CN113797544A - Attack control method and device for virtual object, computer equipment and storage medium - Google Patents

Attack control method and device for virtual object, computer equipment and storage medium Download PDF

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Publication number
CN113797544A
CN113797544A CN202110970502.7A CN202110970502A CN113797544A CN 113797544 A CN113797544 A CN 113797544A CN 202110970502 A CN202110970502 A CN 202110970502A CN 113797544 A CN113797544 A CN 113797544A
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China
Prior art keywords
virtual object
attack
value
virtual
life value
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CN202110970502.7A
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Chinese (zh)
Inventor
胡佳胜
胡志鹏
程龙
刘勇成
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110970502.7A priority Critical patent/CN113797544A/en
Publication of CN113797544A publication Critical patent/CN113797544A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The embodiment of the application discloses an attack control method and device for a virtual object, computer equipment and a storage medium. The method comprises the steps of determining a second virtual object which is in match with a first virtual object in a game scene of a target game, wherein the first virtual object and the second virtual object are in different battles; predicting a first attack injury value generated on the first virtual object by the attack operation of the second virtual object; determining the dominant party of the second virtual object and the first virtual object in the fight based on the first attack injury value; if the dominant party is the second virtual object, the first virtual object is controlled to stop attacking and avoid the attacking operation of the second virtual object, so that the game participation time of the vulnerable virtual object can be prolonged, and the game experience degree is improved.

Description

Attack control method and device for virtual object, computer equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for controlling an attack on a virtual object, a computer device, and a storage medium.
Background
In a game in which a plurality of virtual objects attack each other, for example, a shooting game or the like, when two or more virtual objects that are enemies of each other are close to each other, the virtual objects attack each other, but because the virtual objects are close to each other, the shooting speed is slow, the hit rate is low, or the virtual objects having gun performance is poor, and the like, which are weak, the virtual objects are easily eliminated by other virtual objects, so that the virtual objects which are weak are not enjoyed to finish the game, the time for participating in the game is short, and the game experience is reduced.
Disclosure of Invention
The embodiment of the application provides an attack control method and device for a virtual object, a computer device and a storage medium, which can increase the game participation time of the vulnerable virtual object and improve the game experience.
The embodiment of the application provides an attack control method for a virtual object, which comprises the following steps:
determining a second virtual object which is in match with a first virtual object in a game scene of a target game, wherein the first virtual object and the second virtual object are in different battles;
predicting a first attack injury value generated by an attack operation of the second virtual object on the first virtual object;
determining a dominant party of the second virtual object in the fight with the first virtual object based on the first offensive injury value;
and if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attack operation of the second virtual object.
Correspondingly, an embodiment of the present application further provides an attack control apparatus for a virtual object, including:
a first determination unit configured to determine, in a game scene of a target game, a second virtual object that is in match with a first virtual object, the first virtual object being in a different battle with the second virtual object;
a prediction unit, configured to predict a first attack injury value generated on the first virtual object by an attack operation of the second virtual object;
a second determination unit, configured to determine, based on the first attack injury value, a dominant party of the second virtual object in the battle with the first virtual object;
and the control unit is used for controlling the first virtual object to stop attacking and evading the attacking operation of the second virtual object if the dominant party is the second virtual object.
Optionally, the prediction unit is further configured to:
acquiring damage component values generated by the virtual weapon of the second virtual object hitting the virtual object in the target game each time;
in the target game, acquiring a historical battle game in which the second virtual object participates;
acquiring an attack ability parameter value of the second virtual object in the historical combat bureau, wherein the attack ability parameter value comprises a hit rate of the second virtual object hitting another virtual object by using a virtual weapon and an attack rate of the second virtual object by using a virtual weapon;
predicting the first attack damage value generated to the first virtual object when the attack operation of the second virtual object is hit within the preset time according to the damage component value and the attack capability parameter value.
Optionally, the prediction unit is further configured to:
acquiring each virtual weapon of the second virtual object, and generating each first injury value to the first virtual object when each virtual weapon hits different parts of the virtual object in a target game;
calculating the average value of each first damage value to obtain a first average value;
using the first average value as a virtual weapon for the second virtual object, the injury component value resulting from each hit of a virtual object in a target game.
