by consuming 4 points of life value, or 10 bullet elements are fired by consuming 1 bottle of virtual beverage, and so on, wherein in the process of firing 10 bullet elements by consuming 1 bottle of virtual beverage, the virtual beverage is not consumed until the number of fired bullet elements reaches 10.
[0120] In some embodiments, taking the consumption of the attribute value as an example, in a case where the remaining attribute value of the host virtual object is less than a preset attribute value, the host virtual object is controlled to fire a first number of bullet elements, and the number of consumed attribute values is zero.
[0121] Optionally, the other elements can also include scene elements.
[0122] The scene element is a virtual element that can be consumed within a preset range of the host virtual object in a virtual scene, for example, virtual soil, virtual river water, virtual leaves, and so on.
[0123] In some embodiments, the host virtual object is controlled to fire a first number of bullet elements using the attack prop, and scene elements are consumed according to a third conversion ratio between the bullet elements and the scene elements.
[0124] For example, there is a virtual fruit tree that can be consumed within a preset range of the host virtual object, the virtual fruit on the virtual fruit tree can be consumed to fire the bullet elements, the host virtual object is controlled to fire a first number of bullet elements using the attack prop, and the virtual fruit is consumed according to a third conversion ratio between the bullet elements and the virtual fruit.
[0125] It is worth noting that the second consumption reduction method described above is only an example, and the embodiments of the present application are not limited thereto.
[0126] In some embodiments, a component parameter can be set for the second prop accessory corresponding to the second consumption reduction method, when the shooting prop is bound to the second prop accessory, the consumption logic of the shooting prop is modified based on the component parameter, the component parameter includes a second reduction condition corresponding to the second prop accessory, and the type of consumed attribute value, the type of prop element, the first conversion ratio, the second conversion ratio, and so on.
[0127] The component parameters are only exemplary, and embodiments of the present application are not limited thereto.
[0128] In some embodiments, the exemption condition is related to at least one of a shooting operation, a shooting prop, and a master virtual object.
[0129] Optionally, the exemption condition includes, but is not limited to, at least one of the shooting operation meeting a hit condition, the shooting prop meeting a first state condition, and the master virtual object meeting a second state condition.
[0130] The hit condition is used to determine the hit of the bullet-like element, the first state condition is used to determine the prop state of the shooting prop, and the second state condition is used to determine the object state of the master virtual object.
[0131] For example, the hit condition includes that there is no first virtual object in the virtual scene that is hit by the shooting operation. Illustratively, in the case where there is no first virtual object in the virtual scene that is hit by the shooting operation, the master virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements, and a second number of bullet-like elements are consumed.
[0132] For example, the first state condition includes that the bullet-like elements equipped in the shooting prop are consumed. Illustratively, in the case where the bullet-like elements equipped in the shooting prop are consumed, the master virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements, and an attribute value or a prop element is consumed.
[0133] For example, the second state condition includes that the attribute value of the master virtual object is greater than a remaining attribute value threshold. Illustratively, in the case where the attribute value of the master virtual object is greater than the remaining attribute value threshold, the master virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements and consume the attribute value.
[0134] In some embodiments, the exemption condition can also be related to a target object. The target object is a virtual object aimed at by the master virtual object using the shooting prop, or a pre-locked virtual object, or a designated virtual object in a virtual match.
[0135] The exemption condition also includes that the target object meets a third state condition, which is used to determine the object state of the target object.
[0136] For example, the third state condition includes that the attribute value of the target object is less than the attribute value of the master virtual object. In the case where the attribute value of the target object is less than the attribute value of the master virtual object, the master virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements and consume the attribute value.
[0137] The method provided by the embodiment of the application provides a plurality of reduction conditions, which can be related to at least one of a shooting operation, a shooting prop, a master virtual object and a target object, enriches the applicable scenarios of the reduction consumption mode, and improves the use probability of the reduction consumption mode, thereby further breaking through the capacity limitation of the shooting prop, and improving the continuity of the shooting operation.
[0138] In some embodiments, the reduction consumption mode of the bullet type element needs to be acquired.
[0139] Optionally, the reduction consumption mechanism can be acquired by equipping the shooting prop with a specified prop accessory, can be acquired by unlocking a specified talent skill of the master virtual object, can be acquired by using a specified virtual resource to empower the equipped bullet type element, and the like, which are not limited in the embodiment of the application.
[0140] It is worth noting that the above reduction conditions and reduction consumption modes are only exemplary examples, which are not limited in the application.
[0141] By way of example, the reduction consumption mechanism is enabled by using a specified prop accessory, for example, refer to FIG. 3, which is a schematic diagram of shooting based on a virtual scene according to an example embodiment of the application, as shown in FIG. 3, the reduction consumption mechanism is enabled by equipping the shooting prop 310 with the prop accessory 320, so that the master virtual object is controlled to use the shooting prop 310 to emit a first number of bullet type elements 330 and consume a second number of bullet type elements under the condition of meeting the reduction condition, the first number is greater than the second number, and the bullet type element consumption identifier 340 is used to indicate the consumption of the bullet type elements, including the total number of equipped bullet type elements of the shooting prop 310 and the number of remaining equipped bullet type elements.
[0142] In summary, the method provided by the embodiment of the application enables the player to reduce the consumption of the bullet type elements emitted under the condition of meeting the reduction condition based on the reduction condition, so as to reduce the limitation of the capacity of the shooting prop on the shooting operation, on the one hand, provides the operation space for the player to continuously shoot, improves the flexibility of the shooting operation, enables the player to more flexibly adopt various tactical strategies based on the feasibility of continuous shooting, reduces the relatively cumbersome operation process such as frequent replacement of the magazine caused by the capacity limitation of the magazine, improves the continuity of the shooting operation, and improves the human-computer interaction efficiency; on the other hand, the consumption mechanism of the bullet type elements is optimized through the reduction condition, the update frequency of the resource data of the bullet type elements in the reloading process is reduced, and the occupation of the computer memory and storage resources in the reloading process is reduced.
[0143] In some embodiments, the virtual object is controlled to shoot using the shooting prop in different consumption reduction manners under different conditions. Please refer to FIG. 4, which shows a flowchart of a consumption reduction method based on a reduction condition according to an example embodiment of the present application. The method can be executed by a terminal, a server, or both. The example embodiment of the present application takes the terminal as an example for illustration. As shown in FIG. 4, step 230 includes the following steps:
[0144] Step 231, under the condition that the first reduction condition is met, the host virtual object is controlled to shoot using the shooting prop to emit a first number of bullet-like elements and consume a second number of bullet-like elements equipped.
[0145] The first reduction condition is used to indicate that the bullet-like elements are emitted in a manner of reducing the consumption number of bullet-like elements per emission unit.
[0146] By emitting in a manner of consuming bullet-like elements in a number (second number) less than the emission number (first number), the continuity of shooting operation is reduced, the number of reloading of the host virtual object in the battle process is reduced, the fault tolerance of the host virtual object in the battle process is improved, the user experience of the player is improved, the duration of the virtual game participated by the player is ensured, and the consumption of computing resources between the client and the server for creating a new virtual game is avoided.
[0147] Optionally, the second number can be zero, or the first number and the second number meet a proportional relationship indicated by the first reduction ratio, or the second number is dynamically determined based on a dynamic reduction frequency.
[0148] Under the condition that the first reduction condition is met, at least three cases are included.
[0149] The first case is to control the host virtual object to shoot using the shooting prop to emit a first number of bullet-like elements and consume zero bullet-like elements.
[0150] That is, no bullet-like elements equipped are consumed when the bullet-like elements are emitted.
[0151] Illustratively, the shooting prop is equipped with a fault tolerance component for providing the host virtual object with a reduction consumption manner of bullet-like elements. Under the condition that there is no first virtual object hit by the shooting operation in the virtual scene, the host virtual object is controlled to shoot using the shooting prop to emit a first number of bullet-like elements and consume zero bullet-like elements.
[0152] The method provided by the embodiment of the application provides a fault tolerance mechanism for the host virtual object by not consuming the bullet type element before the shooting operation hits the first virtual object, and improves the effectiveness of the bullet type element consumption and provides a fault tolerance space for the shooting operation of the user.
[0153] Secondly, the host virtual object is controlled to fire the first number of bullet type elements using the shooting prop, and the second number of equipped bullet type elements is consumed according to the first reduction ratio.
[0154] The first number and the second number satisfy a proportional relationship indicated by the first reduction ratio.
[0155] The first reduction ratio is used to determine the second number that is less than the first number.
[0156] Optionally, the first reduction ratio is related to at least one of the following: a shooting prop type, an equipped bullet type element type, a talent skill type of the host virtual object, and a prop accessory type of the shooting prop equipment.
[0157] Illustratively, the host virtual object is controlled to fire 3 bullet type elements using the shooting prop, and 1 equipped bullet type element is consumed according to the first reduction ratio.
[0158] The method provided by the embodiment of the application can reduce the consumption number of bullet type elements when firing a unit number of bullet type elements, break through the capacity limit of the shooting prop, provide a longer continuous operation time for the shooting operation, and improve the human-computer interaction efficiency without using a capacity expansion magazine and other prop accessories.
[0159] Thirdly, the host virtual object is controlled to fire the first number of bullet type elements using the shooting prop, and the second number of equipped bullet type elements is consumed according to a dynamic reduction frequency.
[0160] The dynamic reduction frequency is used to dynamically determine the number of bullet type elements fired when one bullet type element is consumed.
[0161] Optionally, the dynamic reduction frequency is related to at least one of the following: an operation number of the shooting operation, a hit number, and a remaining number of equipped bullet type elements.
[0162] Illustratively, the number of bullet type elements fired when one bullet type element is consumed is dynamically determined in a progressive manner, for example, 1 bullet type element is fired and 1 bullet type element is consumed, 2 bullet type elements are fired and 1 bullet type element is consumed, 3 bullet type elements are fired and 1 bullet type element is consumed, and so on.
[0163] The dynamic reduction frequency is assumed to be related to a shooting operation, and a single shooting operation emits a bullet element, and the reduction consumption degree is determined according to the cumulative operation number of the shooting operation.
[0164] The reduction consumption degree is positively correlated with the cumulative operation number, and the reduction consumption degree is used to indicate the number of bullet elements emitted by consuming a bullet element, that is, the reduction consumption degree is used to indicate the difference between the number of bullet elements emitted and the number of bullet elements consumed.
[0165] Alternatively, the reduction consumption degree can be represented by the difference between the number of bullet elements emitted and the number of bullet elements consumed; or the reduction consumption degree can be represented by the range to which the difference between the number of bullet elements emitted and the number of bullet elements consumed belongs, wherein the range is a range formed by different difference values, for example, the range includes [0, 2], [3, 5], etc.; or the reduction consumption degree can be represented by the level to which the difference between the number of bullet elements emitted and the number of bullet elements consumed belongs, wherein the level is a level corresponding to different difference value ranges preset.
[0166] For example, from the first shooting operation in the first time period, 1 bullet element is emitted and 1 bullet element is consumed, when the cumulative operation number reaches 5, 2 bullet elements are emitted and 1 bullet element is consumed, and when the cumulative operation number reaches 10, 3 bullet elements are emitted and 1 bullet element is consumed; or the first shooting operation in the first time period emits 1 bullet element and consumes 1 bullet element, the second and third shooting operations emit 2 bullet elements and consume 1 bullet element, the fourth to sixth shooting operations emit 3 bullet elements and consume 1 bullet element, and so on.
[0167] By determining the reduction consumption degree according to the cumulative operation number, the more the cumulative operation number of the shooting operation, the higher the reduction consumption degree, which can encourage users to continuously perform shooting operations and improve human-computer interaction efficiency.
[0168] The dynamic reduction frequency is assumed to be related to the number of hits, and the reduction consumption degree is determined according to the number of hits.
[0169] The reduction consumption degree is positively correlated with the number of hits.
[0170] For example, in the case where there is no first virtual object hit by the shooting operation in the virtual scene, 1 bullet element is consumed for every 2 bullet elements emitted, after hitting the first virtual object once, 1 bullet element is consumed for every 3 bullet elements emitted, after hitting the first virtual object twice, 1 bullet element is consumed for every 4 bullet elements emitted, and so on.
[0171] By determining the degree of consumption reduction according to the number of hits, the more the number of hits, the higher the degree of consumption reduction, the user can be encouraged to improve the hit rate of the shooting operation, thereby improving the effectiveness of the shooting operation, reducing invalid shooting operations, and improving human-computer interaction efficiency.
[0172] Suppose the dynamic reduction frequency is related to the remaining number of bullet-like elements of the equipment, and the degree of consumption reduction is determined according to the remaining number.
[0173] Among them, the degree of consumption reduction is negatively related to the remaining number.
[0174] For example, the shooting prop corresponds to an equipment capacity threshold, and suppose the shooting prop can be equipped with a maximum of 100 bullet-like elements. In the case where the remaining number of bullet-like elements of the equipment is greater than or equal to 50 bullet-like elements, 1 bullet-like element is consumed for every 2 bullet-like elements fired. In the case where the remaining number of bullet-like elements of the equipment is between 20 and 50, 1 bullet-like element is consumed for every 4 bullet-like elements fired. In the case where the remaining number of bullet-like elements of the equipment is between 1 and 20, 1 bullet-like element is consumed for every 10 bullet-like elements fired. In the case where the remaining number of bullet-like elements of the equipment is 0, the bullet-like elements are fired without consuming the equipped bullet-like elements.
[0175] By determining the degree of consumption reduction according to the remaining number of bullet-like elements of the equipment, the less the remaining number, the higher the degree of consumption reduction, which can encourage the user to continuously perform the shooting operation, reduce the user's execution of operations such as changing the magazine due to the small remaining number, and improve the continuity of the shooting operation, thereby improving human-computer interaction efficiency.
[0176] The method provided by the embodiments of the present application can dynamically adjust the degree of consumption reduction by consuming the second number of bullet-like elements according to the dynamic reduction frequency when firing the bullet-like elements, and can improve the flexibility of the consumption reduction mode.
[0177] The first reduction condition is related to at least one of the shooting operation, the shooting prop, and the master virtual object.
[0178] In some embodiments, the first reduction condition includes, but is not limited to, at least one of the shooting operation meeting a hit condition, the shooting operation meeting a time condition, the shooting prop meeting a prop state condition, and the master virtual object meeting an object state condition.
[0179] Among them, the hit condition is used to determine the hit situation of the shooting operation, the time condition is used to determine the operation time of the shooting operation, the prop state condition is used to determine the prop state of the shooting prop, and the object state condition is used to determine the object state of the master virtual object.
[0180] Optionally, the first exemption condition comprises at least one of the following:
[0181] There is no first virtual object in the virtual scene that is hit by the shooting operation;
[0182] The shooting operation is within a first time period;
[0183] The shooting operation is within a first time period after hitting the second virtual object;
[0184] The attribute value of the master virtual object is less than a preset first attribute value threshold;
[0185] The number of bullet-like elements equipped in the shooting prop is zero.
[0186] Optionally, the above-mentioned multiple exemption consumption manners can be combined with at least one of the above-mentioned multiple first exemption conditions, and the embodiments of the present application do not limit this.
[0187] The multiple first exemption conditions provide multiple situations in which the number of consumed bullet-like elements can be reduced when the number of emitted bullet-like elements is reduced, enrich the scenarios of using the exemption consumption manner, and improve the flexibility of using the exemption consumption manner, thereby further reducing the limitation of the capacity of the shooting prop on the shooting operation, providing operation space for continuous shooting for the player, improving the flexibility and continuity of the shooting operation, and improving the human-computer interaction efficiency.
[0188] In some embodiments, when the shooting operation meets the hit condition, the master virtual object is controlled to emit a first number of bullet-like elements using the shooting prop and consume a second number of equipped bullet-like elements.
[0189] Taking the hit condition comprising no first virtual object in the virtual scene that is hit by the shooting operation as an example, when there is no first virtual object in the virtual scene that is hit by the shooting operation, the master virtual object is controlled to emit a first number of bullet-like elements using the shooting prop and consume zero number of equipped bullet-like elements; from the shooting operation hitting the first virtual object, the master virtual object is controlled to emit the first number of bullet-like elements and consume the first number of equipped bullet-like elements.
[0190] Optionally, after the bullet-like elements equipped in the shooting prop are consumed, the shooting prop is re-equipped with bullet-like elements by replacing the virtual magazine, and the hit condition judgment is updated, that is, after replacing the virtual magazine, the hit condition is automatically met, it is determined that there is no first virtual object in the virtual scene that is hit by the shooting operation, until the first virtual object is hit again based on the replaced virtual magazine.
[0191] The hit virtual object is not consumed before the bullet type element of the equipment, the hit virtual object is provided with the fault tolerance space of the shooting operation, the effective consumption of the bullet type element is guaranteed, and the human-computer interaction efficiency is improved.
[0192] The hit condition includes the shooting operation hitting the second virtual object, and in the case of the shooting operation hitting the second virtual object, the first number of bullet type elements are fired by the shooting prop and the equipped zero number of bullet type elements are consumed within the preset shooting number of times or the first time length.
[0193] The hit virtual object is not consumed before the bullet type element of the equipment, the hit virtual object is provided with the fault tolerance space of the shooting operation, the effective consumption of the bullet type element is guaranteed, and the human-computer interaction efficiency is improved.
[0194] In some embodiments, in the case that the shooting operation meets the time condition, the first number of bullet type elements are fired by the shooting prop and the second number of equipped bullet type elements are consumed.
[0195] The time condition includes the shooting operation within the first time period, and in the case of the shooting operation within the first time period, the first number of bullet type elements are fired by the shooting prop and the second number of equipped bullet type elements are consumed.
[0196] By reducing the consumption of bullet type elements within the first time period, the consumption of bullet type elements is delayed, the duration of the shooting operation is increased, and in the process of continuous shooting, the capacity limit of the shooting prop can be greatly broken, the continuity of the shooting operation is improved, the magazine replacement operation is reduced, and the human-computer interaction efficiency is improved.
[0197] In some embodiments, in the case that the shooting prop meets the prop state condition, the first number of bullet type elements are fired by the shooting prop and the second number of equipped bullet type elements are consumed.
[0198] The prop state condition includes the number of equipped bullet type elements in the shooting prop being zero, and in the case that the number of equipped bullet type elements in the shooting prop is zero, the first number of bullet type elements are fired by the shooting prop and the zero number of equipped bullet type elements are consumed.
[0199] Optionally, the bullet type elements are not consumed within the first time length or the preset shooting number of times from the equipped bullet type elements being consumed.
[0200] The capacity limit of the shooting prop is broken by shooting the bullet-like elements without consuming the bullet-like elements when the bullet-like elements equipped in the shooting prop are consumed, so that the user experience is improved.
[0201] In some embodiments, the host virtual object is controlled to shoot the first number of bullet-like elements using the shooting prop and consume the second number of bullet-like elements equipped when the host virtual object meets the object state condition.
[0202] For example, when the attribute value of the host virtual object is less than the first attribute value threshold, the host virtual object is controlled to shoot the first number of bullet-like elements using the shooting prop and consume zero bullet-like elements equipped.
[0203] By reducing or exempting the consumption of bullet-like elements in a specific object state of the host virtual object, the user's probability of counter-killing in the low-blood state of the host virtual object is improved, the user's operation desire is stimulated, and the user experience is improved.
[0204] It is worth noting that the above-mentioned combination of the first exemption condition and the exemption consumption method is only an example, and the present application does not limit it.
[0205] In some embodiments, after the first exemption condition is ended, the host virtual object is controlled to shoot the first number of bullet-like elements using the shooting prop and consume the third number of bullet-like elements equipped, and the third number is greater than or equal to the first number.
[0206] For example, when the first exemption condition is met, the host virtual object is controlled to shoot 2 bullet-like elements using the shooting prop and consume 1 bullet-like element; after the first exemption condition is ended, the host virtual object is controlled to shoot 2 bullet-like elements using the shooting prop and consume 4 bullet-like elements.
[0207] In some embodiments, the bullet-like elements shot by consuming the third number of bullet-like elements equipped are enhanced based on the third number.
[0208] Optionally, the third number is a first multiple of the first number, and the difference between the second number and the first number is positively correlated with the first multiple.
[0209] That is, the consumption of bullet-like elements is delayed, the consumption of bullet-like elements is exempted when the first exemption condition is met, and the bullet-like elements accumulated when the consumption of bullet-like elements is exempted are consumed in multiples after the first exemption condition is ended.
[0210] Illustratively, the bullet-type elements are exempted from consumption in the first time period, and after the first time period ends, the bullet-type elements accumulated during the exemption from consumption are consumed in multiples.
[0211] The method provided by the embodiments of the present application can encourage the user to continuously perform the shooting operation in the first time period, and can maintain the firepower output after the first time period ends by enhancing the hit effect through the multiple consumption of the bullet-type elements, thereby improving the continuity and effectiveness of the shooting operation, improving the human-computer operation efficiency, and balancing the consumption of the bullet-type elements between the triggering and invalidation of the first exemption condition.