Optionally, the second determining unit is further configured to:
acquiring a current life value of the first virtual object and a life value minimum threshold corresponding to the first virtual object;
obtaining the current life value of the second virtual object and the minimum threshold value of the life value corresponding to the second virtual object
Predicting a second attack damage value generated by the attack operation of the first virtual object on the second virtual object;
when the first virtual object and the second virtual object continue to fight, determining the virtual object of which the life value is reduced to the corresponding life value minimum threshold value in advance in the first virtual object and the second virtual object based on the current life value of the first virtual object, the current life value of the second virtual object, the first attack damage value and the second attack damage value, wherein the virtual object is a weak party in the fight, and the other virtual object is the dominant party in the fight.
Optionally, the second determining unit is further configured to:
subtracting the life value minimum threshold corresponding to the first virtual object from the current life value of the first virtual object to obtain the reducible amount of the first life value corresponding to the first virtual object;
subtracting the life value minimum threshold corresponding to the second virtual object from the current life value of the second virtual object to obtain the reducible amount of the second life value corresponding to the second virtual object;
calculating a value obtained by dividing the reducible amount of the first life value by the first attack damage value, wherein the value is used as the life value of the first virtual object, and the damage time is reduced to the minimum threshold of the life value corresponding to the first virtual object;
calculating a value obtained by dividing the reducible amount of the second life value by the second attack damage value, wherein the value is used as the life value of the second virtual object, and the damage time is reduced to the minimum threshold of the life value corresponding to the second virtual object;
and determining the virtual object with larger injury time as the dominant party.
Optionally, the second determining unit is further configured to:
acquiring the current life value of the first virtual object and the current life value of the second virtual object;
predicting a second attack damage value generated by the attack operation of the first virtual object on the second virtual object;
when the first virtual object and the second virtual object continue to fight against each other, if the current life value of the first virtual object is smaller than the first attack damage value and the current life value of the second virtual object is larger than the second attack damage value, determining that the second virtual object is the dominant party;
and if the current life value of the first virtual object is larger than the first attack damage value and the current life value of the second virtual object is smaller than the second attack damage value, determining that the first virtual object is the dominant party.
Optionally, the control unit is further configured to:
if the dominant party is the second virtual object, determining a virtual shielding object which resists the attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object of which the distance from the first virtual object is within a first preset range;
and controlling the first virtual object to stop attacking and avoid the virtual shielding object so as to avoid the attack operation of the second virtual object.
Optionally, the control unit is further configured to:
if the dominant party is the second virtual object, providing the accelerated escape skill in the target game to the first virtual object;
and controlling the first virtual object to stop attacking and the range of the attack operation of accelerating the escape of the second virtual object according to the use approval operation of the accelerated escape skill, so that the first virtual object avoids the attack operation of the second virtual object.
Optionally, the second virtual object includes at least two virtual objects, and the apparatus is further configured to:
acquiring the virtual object in the dominant party in the second virtual object to form a candidate attack object;
displaying each candidate attack object and an attack injury value corresponding to each candidate attack object to the first virtual object;
and determining a target attack object in each candidate attack object according to the selection operation aiming at each candidate attack object, and controlling the first virtual object to attack the target virtual object.
Optionally, the apparatus is further configured to:
in the fight between a first virtual object and a second virtual object, if the second virtual object is in a first state, acquiring an attack stop condition of the first virtual object in the target game, wherein the first state comprises a state that the second virtual object cannot attack and cannot save oneself, and the attack stop condition comprises a second state of a party of the first virtual object when the attack of the first virtual object stops;
if the first state is the same as the second state, controlling the first virtual object to stop attacking;
and if the first state is different from the second state, attacking a second virtual object based on the attack operation of the first virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking.
Optionally, the apparatus is further configured to:
if the first state is different from the second state, determining the center of alignment of a virtual weapon used by the first virtual object;
and if the alignment center is located in a second preset range of the second virtual object, controlling the first virtual object to automatically attack the second virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking.
Similarly, an embodiment of the present application further provides a computer device, including:
a memory for storing a computer program;
a processor for executing the steps of any one of the attack control methods of the virtual object.
In addition, an embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the computer program implements the steps of any one of the attack control methods for a virtual object.