[0212] Illustratively, referring to FIG. 5, FIG. 5 is a schematic diagram of the first exemption from consumption provided by an example embodiment of the present application, as shown in FIG. 5, in the case where the first exemption condition is met, the first exemption from consumption is adopted, and the main control virtual object is controlled to use the shooting prop to emit the first number of bullet-type elements and consume the second number of bullet-type elements equipped.
[0213] Specifically, the first exemption condition includes but is not limited to at least one of conditions 511 to 515, condition 511 includes that there is no first virtual object hit by the shooting operation in the virtual scene, condition 512 includes that the shooting operation is in the first time period, condition 513 includes that the shooting operation hits the second virtual object within a first time length, condition 514 includes that the attribute value of the main control virtual object is less than a pre-set first attribute value threshold, and condition 515 includes that the number of bullet-type elements equipped in the shooting prop is zero.
[0214] The first exemption from consumption includes but is not limited to modes 521 to 523, mode 521 includes controlling the main control virtual object to use the shooting prop to emit the first number of bullet-type elements and consume zero bullet-type elements, mode 522 includes controlling the main control virtual object to use the shooting prop to emit the first number of bullet-type elements and consume the second number of bullet-type elements equipped according to the first exemption ratio, and mode 523 includes controlling the main control virtual object to use the shooting prop to emit the first number of bullet-type elements and consume the second number of bullet-type elements equipped according to the dynamic exemption frequency.
[0215] Step 232, in the case where the second exemption condition is met, the main control virtual object is controlled to emit the first number of bullet-type elements and consume the attribute value or the prop element.
[0216] The attribute value is the object attribute data of the main control virtual object.
[0217] Optionally, the attribute value includes but is not limited to at least one of the life value, the physical value, and the magic value of the main control virtual object.
[0218] The second exemption condition is used to indicate that the bullet-type element is fired in a manner of consuming other elements except the bullet-type element.
[0219] By firing the bullet-type element by consuming other elements, the bullet-type element of the equipment is exempted from being consumed, which can break the limitation of the capacity of the shooting prop on continuous shooting, improve the continuity of the shooting operation, improve the human-computer interaction efficiency, reduce the number of reloading of the master virtual object in the combat process, improve the fault tolerance rate of the master virtual object in the combat process, thereby improving the user experience of the player, ensuring the duration of the virtual game participated by the player, and avoiding the consumption of computing resources between the client and the server for creating a new virtual game due to the frequent creation of virtual games by the player.
[0220] Optionally, the other elements include attribute values or prop elements, which are not limited in the embodiments of the application.
[0221] Suppose that the bullet-type element equipped by the shooting prop belongs to a first type of bullet-type element, and in the case of satisfying the second exemption condition, the master virtual object is controlled to fire a first number of bullet-type elements and consume a second type of bullet-type element, the second type of bullet-type element being different from the first type of bullet-type element held by the master virtual object, and the second type of bullet-type element being unavailable for the shooting prop in the case of not satisfying the second exemption condition.
[0222] In the case of satisfying the second exemption condition, at least the following three cases are included:
[0223] The first case is that the master virtual object is controlled to fire a first number of bullet-type elements, and attribute values are consumed according to a first conversion ratio between the bullet-type elements and the attribute values.
[0224] The first conversion ratio is used to indicate the number of attribute values consumed by firing a unit number of bullet-type elements.
[0225] Optionally, the first conversion ratio can be preset by the user, preset by the application based on the type of the shooting prop or the type of the bullet-type element, or dynamically determined by the application.
[0226] Illustratively, the master virtual object is controlled to fire one bullet-type element, and four points of life values are consumed according to the first conversion ratio between the bullet-type element and the life values.
[0227] The method provided by the embodiment of the application can continue to emit bullet-like elements under the condition that the bullet-like elements are consumed, break through the capacity limit of the shooting prop, provide operation space for continuous shooting for the player, enable the player to more flexibly adopt various tactical strategies, increase game positive feedback, and thus improve the player experience.
[0228] In the case that the first conversion ratio is dynamically determined, optionally, the first conversion ratio has a corresponding relationship with the remaining attribute value of the master virtual object, or the first conversion ratio has a corresponding relationship with the hit rate of the emitted bullet-like elements, or the first conversion ratio has a corresponding relationship with the hit position of the emitted bullet-like elements, or the first conversion ratio has a corresponding relationship with the operation number of the shooting operation.
[0229] Taking the case that the first conversion ratio has a corresponding relationship with the remaining attribute value of the master virtual object as an example, the first conversion ratio and the remaining attribute value are positively correlated, that is, the higher the remaining attribute value, the higher the first conversion ratio, and the higher the attribute value consumed by the emission of a unit number of bullet-like elements.
[0230] Taking the case that the first conversion ratio has a corresponding relationship with the hit rate (or hit condition) of the emitted bullet-like elements as an example, the first conversion ratio and the hit rate are negatively correlated, that is, the higher the hit rate, the higher the first conversion ratio, and the less the attribute value consumed by the emission of a unit number of bullet-like elements, or the first conversion ratio when the emitted bullet-like elements hit the first virtual object in the virtual scene is higher than the first conversion ratio when the emitted bullet-like elements do not hit the first virtual object.
[0231] Taking the case that the first conversion ratio has a corresponding relationship with the hit position of the emitted bullet-like elements as an example, the first conversion ratio is related to the hit position type, that is, the first conversion ratio when the virtual object is hit in the head is higher than the first conversion ratio when the virtual object is hit in the body.
[0232] Taking the case that the first conversion ratio has a corresponding relationship with the operation number of the shooting operation as an example, in the process of emitting bullet-like elements by consuming attribute values, the first conversion ratio and the operation number of the shooting operation are positively correlated, that is, the more the operation number of the shooting operation, the higher the first conversion ratio, and the higher the attribute value consumed by the emission of a unit number of bullet-like elements, for example, after the equipped bullet-like elements are consumed, the first shooting operation emits one bullet-like element to consume one point of life value, the second shooting operation emits one bullet-like element to consume two points of life value, the third shooting operation emits one bullet-like element to consume three points of life value, and so on.
[0233] It is worth noting that the above first conversion ratio is only an example, and the embodiment of the application is not limited in this regard.
[0234] The method provided by the embodiments of the present application dynamically determines the first conversion ratio based on multiple corresponding relationships, enriches the determination manner of the first conversion ratio, improves the flexibility of the first conversion ratio, indirectly improves the probability of emitting the bullet-like element by consuming the attribute value, and improves the human-computer interaction efficiency.
[0235] Secondly, in the case that the remaining attribute value of the master virtual object decreases to the remaining attribute value threshold, the attribute value of the master virtual object is locked; the master virtual object is controlled to continue emitting the bullet-like element, and the consumed attribute value is zero.
[0236] In some embodiments, in order to prevent the attribute value of the master virtual object from being too low due to the emission of the bullet-like element by consuming the attribute value, the lower limit of the attribute value of the master virtual object can be locked based on the remaining attribute value threshold, that is, when the bullet-like element is emitted by consuming the attribute value, the remaining attribute value is locked to be not lower than the remaining attribute value threshold.
[0237] For example, the life value threshold is 40 points in advance, when the remaining life value is greater than or equal to 44 points, 1 bullet-like element is emitted to consume 4 life values, when the remaining life value is between 41 and 43 points, 1 bullet-like element is emitted to consume life values until the remaining life value is 40 points, and when the remaining life value is less than or equal to 40 points, 1 bullet-like element is emitted without consuming life values.
[0238] In some embodiments, in the case that the remaining attribute value of the master virtual object decreases to a preset proportion of the total attribute value, the master virtual object is controlled to continue emitting the bullet-like element, and the consumed attribute value is zero.
[0239] For example, when the life value decreases to 40% of the total life value, the master virtual object is controlled to continue emitting the bullet-like element without consuming life values.
[0240] Optionally, when the total attribute value changes, the remaining attribute value locked based on the preset proportion also changes. For example, when the total attribute value is 100 points, the remaining attribute value is locked when the attribute value decreases to 40 points based on the preset proportion of 40%; when the total attribute value increases to 120 points along with the upgrade of the master virtual object, the remaining attribute value is locked when the attribute value decreases to 48 points based on the preset proportion of 40%.
[0241] In some embodiments, the preset algorithm can be bound to the prop chip, and the prop chip parameters such as the remaining attribute value threshold or the preset proportion are set in the configuration control of the prop chip based on the preset algorithm, which are used to indicate the remaining attribute value that needs to be locked based on the consumption of the attribute value by the prop chip.
[0242] The method provided by the embodiment of the application can lock the residual attribute value based on the residual attribute value threshold, and the attribute value is not consumed when the bullet type element is fired, thereby breaking through the capacity limit of the shooting prop, helping the user to control the residual attribute value of the master virtual object, avoiding the residual attribute value being too low due to continuous shooting, improving the controllability of the consumed attribute value of continuous shooting, and thereby improving the human-computer interaction efficiency and user experience.
[0243] Thirdly, the master virtual object is controlled to fire the first number of bullet type elements, and the prop elements are consumed according to the second conversion ratio between the bullet type elements and the prop elements.
[0244] The second conversion ratio is used to indicate the number of prop elements consumed by firing a unit number of bullet type elements.
[0245] Optionally, the second conversion ratio can be preset by the user, preset by the application program based on the shooting prop type, the bullet type element type, the prop element type, or dynamically determined by the application program.
[0246] Illustratively, the master virtual object is controlled to fire 2 bullet type elements, and 1 prop element is consumed according to the second conversion ratio between the bullet type elements and the prop elements.
[0247] The method provided by the embodiment of the application can continue to fire the bullet type elements under the condition that the bullet type elements are consumed, break through the capacity limit of the shooting prop, provide the operation space for continuous shooting for the player, enable the player to more flexibly adopt various tactical strategies, increase the game positive feedback, and thereby improve the player experience.
[0248] Taking the second conversion ratio being dynamically determined by the application program as an example, optionally, the second conversion ratio has a corresponding relationship with the element type of the prop element; or the second conversion ratio has a corresponding relationship with the hit rate of the fired bullet type element; or the second conversion ratio has a corresponding relationship with the hit position of the fired bullet type element.
[0249] Taking the second conversion ratio having a corresponding relationship with the element type of the prop element as an example, illustratively, the prop element A is a virtual prop for restoring the life value of the master virtual object, the prop element B is a virtual prop for improving the attack force of the master virtual object, and the second conversion ratio corresponding to the prop element A is lower than that of the prop element B, that is, the number of prop element A consumed by firing a unit number of bullet type elements is less than that of the prop element B. For example, the master virtual object is controlled to fire 4 bullet type elements to consume 1 prop element A, or the master virtual object is controlled to fire 1 bullet type element to consume 1 prop element B.
[0250] Optionally, the second conversion ratio is in a corresponding relationship with an element level of the prop element (or a prop strength, etc.), for example, the second conversion ratio is in a negative correlation relationship with the element level, that is, the higher the element level of the prop element, the lower the second conversion ratio, and the fewer the number of prop elements consumed by the emission of a unit number of bullet-type elements.
[0251] The second conversion ratio is in a corresponding relationship with a hit rate (or a hit situation) of the emitted bullet element, for example, the second conversion ratio is in a negative correlation relationship with the hit rate, that is, the higher the hit rate, the higher the second conversion ratio, and the more the number of prop elements consumed by the emission of a unit number of bullet-type elements; or the second conversion ratio when the emitted bullet-type element hits the first virtual object in the virtual scene is higher than the second conversion ratio when the emitted bullet-type element does not hit the first virtual object in the virtual scene.
[0252] For example, the second conversion ratio is in a corresponding relationship with a hit position of the emitted bullet-type element, for example, the second conversion ratio is related to a hit position type, that is, the second conversion ratio when the virtual object is hit in the head is higher than the second conversion ratio when the virtual object is hit in the body.
[0253] For example, the second conversion ratio is in a corresponding relationship with the number of shooting operations, for example, in the process of emitting bullet-type elements by consuming prop elements, the second conversion ratio is in a positive correlation relationship with the number of shooting operations, that is, the more the number of shooting operations, the higher the second conversion ratio, and the more the number of prop elements consumed by the emission of a unit number of bullet-type elements, for example, after the equipped bullet-type elements are consumed, the first shooting operation emits one bullet-type element and consumes one prop element, the second shooting operation emits one bullet-type element and consumes two prop elements, the third shooting operation emits one bullet-type element and consumes three prop elements, and so on.
[0254] It is worth noting that the above-mentioned second conversion ratio is only an example, and the embodiments of the present application are not limited thereto.
[0255] The method provided by the embodiments of the present application dynamically determines the second conversion ratio based on a plurality of corresponding relationships, enriches the determination mode of the second conversion ratio, improves the flexibility of the second conversion ratio, indirectly improves the probability of emitting bullet-type elements by consuming prop elements, and improves the human-computer interaction efficiency.
[0256] The second reduction condition is related to at least two of the shooting operation, the shooting prop, and the master virtual object.
[0257] In some embodiments, the second reduction condition includes, but is not limited to, at least one of the shooting operation meeting a time condition, the shooting prop meeting a prop state condition, the master virtual object meeting an object state condition, and the prop element meeting an element state condition.
[0258] The time condition is used to determine the operation time of the shooting operation, the prop state condition is used to determine the prop state of the shooting prop, the object state condition is used to determine the object state of the master virtual object, and the element state condition is used to determine the possession of the prop element by the master virtual object.
[0259] Optionally, the second exemption condition includes at least one of the following:
[0260] The number of bullet-like elements equipped in the shooting prop is zero;
[0261] The attribute value of the master virtual object is greater than a second attribute value threshold;
[0262] The number of prop elements is greater than a first number threshold;
[0263] The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation on the prop element is received;
[0264] The shooting operation is within a first time period.
[0265] Optionally, the multiple exemption consumption manners can be combined with at least one of the multiple second exemption conditions, and the embodiments of the present application do not limit this.
[0266] The method provided by the embodiments of the present application provides multiple exemption consumption manners for the user to consume the attribute value or the prop element to emit the bullet-like element through multiple second exemption conditions, enriches the scene of using the exemption consumption manner, improves the flexibility of using the exemption consumption manner, thereby further reducing the limitation of the capacity of the shooting prop on the shooting operation, providing operation space for the player to continuously shoot, improving the flexibility and continuity of the shooting operation, and improving the human-computer interaction efficiency.
[0267] In some embodiments, when the shooting operation meets the time condition, the master virtual object is controlled to emit a first number of bullet-like elements and consume the attribute value or the prop element.
[0268] Taking the time condition as an example, when the shooting operation is within a first time period, the master virtual object is controlled to emit a first number of bullet-like elements and consume the attribute value or the prop element.
[0269] By exempting the consumption of the bullet-like element within the first time period, the consumption of the bullet-like element is delayed, the duration of the shooting operation is increased, the capacity limitation of the shooting prop is greatly broken in the continuous shooting process, the continuity of the shooting operation is improved, the operations such as magazine replacement are reduced, and the human-computer interaction efficiency is improved.
[0270] In some embodiments, the first number of bullet-like elements are fired and the attribute value or the prop element is consumed when the shooting prop meets a prop state condition.
[0271] For example, when the number of bullet-like elements equipped in the shooting prop is zero, the first number of bullet-like elements are fired and the attribute value or the prop element is consumed.
[0272] Optionally, the attribute value or the prop element is consumed within a first time length since the equipped bullet-like elements are consumed or a preset number of shooting times.
[0273] By firing the bullet-like elements by consuming the attribute value or the prop element when the bullet-like elements equipped in the shooting prop are consumed, the capacity limit of the shooting prop is broken, the user experience is improved by avoiding missing the killing opportunity due to the need to replace the magazine when the bullet-like elements are consumed in the case of enemy residual blood, etc.
[0274] In some embodiments, the first number of bullet-like elements are fired and the attribute value or the prop element is consumed when the host virtual object meets an object state condition.
[0275] For example, when the attribute value of the host virtual object is greater than a preset second attribute value threshold, the first number of bullet-like elements are fired and the attribute value is consumed.
[0276] By firing the bullet-like elements by consuming the attribute value when the attribute value of the host virtual object is in a good state, a conversion mode of the attribute value and the bullet-like elements is provided, the utilization rate of the attribute value is improved, the attribute value can be effectively utilized to fire the bullet-like elements, the shooting operation continuity is improved, the tactical strategy selection in the shooting battle is expanded, and the user experience is improved.
[0277] In some embodiments, the first number of bullet-like elements are fired and the prop element is consumed when the prop element meets an element state condition.
[0278] For example, when the number of prop elements is greater than a first number threshold, the first number of bullet-like elements are fired and the prop element is consumed.
[0279] The conversion manner of the prop element and the bullet element is provided by consuming the prop element to emit the bullet element when the prop element is sufficient, the utilization rate of the prop element is improved, the prop element can be effectively utilized to emit the bullet element, meanwhile, the virtual storage space occupied by excessive prop elements is reduced, the shooting operation continuity is improved, the tactical strategy selection in the shooting battle is expanded, and the user experience is improved.
[0280] In some embodiments, the first number of bullet elements are emitted and the prop element is consumed when the master virtual object meets the object state condition and the prop element meets the element state condition.
[0281] For example, the object state condition includes that the attribute value of the master virtual object is less than a second attribute value threshold, and the element state condition includes that the activation operation on the prop element is received, the first number of bullet elements are emitted and the prop element is consumed when the attribute value of the master virtual object is less than the second attribute value threshold and the activation operation on the prop element is received.
[0282] The bullet element is emitted by consuming the prop element based on the object state condition and the element state condition at the same time, the prop element can still be consumed to emit the bullet element while avoiding the master virtual object from consuming too much attribute value, the continuity of the emission operation is ensured, and the human-computer interaction efficiency is improved.
[0283] It should be noted that the combination type of the second reduction condition and the reduction consumption manner described above is only an example, and the present application is not limited in this regard.
[0284] For example, the second reduction condition includes at least one of conditions 611 to 615, the condition 611 includes that the number of bullet elements equipped in the shooting prop is zero, the condition 612 includes that the attribute value of the master virtual object is greater than a second attribute value threshold, the condition 613 includes that the number of prop elements is greater than a first number threshold, the condition 614 includes that the attribute value of the master virtual object is less than the second attribute value threshold and the activation operation on the prop element is received, and the condition 615 includes that the shooting operation is within a first time period.
[0285] Specifically, the second reduction condition includes but is not limited to at least one of conditions 611 to 615, the condition 611 includes that the number of bullet elements equipped in the shooting prop is zero, the condition 612 includes that the attribute value of the master virtual object is greater than a second attribute value threshold, the condition 613 includes that the number of prop elements is greater than a first number threshold, the condition 614 includes that the attribute value of the master virtual object is less than the second attribute value threshold and the activation operation on the prop element is received, and the condition 615 includes that the shooting operation is within a first time period.
[0286] The second consumption reduction mode includes, but is not limited to, modes 621-623. Mode 621 includes controlling the master virtual object to emit a first number of bullet-type elements, and consuming attribute values according to a first conversion ratio between the bullet-type elements and the attribute values. Mode 622 includes, in a case where the remaining attribute values of the master virtual object decrease to a remaining attribute value threshold, locking the attribute values of the master virtual object, controlling the master virtual object to continue emitting bullet-type elements, and consuming zero attribute values. Mode 623 includes controlling the master virtual object to emit a first number of bullet-type elements, and consuming prop elements according to a second conversion ratio between the bullet-type elements and the prop elements.
[0287] In summary, the method provided by the embodiments of the present application provides multiple consumption reduction modes, which can reduce the bullet-type elements consumed when the bullet-type elements are emitted based on different consumption reduction modes under different reduction conditions, reduce the influence of the shooting prop capacity on the continuous shooting operation, improve the continuity of the shooting operation, and improve the efficiency of human-computer interaction.
[0288] In some embodiments, the consumption reduction mode needs to be acquired.
[0289] Optionally, the consumption reduction mechanism can be acquired by equipping the shooting prop with a specified prop accessory, can be acquired by unlocking a specified talent skill of the master virtual object, can be acquired by using a specified virtual resource to empower the equipped bullet-type elements, and the like, which are not limited by the embodiments of the present application.
[0290] Taking the consumption reduction mechanism acquired through the prop accessory as an example, refer to FIG. 7, which shows a flowchart of a consumption reduction method based on a prop accessory provided by an example embodiment of the present application. The method can be executed by a terminal, can be executed by a server, or can be executed by both the terminal and the server. The embodiments of the present application take the method executed by the terminal as an example for illustration, as shown in FIG. 7, the method includes the following steps:
[0291] Step 710: controlling the master virtual object to acquire a prop accessory in a virtual scene.
[0292] The prop accessory is used to provide the master virtual object with a consumption reduction mode of bullet-type elements.
[0293] Optionally, the acquisition mode of the prop accessory includes, but is not limited to, at least one of the following:
[0294] The first kind is to control the master virtual object to acquire the prop accessory in the virtual scene in response to receiving a pickup operation on the prop accessory in the virtual scene.
[0295] Optionally, the prop accessory in the virtual scene can be automatically refreshed in the virtual scene, can be dropped by another virtual object, or can be preset by the host virtual object, and the embodiments of the present application do not limit this.