The embodiment of the application provides an attack control method, an attack control device, computer equipment and a storage medium for a virtual object, wherein a second virtual object with a distance within a preset distance from a first virtual object operated by a current account is determined in a game scene of a target game, so as to determine the second virtual object which is close to the first virtual object, and the first virtual object with a current life value smaller than a preset injury value is determined by comparing the current life value of the first virtual object with the preset injury value generated by the second virtual object when the first virtual object is attacked by the first virtual object, and the first virtual object with a current life value smaller than the preset injury value is controlled to avoid the attack operation of the second virtual object relative to the second virtual object which is in a weak state, so as to increase the game participation time of the virtual object in the weak state and improve the game experience degree, the probability of the virtual object in the weak position being eliminated is reduced.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a system schematic diagram of an attack control apparatus for a virtual object provided in an embodiment of the present application;
fig. 2 is a schematic flowchart of an attack control method for a virtual object according to an embodiment of the present application;
fig. 3 is another schematic flowchart of an attack control method for a virtual object according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an attack control apparatus for a virtual object according to an embodiment of the present application;
fig. 5 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. It is to be understood that the described embodiments are merely exemplary of the invention, and not restrictive of the full scope of the invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The embodiment of the application provides an attack control method and device for a virtual object, computer equipment and a storage medium. Specifically, the attack control method for the virtual object in the embodiment of the present application may be executed by a computer device, where the computer device may be a terminal or a server. The terminal may be a terminal device such as a smart phone, a tablet Computer, a notebook Computer, a touch screen, a game machine, a Personal Computer (PC), a Personal Digital Assistant (PDA), and the like, and may further include a client, which may be a game application client, a browser client carrying a game program, or an instant messaging client, and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as cloud service, a cloud database, cloud computing, a cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, content distribution network service, big data and an artificial intelligence platform.
For example, when the attack control method of the virtual object is executed in the terminal, the terminal device stores a game application and is used for presenting a scene in a game screen. The terminal device is used for interacting with a user through a graphical user interface, for example, downloading and installing a game application program through the terminal device and running the game application program. The manner in which the terminal device provides the graphical user interface to the user may include a variety of ways, for example, the graphical user interface may be rendered for display on a display screen of the terminal device or presented by holographic projection. For example, the terminal device may include a touch display screen for presenting a graphical user interface including a game scene and receiving operation instructions generated by a user acting on the graphical user interface, and a processor for running the game application and the game, generating the graphical user interface, responding to the operation instructions, and controlling display of the graphical user interface on the touch display screen.
For example, when the attack control method of the virtual object is executed on a server, the attack control method may be a cloud game. Cloud gaming refers to a gaming regime based on cloud computing. In the running mode of the cloud game, the running main body of the game application program and the game picture presenting main body are separated, and the storage and the running of the game cloud game commodity interaction method are finished on the cloud game server. The game screen presentation is performed at a cloud game client, which is mainly used for receiving and sending game data and presenting the game screen, for example, the cloud game client may be a display device with a data transmission function near a user side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, and the like, but a terminal device for performing game data processing is a cloud game server at the cloud end. When a game is played, a user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs a game program according to the operation instruction, data such as a game picture and the like are coded and compressed, the data are returned to the cloud game client through a network, and finally the data are decoded through the cloud game client and the game picture is output.
Referring to fig. 1, fig. 1 is a system schematic diagram of an attack control device for a virtual object according to an embodiment of the present disclosure. The system may include at least one terminal and at least one game server. The terminal held by the user can be connected to the game server of different games through different networks, for example, the network can be a wireless network or a wired network, the wireless network can be a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, and the like, the terminal is used for determining a second virtual object which is in match with the first virtual object in the game scene of the target game, and the first virtual object and the second virtual object are in different camps; predicting a first attack injury value generated on the first virtual object by the attack operation of the second virtual object; determining the dominant party of the second virtual object and the first virtual object in the fight based on the first attack injury value; and if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attack operation of the second virtual object.
The game server is used for obtaining each parameter value for calculating the first attack damage value of the second virtual object, calculating to obtain the first attack damage value generated to the first virtual object when the second virtual object hits the first virtual object in the preset time, and sending the first attack damage value to the terminal.
The following are detailed below. It should be noted that the following description of the embodiments is not intended to limit the preferred order of the embodiments.
The embodiment will be described from the perspective of an attack control device for a virtual object, which may be specifically integrated in a terminal device, where the terminal device may include a smart phone, a notebook computer, a tablet computer, a personal computer, and other devices.