[0296] Secondly, in response to receiving an exchange operation for the prop accessory, the host virtual object is controlled to consume the first virtual resource to exchange for the prop accessory.
[0297] Illustratively, the prop accessory A needs to consume a preset number of first virtual resources to exchange for, when the number of first virtual resources held by the host virtual object reaches the preset number, the host virtual object can be controlled to consume the first virtual resource to exchange for the prop accessory A through the exchange operation for the prop accessory A.
[0298] By consuming virtual resources to exchange for prop accessories, the fairness in the virtual game can be improved, and the user experience of the player can be improved, and the resource ecology in the virtual game can be balanced.
[0299] Thirdly, in response to the host virtual object meeting the unlocking condition, the host virtual object is controlled to unlock the prop accessory.
[0300] Optionally, the unlocking condition includes, but is not limited to, at least one of the following: an attribute value of the host virtual object reaches a preset unlocking threshold, the host virtual object completes a preset unlocking task, and the host virtual object moves to a preset range in the virtual scene, and the embodiments of the present application do not limit this.
[0301] Illustratively, in response to the host virtual object winning in a specified virtual game, the host virtual object is controlled to unlock the prop accessory.
[0302] By preset unlocking conditions to obtain prop accessories, the fairness in the virtual game can be improved, and the user experience of the player can be improved, and the resource ecology in the virtual game can be balanced.
[0303] It is worth noting that the above-mentioned prop accessory obtaining method is only an example, and the embodiments of the present application do not limit this.
[0304] The method provided by the embodiments of the present application provides multiple ways to obtain prop accessories, enriches the situation of obtaining and reducing consumption, improves the use probability of the reduction and consumption method, reduces the development resources of wasted prop accessories, and improves the resource utilization rate.
[0305] Step 720, receiving a configuration operation for the prop accessory.
[0306] The configuration operation is used to equip the shooting prop with the prop accessory.
[0307] Optionally, the configuration operation can be triggered automatically when the prop accessory is acquired, or can be a selection operation on a first prop accessory in the at least one candidate prop accessory, and the like, which are not limited in the embodiments of the present application.
[0308] In some embodiments, the shooting prop can be equipped with at least one prop accessory.
[0309] The shooting prop corresponds to an equipment quantity threshold of the prop accessory, and the equipment quantity threshold is used to indicate a maximum number of prop accessories that can be equipped by the shooting prop.
[0310] Optionally, the equipment quantity threshold can be preset by a user, can be determined based on an attribute value (for example, an object level) of the host virtual object, can be determined based on a type of the shooting prop, and can be determined based on a type of the prop accessory, which are not limited in the embodiments of the present application.
[0311] Step 730: In a case where the prop accessory corresponds to a reduction condition, the host virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements and consume a second number of bullet-like elements that have been equipped.
[0312] In some embodiments, different prop accessories correspond to different reduction conditions and reduction consumption manners.
[0313] Optionally, step 730 includes at least one of the following two cases:
[0314] The first prop accessory corresponds to a first reduction condition, and in a case where the shooting prop is equipped with the first prop accessory, the host virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements and consume a second number of bullet-like elements that have been equipped, when the first reduction condition is met.
[0315] Illustratively, taking a first chip included in the first prop accessory as an example, the first chip is used to enable the shooting prop to acquire a fault tolerance capability, and after the shooting prop is equipped with the first chip, based on the fault tolerance capability, in a case where there is no first virtual object hit by a shooting operation in the virtual scene, the host virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements and consume zero bullet-like elements; from the shooting operation hitting the first virtual object, the host virtual object is controlled to use the shooting prop to emit a first number of bullet-like elements and consume a first number of bullet-like elements, that is, from the shooting operation hitting the first virtual object, the fault tolerance capability is invalid.
[0316] After the failure of the fault-tolerant capability, the bullet-type elements are consumed according to the number of the bullet-type elements fired, and after the bullet-type elements equipped in the shooting prop are consumed, the virtual magazine needs to be replaced, and the shooting prop is re-equipped with bullet-type elements. In the case where the shooting prop does not cancel the first chip, after the shooting prop replaces the virtual magazine, the shooting prop reacquires the fault-tolerant capability based on the first chip.
[0317] The second prop accessory corresponds to a second exemption condition. When the shooting prop is equipped with the second prop accessory, in the case where the second exemption condition is met, the control host virtual object fires a first number of bullet-type elements and consumes attribute values or prop elements.
[0318] Illustratively, taking the second prop accessory as an example, the second prop accessory includes a second chip for enabling the shooting prop to acquire a second capability (such as a blood immersion capability) for enabling the shooting prop to continue firing bullet-type elements by consuming the life value of the control host virtual object in the case where the bullet-type elements are consumed.
[0319] After the shooting prop is equipped with the second chip, in the case where the number of bullet-type elements equipped in the shooting prop is zero, the control host virtual object fires a first number of bullet-type elements and consumes life values, wherein each firing of 1 bullet-type element consumes 4 points of life values, the remaining life values consumed based on the blood immersion function are not less than 40 points, when the remaining life values are less than 44 points, 1 bullet-type element consumes 1 to 3 points of life values to reach 40 points of remaining life values, and when the remaining life values decrease to 40 points, the firing of bullet-type elements does not consume life values.
[0320] In some embodiments, in the case where the bullet-type elements are fired and the attribute values are consumed, the attribute values of the control host virtual object are recovered at an attribute recovery rate.
[0321] Optionally, the attribute recovery rate can be a pre-set fixed recovery rate, or a dynamically determined recovery rate.
[0322] Illustratively, taking the above-mentioned second chip as an example, after the blood immersion function is acquired by equipping the shooting prop with the second chip, in the case where the life values are consumed when the bullet-type elements are fired, the life values are recovered at a recovery rate of 5 points per second after the control host virtual object stops shooting for 3 seconds.
[0323] The recovery threshold of the automatic recovery is consistent with the number of life values consumed based on the blood immersion function.
[0324] Specifically, the timer is started when the shooting operation ends, and if the timer reaches 3 seconds, the life value is automatically restored at a recovery rate of 5 points per second; if a shooting operation is received during the restoration process, the automatic restoration is interrupted and the timer is restarted when the shooting operation ends; if no shooting operation is received during the restoration process, the life value is restored according to the restoration quantity threshold. If the timer does not reach 3 seconds, continue timing, and if a shooting operation is received before the timer reaches 3 seconds, interrupt the current timing and restart the timer when the shooting operation ends.
[0325] The method provided by the embodiments of the present application can enable the consumption reduction mode based on the consumption of the attribute value to be more continuously executed, enable the attribute value to be a sustainable consumption resource instead of the bullet-like element, reduce the consumption of the bullet-like element, continuously break through the limitation of the shooting prop capacity, improve the sustainable space of the shooting operation, improve the flexibility of user operation, and improve the human-computer interaction rate.
[0326] Taking the attribute recovery rate as a dynamically determined recovery rate, the attribute recovery rate can be positively correlated with the damage value caused by the first number of bullet-like elements, or the attribute recovery rate can be negatively correlated with the moving speed of the master virtual object, or the attribute recovery rate can be positively correlated with the duration of the restoration process.
[0327] Taking the attribute recovery rate positively correlated with the damage value caused by the first number of bullet-like elements as an example, the damage value is related to the hit situation, wherein the damage value caused by hitting the first virtual object is higher than the damage value caused by not hitting the first virtual object, for example, the damage value caused by not hitting the first virtual object is zero, or the bullet-like element causes range damage within a pre-set range of the first virtual object, and the damage value corresponding to the range damage is usually lower than the damage value caused by hitting the first virtual object; the damage value caused by hitting a specified part (for example, the head) of the first virtual object is higher than the damage value caused by hitting other parts.
[0328] By determining the recovery rate based on the damage value caused by the first number of bullet-like elements, the user can be encouraged to improve the damage value of the shooting operation to strive for a higher recovery rate, thereby improving the effectiveness of the shooting operation and improving the human-computer interaction efficiency.
[0329] Taking the attribute recovery rate negatively correlated with the moving speed of the master virtual object as an example, the faster the moving speed of the master virtual object, the slower the recovery rate.
[0330] By determining the recovery rate based on the moving speed of the master virtual object, the action of the master virtual object during the attribute value restoration process can be limited, the user can be prevented from consuming and restoring the attribute value without limitation, and the antagonistic property can be improved.
[0331] Illustratively, the attribute recovery rate is positively correlated with the duration of the recovery process. When the host virtual object shoots, the recovery process is interrupted. The longer the duration of the recovery process, the faster the attribute recovery rate. For example, when the recovery process lasts for less than 3 seconds, the attribute value is recovered at a first recovery rate; when the recovery process lasts for 3 to 5 seconds, the attribute value is recovered at a second recovery rate; and when the recovery process lasts for more than 5 seconds, the attribute value is recovered at a third recovery rate. The first recovery rate, the second recovery rate, and the third recovery rate are arranged in ascending order.
[0332] By determining the recovery rate based on the duration of the recovery process, the user can adopt different recovery strategies more flexibly. When there is a large amount of attribute value left, a short recovery process can be maintained to continue shooting operation in time. When there is a small amount of attribute value left, a recovery process with a long duration can be used to recover as much attribute value as possible, and the faster the recovery speed is, the more flexible the recovery of the attribute value is.
[0333] It is worth noting that the above-mentioned dynamic determination of the attribute recovery rate is only an example, and the embodiments of the present application are not limited thereto.
[0334] The method provided by the embodiments of the present application provides a dynamic determination of multiple recovery rates, improves the flexibility of attribute value recovery, expands the user's strategy decision space based on attribute value recovery, and improves the user experience.
[0335] In some embodiments, the shooting method based on a virtual scene provided by the embodiments of the present application further includes a display process of an element consumption identifier.
[0336] In the case of meeting the exemption condition, the element consumption identifier is displayed.
[0337] The element consumption identifier is used to indicate that the host virtual object uses the shooting prop to emit the bullet element in a reduced consumption manner.
[0338] The element consumption identifier indicates whether the exemption condition is met, so that the player can quickly determine whether the exemption condition is met during the use of the shooting prop, and then has a better allocation strategy for the remaining bullet element, thereby improving the information transmission efficiency.
[0339] Optionally, different element consumption identifiers are displayed based on different exemption conditions.
[0340] In some embodiments, based on the first exemption condition and the second exemption condition, at least the following two cases are included:
[0341] In the first case, the first consumption identifier is displayed in the case of meeting the first exemption condition.
[0342] The first consumption identifier is used to indicate a second number corresponding to the current shooting operation.
[0343] Illustratively, according to the first prop accessory corresponding to the first reduction condition, taking the first chip as an example, as shown in FIG. 8, the virtual scene 800 includes a master virtual object 801 and a first virtual object 802, the master virtual object 801 is equipped with a shooting prop, the shooting prop is equipped with 25 bullet elements, in response to the shooting prop being equipped with the first chip, a first consumption identifier 810 is displayed, the first consumption identifier 810 is used to indicate that the shooting prop currently has a first ability (such as a fault tolerance ability) based on the first chip.
[0344] When the master virtual object 801 is controlled to fire 1 bullet element based on the shooting operation, it is determined based on the flight direction of the bullet element that the bullet element does not hit the first virtual object 802, the first consumption identifier 810 is kept displayed, and the first consumption identifier 810 is used to indicate that the number of currently consumed bullet elements is zero.
[0345] When the master virtual object 801 is controlled to fire 1 bullet element based on the shooting operation, it is determined based on the flight direction of the bullet element that the bullet element hits the first virtual object 802, the fault tolerance effect is invalid, the first consumption identifier 810 is cancelled, 1 bullet element is consumed, and 24 remaining bullet elements are displayed. After the fault tolerance effect is invalid, the normal consumption mode is kept until the fault tolerance effect is reacquired after the virtual magazine is replaced. During the process of cancelling the display of the first consumption identifier 810, the fragmentation effect of the first consumption identifier 810 can be played and gradually disappears.
[0346] Secondly, the second consumption identifier is displayed under the condition of meeting the second reduction condition.
[0347] The second consumption identifier is used to indicate the consumption situation of the prop element or attribute value instead of the bullet element.
[0348] Illustratively, according to the second prop corresponding to the second reduction condition, taking the second chip as an example, as shown in FIG. 9, the virtual scene 900 includes a master virtual object 901 and a first virtual object 902, the master virtual object 901 is equipped with a shooting prop, the shooting prop is equipped with 25 bullets, and the shooting prop is equipped with the second chip. In the case where the bullets equipped in the shooting prop are not consumed, the master virtual object 901 is controlled to use the shooting prop to emit a first number of bullets based on the shooting operation, and the first number of bullets is consumed. In the case where the bullets equipped in the shooting prop are consumed, a second consumption identifier 910 is displayed based on the second chip, the second consumption identifier 910 is used to indicate the blood immersion ability corresponding to the current second chip and the consumption of the life value. When the life value is consumed to emit the bullets based on the shooting operation, the consumption of the life value is displayed based on the second consumption identifier 910, and a blood immersion prompt element 920 is displayed in the virtual scene 900, the blood immersion prompt element 920 is a virtual decoration element superimposed in the virtual scene, and is used to prompt the consumption of the attribute value of the currently emitted bullets. After the master virtual object 901 stops the shooting operation for 3 seconds, the recovery of the life value is displayed based on the second consumption identifier 910.
[0349] In the present application, different consumption identifiers are used to indicate different reduction conditions, which not only diversifies the consumption mode of bullets, but also improves the information acquisition efficiency of players for different consumption modes and improves the human-computer interaction efficiency.
[0350] In summary, the method provided by the embodiments of the present application acquires the prop accessory, equips the shooting prop with the prop accessory, so that the master virtual object can use the reduction consumption mode based on the shooting prop equipped with the prop accessory under the condition of meeting the reduction condition, reduces the influence of the capacity limitation of the shooting prop on continuous shooting, improves the continuity of the shooting operation, improves the human-computer interaction efficiency, and at the same time, the reduction consumption mode is taken as a configuration item selected by the player through the prop accessory, which improves the diversification of the combination between the shooting prop and the prop accessory.
[0351] The method provided by the embodiments of the present application displays the element consumption identifier to indicate that the master virtual object uses the shooting prop to emit bullets in the reduction consumption mode, explicitly prompts the user about the currently used reduction consumption mode, helps the user to analyze the tactical strategy, and improves the user experience.
[0352] The method provided by the embodiments of the present application explicitly displays different element consumption identifiers for different reduction conditions, which are used to indicate different reduction consumption modes, improves the flexibility of indicating the reduction consumption mode, explicitly helps the user to distinguish different reduction consumption modes, and improves the human-computer interaction efficiency.
[0353] Next, the basic principles of the shooting prop and the bullet element in the embodiments of the present application are explained in connection with Figs. 10-14.
[0354] 1. Flight principle of the bullet element.
[0355] In response to the use operation of the virtual shooting prop, a ray detection is fired from the prop mouth of the virtual shooting prop at the moment when the user presses the trigger key, and the distance of the ray detection is the shooting range of the virtual shooting prop.
[0356] In some embodiments, the bullet element of the virtual shooting prop is a projectile bullet element, i.e., the bullet element is a projectile with an initial speed, affected by gravity, and having a flight trajectory.
[0357] The launch position
BulletSocket
BulletAimTarget
[0358]
BulletSocket
BulletAimTarget
[0359] In some embodiments, the bullet element is created from
BulletSocket
BulletAimTarget
BulletSocket
[0360] In some embodiments, the bullet element is created from
BulletSocket
BulletSocket
BulletSocket
[0361] In some embodiments, the bullet element is released from the prop mouth towards
BulletAimTarget
BulletAimTarget
[0362] In some embodiments,
BulletAimTarget
[0363] In some embodiments, when the ray shot by the ray target direction collides with the collision body in the virtual environment, the position of the collision point is recorded, which is the target point of the flight of the bullet class element, that is,
BulletAimTarget
[0364] In some embodiments, the initial flight speed of the bullet class element just leaving the virtual shooting prop is a configurable value, and each virtual shooting prop is different.
[0365] In some embodiments, the definition of the flight speed BulletInitialSpeed is shown in Table 1.
[0366] Table 1 Parameter definition of flight speed
[0367] In some embodiments, the bullet class element is affected by gravity. During the flight of the bullet class element, it will be affected by gravity G, that is, there is a downward acceleration.
[0368] In some embodiments, the parameter definition related to gravity is shown in Table 2.
[0369] Table 2 Parameter definition related to gravity
[0370] In some embodiments, GravityModify determines the influence coefficient of the bullet class element affected by gravity. BulletGravityDistance refers to the distance range in which the bullet class element is not affected by gravity after being released. Exemplarily, the bullet class element is not affected by gravity within the distance range of BulletGravityDistanc after being released, and starts to be affected by gravity beyond the distance range of BulletGravityDistanc, and the influence coefficient is GravityModify.
[0371] In some embodiments, based on the above description, the flight process of the bullet-like element can be as shown in FIG. 11. The prop mouth 1110 of the virtual shooting prop 1100 is taken as
BulletSocket
BulletAimTarget
[0372] 2. Hit target object principle.
[0373] In some embodiments, whether the bullet-like element of the virtual shooting prop hits the target object, that is, whether the attack collision box generated when the bullet-like element collides after experiencing the above flight principle collides with the hit collision box of the target object. The target object can be understood as the object that the first virtual object wants to attack in the virtual environment.
[0374] In some embodiments, taking the target object as an example of an enemy virtual object, as shown in FIGS. 12 and 13, when the attack bounding box 1300 of the bullet-like element and the hit bounding box 1200 of the enemy virtual object collide, it is considered that the bullet-like element hits the enemy virtual object.
[0375] 3. Damage calculation principle (attack value calculation principle).
[0376] After judging that the bullet-like element hits the target object, a certain damage will be caused according to the part of the target object that is hit. In some embodiments, as shown in FIG. 14, three parts of the target object are distinguished, representing the head 1410, the upper body 1420, and the lower body 1430. In some embodiments, when different parts of the target object are hit, different damages are generated, that is, different attack values.
[0377] Illustratively, the execution logic of the shooting method based on a virtual scene provided by the embodiments of the present application is introduced in connection with the above basic principles. Please refer to FIG. 15, which is a logic flow chart of the consumption reduction mode provided by an exemplary embodiment of the present application. As shown in FIG. 15, the method includes a consumption reduction mode acquisition process 1510 and a consumption process. The embodiments of the present application take the acquisition of the consumption reduction mode by equipping a functional chip as an example, and specifically take the first chip and the second chip as an example for illustration. The consumption reduction mode based on the first chip and the second chip includes a first consumption process 1521 and a second consumption process 1522.
[0378] In the consumption reduction mode acquisition process 1510, the player acquires the shooting prop A after entering the game, and obtains the functional chip by picking up in the virtual scene or by collecting virtual resources to exchange the functional chip. The functional chip is equipped on the shooting prop A, and the shooting prop A obtains the modification of the bullet quantity logic by the functional chip. If the player replaces other functional chips on the shooting prop A, the original functional chip is removed and the effect is invalid. If the player uses the equipped shooting prop A to perform shooting, the consumption process is entered.
[0379] In the consumption process, the type of the functional chip is first judged. If the functional chip is the second chip, the second consumption process 1522 is entered. If the functional chip is the first chip, the first consumption process 1521 is entered.
[0380] In the second consumption process 1522, it is judged whether the number of bullet type elements in the current magazine is greater than zero.
[0381] If yes, the normal number of bullet type elements is deducted according to the default bullet replacement principle of the shooting prop, and the normal shooting of the bullet is performed according to the basic bullet flight principle and the target hitting principle.
[0382] If no, the automatic bullet replacement state is not entered, the normal shooting of the bullet is performed according to the bullet flight principle and the target hitting principle, and the bullet type elements equipped in the shooting prop are not deducted. It is judged whether the health value is greater than or equal to 44. If yes, 4 points of health value are deducted. If no, the health value is controlled to be 40 points. Timing is started at the end of the shooting operation. It is judged whether the timing reaches 3 seconds. If the timing reaches 3 seconds, the health value is recovered at a rate of 5 points per second. If the timing does not reach 3 seconds, it is judged whether the shooting operation is performed. If the shooting operation is not performed, the timing continues. If the shooting operation is performed, the timing is interrupted, and the timing is restarted at the end of the shooting operation.
[0383] When the life value is recovered, it is determined whether a shooting operation is performed. If the shooting operation is not performed, the recovery of the life value is maintained at a rate of 5 points per second, and the total amount of recovery is the same as the number of life points consumed based on the second chip. If the shooting operation is performed, the automatic recovery of the life value is interrupted, and the timing is restarted when the shooting operation ends.
[0384] In the first consumption process 1521, the bullet class element is normally fired to perform the basic bullet flight principle and the target hitting principle. It is determined whether the attack collision box of the bullet class element hits the target.
[0385] If the attack box of the bullet class element hits the target, it is determined whether the number of bullet class elements in the current magazine is greater than zero. If it is greater than zero, the fault tolerance effect is disabled, and the normal bullet class element consumption logic is executed (1 bullet class element is consumed for each shot); if it is not greater than zero, the virtual magazine is replaced according to the default reloading principle, and the fault tolerance effect is restored after the reloading is successful.
[0386] If the attack box of the bullet class element does not hit the target, the fault tolerance effect is enabled, and the bullet class element is not consumed in this shooting operation.
[0387] The shooting prop parameter settings for the second chip are shown in FIG. 16. In the parameter configuration control 1600, the life value deducted for each unit of bullet class element fired, the interval for automatically recovering the life value based on the minimum life value of the second chip, and the recovery rate of the automatically recovered life value can be pre-set.
[0388] In summary, the method provided in the embodiments of the present application can adapt the consumption mode of various shooting props by providing prop accessory upgrades. For example, when the second chip is used, the shooting can be performed after the bullets are exhausted, allowing the user to make a game strategy by comprehensively considering the recovery and consumption of their own blood volume, enemy blood volume, and other information, and to choose the shooting opportunity; when the first chip is used, the shooting and exploration can be performed at will when the bullets do not hit the target, and the information collection function is considered during the battle, which can help determine the game strategy.
[0389] In some embodiments, due to the limitation of the capacity of the shooting prop, the ability to shoot for a long time is not possessed, and the next round of shooting opportunity must be obtained through reloading and the like. Based on the limitation, the party with exhausted bullets can only reload and watch the other party defeat them, the negative feedback is serious, and there is a lack of game space between users, resulting in poor user experience. The method provided in the embodiments of the present application breaks through the limitation of the capacity of the shooting prop, improves the game space between users, and improves the user experience.
[0390] In some embodiments, it is not universal to make shooting props with large magazine ammunition capacity (i.e. it is not possible for all shooting props to have a larger magazine ammunition capacity), while shooting props with large magazine capacity often have balance problems. The method provided in the embodiments of the present application provides prop accessories suitable for various shooting props, upgrades the consumption mode of the shooting prop by equipping the prop accessories, and has high universality. After the shooting prop is equipped with the prop accessory, other prop accessories can also be replaced, and the degree of freedom is high, and the switching flexibility between various consumption modes is high.
[0391] FIG. 17 is a structural block diagram of a shooting device based on a virtual scene provided by an example embodiment of the present application. As shown in FIG. 17, the device includes the following parts:
[0392] A display module 1710 is configured to display a master virtual object in a virtual scene, wherein the master virtual object is equipped with a shooting prop, and the shooting prop is equipped with a bullet-like element;
[0393] A receiving module 1720 is configured to receive a shooting operation using the shooting prop, wherein the shooting operation is used to indicate that the bullet-like element is fired in the virtual scene;
[0394] A control module 1730 is configured to control the master virtual object to fire a first number of bullet-like elements using the shooting prop and consume a second number of equipped bullet-like elements when a reduction condition is met;
[0395] The first number is greater than the second number, and the reduction condition is used to determine a reduction consumption mode of the bullet-like element.
[0396] Please refer to FIG. 18, which is a structural block diagram of a shooting device module based on a virtual scene provided by an example embodiment of the present application. As shown in FIG. 18, in some embodiments, the control module 1730 includes:
[0397] A first control unit 1731 is configured to control the master virtual object to fire the first number of bullet-like elements using the shooting prop and consume the second number of equipped bullet-like elements when a first reduction condition is met;
[0398] A second control unit 1732 is configured to control the master virtual object to fire the first number of bullet-like elements and consume an attribute value or a prop element when a second reduction condition is met, wherein the attribute value is object attribute data of the master virtual object.
[0399] In some embodiments, the first control unit 1731 is further configured to control the host virtual object to fire the first number of bullet-like elements using the shooting prop and consume zero number of bullet-like elements.
[0400] In some embodiments, the first control unit 1731 is further configured to control the host virtual object to fire the first number of bullet-like elements using the shooting prop and consume the second number of bullet-like elements equipped according to a first consumption ratio, the first number and the second number satisfying a proportional relationship according to the first consumption ratio.
[0401] In some embodiments, the first control unit 1731 is further configured to control the host virtual object to fire the first number of bullet-like elements using the shooting prop and consume the second number of bullet-like elements equipped according to a dynamic consumption frequency, the dynamic consumption frequency being used to dynamically determine the number of bullet-like elements fired when one bullet-like element is consumed.
[0402] In some embodiments, the second control unit 1732 is further configured to control the host virtual object to fire the first number of bullet-like elements and consume the attribute value according to a first conversion ratio between the bullet-like elements and the attribute value.
[0403] In some embodiments, the first conversion ratio has a corresponding relationship with the remaining attribute value of the host virtual object; or,
[0404] the first conversion ratio has a corresponding relationship with the hit rate of the fired bullet-like elements; or,
[0405] the first conversion ratio has a corresponding relationship with the hit position of the fired bullet-like elements.
[0406] In some embodiments, the second control unit 1732 is further configured to:
[0407] in a case where the remaining attribute value of the host virtual object decreases to a remaining attribute value threshold, lock the attribute value of the host virtual object;
[0408] control the host virtual object to continue firing the bullet-like elements and consume zero number of the attribute value.
[0409] In some embodiments, the second control unit 1732 is further configured to control the host virtual object to fire the first number of bullet-like elements and consume the prop element according to a second conversion ratio between the bullet-like elements and the prop element.
[0410] In some embodiments, the second conversion ratio is in a corresponding relationship with an element type of the prop element; or
[0411] The second conversion ratio is in a corresponding relationship with a hit rate of the bullet-like element that is fired; or
[0412] The second conversion ratio is in a corresponding relationship with a hit position of the bullet-like element that is fired.
[0413] In some embodiments, the exemption condition is related to at least one of the shooting operation, the shooting prop, or the master virtual object.
[0414] In some embodiments, the first exemption condition includes at least one of the following:
[0415] There is no first virtual object in the virtual scene that is hit by the shooting operation;
[0416] The shooting operation is within a first time period;
[0417] The shooting operation is within a first time period after hitting a second virtual object;
[0418] An attribute value of the master virtual object is less than a first attribute value threshold.
[0419] In some embodiments, the control module 1730 is further configured to, after the first exemption condition is met, control the master virtual object to fire the first number of bullet-like elements using the shooting prop and consume a third number of bullet-like elements that are equipped, the third number being greater than or equal to the first number.
[0420] In some embodiments, a difference between the second number and the first number is in a positive correlation relationship with the first multiple.
[0421] In some embodiments, the second exemption condition includes at least one of the following:
[0422] The number of bullet-like elements equipped in the shooting prop is zero;
[0423] The attribute value of the master virtual object is greater than a second attribute value threshold;
[0424] The number of prop elements is greater than a first number threshold;
[0425] The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation on the prop element is received;
[0426] The shooting operation is within a first time period.
[0427] In some embodiments, the apparatus further includes:
[0428] The display module 1710 is configured to display a recovery of the attribute value of the master virtual object at a property recovery rate in a case where the bullet-like element is fired and the attribute value is consumed.
[0429] In some embodiments, the property recovery rate is positively correlated with a damage value generated by the first number of bullet-like elements; or,
[0430] The property recovery rate is negatively correlated with a moving speed of the master virtual object; or,
[0431] The property recovery rate is positively correlated with a duration of a recovery process.
[0432] In some embodiments, the control module 1730 is further configured to control the master virtual object to obtain a prop accessory in the virtual scene, the prop accessory being configured to provide a consumption exemption mode of the bullet-like element to the master virtual object.
[0433] The receiving module 1720 is further configured to receive a configuration operation for the prop accessory, the configuration operation being configured to equip the shooting prop with the prop accessory.
[0434] The control module 1730 is further configured to control the master virtual object to fire a first number of bullet-like elements and consume a second number of bullet-like elements equipped in a case where a consumption exemption condition corresponding to the prop accessory is met.
[0435] In some embodiments, the control module 1730 further includes an obtaining unit 1733 configured to:
[0436] In response to receiving a pickup operation for the prop accessory in the virtual scene, control the master virtual object to obtain the prop accessory in the virtual scene; or,
[0437] In response to receiving an exchange operation for the prop accessory, control the master virtual object to consume a first virtual resource to exchange for the prop accessory; or,
[0438] In response to the master virtual object meeting an unlocking condition, control the master virtual object to unlock the prop accessory.
[0439] In some embodiments, the display module 1710 is further configured to display an element consumption identifier in a case where the consumption exemption condition is met, the element consumption identifier being configured to indicate that the master virtual object fires the bullet-like element using the shooting prop in the consumption exemption mode.
[0440] In some embodiments, the display module 1710 includes:
[0441] The first display unit 1711 is configured to display a first consumption identifier in a case where the first reduction condition is met, the first consumption identifier being used to indicate the second number corresponding to the current shooting operation.
[0442] The second display unit 1712 is configured to display a second consumption identifier in a case where the second reduction condition is met, the second consumption identifier being used to indicate a consumption case of a prop element or an attribute value instead of the bullet-like element.
[0443] In summary, the device provided by the embodiments of the present application is based on the reduction condition, so that the player can reduce the consumption of the bullet-like element when shooting the bullet-like element in the case where the reduction condition is met, so as to reduce the restriction of the capacity of the shooting prop on the shooting operation, provide the player with the operation space for continuous shooting, improve the flexibility of the shooting operation, enable the player to more flexibly adopt various tactical strategies based on the feasibility of continuous shooting, reduce the relatively cumbersome operation process such as frequent replacement of the magazine due to the capacity limitation of the magazine, improve the continuity of the shooting operation, and improve the efficiency of human-computer interaction.
[0444] It should be noted that: the shooting device based on the virtual scene provided by the above embodiments is only exemplified by the division of the above functional modules, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
[0445] FIG. 19 shows a structural block diagram of a terminal 1900 provided by an example embodiment of the present application. The terminal 1900 can be a smart phone, a tablet computer, an MP3 player, an MP4 player, a notebook computer or a desktop computer. The terminal 1900 can also be referred to as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, and other names.
[0446] Generally, the terminal 1900 includes a processor 1901 and a memory 1902.
[0447] The processor 1901 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1901 can be implemented in at least one of a hardware form of a digital signal processor (DSP), a field-programmable gate array (FPGA), a programmable logic array (PLA), and the like. The processor 1901 can also include a main processor and a co-processor, the main processor being a processor for processing data in an awake state, also known as a central processing unit (CPU), and the co-processor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1901 can be integrated with a graphics processor (GPU) that is responsible for rendering and drawing content required to be displayed by the display screen. In some embodiments, the processor 1901 can further include an artificial intelligence (AI) processor for processing computing operations related to machine learning.
[0448] The memory 1902 can include one or more computer-readable storage media that can be non-transitory. In some embodiments, the non-transitory computer-readable storage medium in the memory 1902 is used to store at least one instruction for being executed by the processor 1901 to implement the virtual scene-based shooting method provided by the method embodiments in the present application.
[0449] In some embodiments, the terminal 1900 further includes some other components 1903, and the type and number of the other components 1903 can be selected based on the functional needs of the terminal 1900. Those skilled in the art can understand that the structure shown in FIG. 19 does not constitute a limitation on the terminal 1900, and can include more or fewer components than those shown, or combine certain components, or adopt different component arrangements.
[0450] Embodiments of the present application also provide a computer device, which can be implemented as a terminal or a server as shown in FIG. 1. The computer device includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, which are loaded and executed by the processor to implement the virtual scene-based shooting method provided by the above-mentioned method embodiments.
[0451] The embodiment of the present application further provides a computer readable storage medium, and at least one instruction, at least one program, a code set or an instruction set are stored on the computer readable storage medium, the at least one instruction, the at least one program, the code set or the instruction set are loaded and executed by a processor to implement the virtual scene-based shooting method provided by each method embodiment.
[0452] The embodiment of the present application further provides a computer program product or a computer program, and the computer program product or the computer program includes 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 the processor executes the computer instructions, so that the computer device executes the virtual scene-based shooting method provided by each method embodiment.
[0453] Optionally, the computer readable storage medium can include a read only memory (ROM), a random access memory (RAM), a solid state disk (SSD) or an optical disk, etc. The random access memory can include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The above-mentioned serial numbers of the embodiments of the present application are only for description, and do not represent the advantages and disadvantages of the embodiments.
[0454] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by a program instructing related hardware to complete, and the program can be stored in a computer readable storage medium. The storage medium mentioned above can be a read only memory, a magnetic disk or an optical disk, etc.
Claims
1. A shooting method based on a virtual scene, the method being performed by a computer device, the method comprising: displaying a master virtual object in a virtual scene, the master virtual object being equipped with a shooting prop, the shooting prop being equipped with bullet-like elements; receiving a shooting operation using the shooting prop, the shooting operation being used to indicate a firing of the bullet-like elements in the virtual scene; in a case where a remission condition is met, controlling the master virtual object to fire a first number of bullet-like elements using the shooting prop and to consume a second number of bullet-like elements equipped; wherein the first number is greater than the second number, and the remission condition is used to determine a remission consumption manner of the bullet-like elements.
2. The method of claim 1, wherein, The displaying, in a case where a remission condition is met, the master virtual object to fire a first number of bullet-like elements using the shooting prop and to consume a second number of bullet-like elements equipped, comprises at least one of: in a case where a first remission condition is met, controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume the second number of bullet-like elements equipped; in a case where a second remission condition is met, controlling the master virtual object to fire the first number of bullet-like elements and to consume an attribute value or a prop element, the attribute value being an object attribute data of the master virtual object.
3. The method of claim 1 or 2, wherein, The controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume the second number of bullet-like elements equipped, comprises: controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume zero number of bullet-like elements.
4. The method according to any one of claims 1 to 3, wherein, The controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume the second number of bullet-like elements equipped, comprises: controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume the second number of bullet-like elements equipped according to a first remission ratio, the first number and the second number meeting a proportional relationship indicated by the first remission ratio.
5. The method according to any one of claims 1 to 4, wherein, The controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume the second number of bullet-like elements equipped, comprises: controlling the master virtual object to fire the first number of bullet-like elements using the shooting prop and to consume the second number of bullet-like elements equipped according to a dynamic remission frequency, the dynamic remission frequency being used to dynamically determine a number of bullet-like elements fired when one bullet-like element is consumed.
6. The method according to any one of claims 1 to 5, wherein, The controlling the master virtual object to fire the first number of bullet-like elements and to consume an attribute value or a prop element, comprises: controlling the master virtual object to fire the first number of bullet-like elements and to consume the attribute value according to a first conversion ratio between the bullet-like elements and the attribute value. 7.The method according to any one of claims 1 to 6, wherein, The first conversion ratio has a corresponding relationship with a remaining attribute value of the master virtual object; or The first conversion ratio has a corresponding relationship with a hit rate of the bullet-like element being fired; or The first conversion ratio has a corresponding relationship with a hit position of the bullet-like element being fired.
8. The method according to any one of claims 1 to 7, wherein, The method further comprises: In a case where the remaining attribute value of the master virtual object decreases to a remaining attribute value threshold, locking the attribute value of the master virtual object; Controlling the master virtual object to continue firing the bullet-like element and consuming the attribute value in a quantity of zero.
9. The method according to any one of claims 1 to 8, wherein, The control of the master virtual object to fire the first quantity of bullet-like elements and consume the attribute value or the prop element comprises: Controlling the master virtual object to fire the first quantity of bullet-like elements and consume the prop element according to a second conversion ratio between the bullet-like element and the prop element.
10. The method of any one of claims 1 to 9, wherein The second conversion ratio has a corresponding relationship with an element type of the prop element; or The second conversion ratio has a corresponding relationship with a hit rate of the bullet-like element being fired; or The second conversion ratio has a corresponding relationship with a hit position of the bullet-like element being fired.
11. The method of any one of claims 1 to 10, wherein, The reduction condition is related to at least one of the shooting operation, the shooting prop, and the master virtual object.
12. The method of any one of claims 1 to 11, wherein, The first reduction condition comprises at least one of: There is no first virtual object in the virtual scene that is hit by the shooting operation; The shooting operation is within a first time period; The shooting operation is within a first time length after hitting a second virtual object; The attribute value of the master virtual object is less than a first attribute value threshold.
13. The method of any one of claims 1 to 12, wherein, After the control of the master virtual object to fire the first quantity of bullet-like elements and consume the second quantity of bullet-like elements equipped in a case where the first reduction condition is met, the method further comprises: Controlling the master virtual object to fire the first quantity of bullet-like elements and consume a third quantity of bullet-like elements equipped using the shooting prop, the third quantity being greater than or equal to the first quantity.
14. The method of any one of claims 1 to 13, wherein, The third quantity is a first multiple of the first quantity; A difference between the second quantity and the first quantity has a positive correlation with the first multiple.
15. The method of any one of claims 1 to 14, wherein, The second reduction condition comprises at least one of: The number of bullet-like elements equipped in the shooting prop is zero; The attribute value of the master virtual object is greater than a second attribute value threshold; The number of prop elements is greater than a first quantity threshold; The attribute value of the master virtual object is less than the second attribute value threshold, and an activation operation on the prop element is received; The shooting operation is within a first time period.
16. The method of any one of claims 1 to 15, wherein, After the control of the master virtual object to fire the first quantity of bullet-like elements and consume the attribute value or the prop element in a case where the second reduction condition is met, the method further comprises: In a case where the bullet-like element is fired and the attribute value is consumed, displaying that the attribute value of the master virtual object is recovered at an attribute recovery rate.
17. The method of any one of claims 1-16, wherein, the attribute recovery rate is positively correlated with a damage value of the first number of bullet-like elements; or, the attribute recovery rate is negatively correlated with a moving speed of the host virtual object; or, the attribute recovery rate is positively correlated with a time length of the recovery process.
18. The method of any one of claims 1 to 17, wherein, The method further comprises: controlling the host virtual object to obtain a prop accessory in the virtual scene, the prop accessory being configured to provide a consumption exemption mode of the bullet-like elements to the host virtual object; receiving a configuration operation for the prop accessory, the configuration operation being configured to equip the shooting prop with the prop accessory; the controlling the host virtual object to use the shooting prop to emit the first number of bullet-like elements and consume the equipped second number of bullet-like elements in the case of meeting the exemption condition comprises: controlling the host virtual object to use the shooting prop to emit the first number of bullet-like elements and consume the equipped second number of bullet-like elements in the case of meeting the exemption condition corresponding to the prop accessory.
19. The method of any one of claims 1 to 18, wherein, The controlling the host virtual object to obtain a prop accessory in the virtual scene comprises: controlling the host virtual object to obtain the prop accessory in the virtual scene in response to receiving a pickup operation for the prop accessory in the virtual scene; or, controlling the host virtual object to consume a first virtual resource to exchange for the prop accessory in response to receiving an exchange operation for the prop accessory; or, controlling the host virtual object to unlock the prop accessory in response to the host virtual object meeting an unlocking condition.
20. The method of any one of claims 1 to 19, wherein, The method further comprises: displaying an element consumption identifier in the case of meeting the exemption condition, the element consumption identifier being configured to indicate that the host virtual object uses the shooting prop to emit the bullet-like elements in the consumption exemption mode.
21. The method of any one of claims 1 to 20, wherein, The displaying the element consumption identifier in the case of the shooting operation meeting the element consumption condition comprises: displaying a first consumption identifier in the case of meeting a first exemption condition, the first consumption identifier being configured to indicate the second number corresponding to a current shooting operation; displaying a second consumption identifier in the case of meeting a second exemption condition, the second consumption identifier being configured to indicate a consumption condition of a prop element or an attribute value instead of the bullet-like elements.
22. A shooting device based on a virtual scene, the device comprising: a display module configured to display a host virtual object in a virtual scene, the host virtual object being equipped with a shooting prop, the shooting prop being equipped with bullet-like elements; a receiving module configured to receive a shooting operation of the shooting prop, the shooting operation being configured to indicate emitting the bullet-like elements in the virtual scene; a control module configured to control the host virtual object to use the shooting prop to emit a first number of bullet-like elements and consume an equipped second number of bullet-like elements in the case of meeting an exemption condition. The first quantity is greater than the second quantity, and the reduction condition is used to determine a reduction consumption mode of the bullet-like element. 23.A computer device, comprising a processor and a memory, wherein the memory stores at least one piece of computer program, and the at least one piece of computer program is loaded and executed by the processor to implement the virtual scene-based shooting method according to any one of claims 1-21. 24.A computer readable storage medium, wherein the storage medium stores at least one piece of computer program, and the at least one piece of computer program is loaded and executed by a processor to implement the virtual scene-based shooting method according to any one of claims 1-21. 25.A computer program product, comprising a computer program, wherein the computer program is executed by a processor to implement the virtual scene-based shooting method according to any one of claims 1-21.
Citation Information
Patent Citations
Virtual object control method, bullet number recording method and device, and medium
CN110947176A
Shooting processing method and device in game and electronic equipment
CN112973115A
Game control method and device, equipment and storage medium
CN113476847A
Virtual bullet filling method, virtual bullet filling device, storage medium and equipment
CN116212379A
Virtual item use method and device, terminal, storage medium and program product
CN117771673A