The attack control method for the virtual object provided in the embodiment of the present application may be executed by a processor of a terminal, as shown in fig. 2, a specific flow of the attack control method for the virtual object mainly includes steps 201 to 204, which are described in detail as follows:
step 201, in a game scene of a target game, a second virtual object which is in match with a first virtual object is determined, and the first virtual object and the second virtual object are in different camps.
In the embodiment of the application, the target game may be a massively multiplayer online game, that is, a plurality of users may operate a plurality of virtual objects through a plurality of terminals to log in the target game at the same time. The target game, in which a plurality of virtual objects are played for fighting, may be of an unlimited type, and may be, for example, a gunfight game, a fighting game, an instant strategy game, or the like.
In the embodiment of the application, after the user logs in the target game, the game interface of the target game is displayed. The game scene may be various virtual objects included in the game world environment, for example, virtual objects such as a river, a mountain, and/or a building may be included in the game scene. The virtual object may be a virtual character that each user operates in a virtual scene of the target game, or may be a virtual ride or the like driven by the virtual character.
In the embodiment of the application, in order to increase the interest of the game, a plurality of virtual objects in the game can be divided into different camps, so that the spirits of users manipulating the virtual objects are stimulated, and the participation degree of the users in the target game is enhanced. Virtual objects in different camps have different game targets, and virtual objects in the same camps have the same game target. The first virtual object and the second virtual object are any virtual objects in different camps in the target game.
In the embodiment of the present application, the first virtual object and the second virtual object to be subjected to the fight may be a close-range fight or a long-range fight.
Step 202, predicting a first attack injury value generated by the attack operation of the second virtual object on the first virtual object.
In the embodiment of the application, when the hit rate of the second virtual object is higher, the possibility that the second virtual object can generate an attack damage value on the first virtual object is predicted to be higher. When the attack rate of the second virtual object is higher, it indicates that the second virtual object can send more attacks to the first virtual object within a certain time, and the possibility that the second virtual object can be hit and the number of times of hitting the first virtual object within a certain time are also higher, that is, it is predicted that the value of the attack damage value that the second virtual object can generate on the first virtual object is higher. The higher the value of the offensive damage that is generated when a virtual weapon hits a first virtual object, the better the performance of the virtual weapon used by a second virtual object. That is to say, the hit rate of the second virtual object, the attack rate of the second virtual object, and the performance difference of the virtual weapon used by the second virtual object all affect the first attack damage value of the second virtual object to the first virtual object, and therefore, the specific method for calculating the first attack damage value may be:
acquiring damage component values generated by the virtual weapon of the second virtual object hitting the virtual object in the target game each time;
in the target game, acquiring a historical battle game in which a second virtual object participates;
acquiring attack ability parameter values of a second virtual object in a historical combat bureau, wherein the attack ability parameter values comprise a hit rate of the second virtual object hitting another virtual object by using a virtual weapon and an attack rate of the second virtual object using the virtual weapon;
and predicting a first attack damage value generated on the first virtual object when the attack operation of the second virtual object is attacked within a preset time according to the damage component value and the attack capability parameter value.
The historical combat may be a combat in which the second virtual object and other virtual objects attack each other. In order to enable the obtained attack damage value to be representative when the first attack damage value of the second virtual object aiming at the first virtual object is predicted, a plurality of historical warfare stations can be obtained, the number of the obtained historical warfare stations is not limited, and the obtained historical warfare stations can be flexibly limited according to actual conditions. The attack ability parameter value of the second virtual object in the historical combat bureau is to be acquired, that is, when the second virtual object is to be acquired to fight with other virtual objects, the total times of attacking the other virtual objects by the second virtual object by using a virtual weapon and the times of hitting the other virtual objects are to be acquired, so that the hit rate of the second virtual object is acquired. And acquiring the total time of the second virtual object in the historical war bureau for attacking other virtual objects by using the virtual weapon, so that the attack rate of the second virtual object by using the virtual weapon can be acquired by combining the total times of the second virtual object by using the virtual weapon to attack other virtual objects.
In the embodiment of the application, if the target game has virtual objects of different types, in order to more accurately preset a first attack damage value generated when a second virtual object attacks a first virtual object, a historical tactic in which the second virtual object attacks a virtual object of the same type as the first virtual object may be selected from all the tactics in which the second virtual object participates, and the selected historical tactic is used for obtaining an attack capability parameter value of the second virtual object.
In this embodiment of the present application, since each part of the virtual object is attacked by the virtual weapon and the influence on the life value of the virtual object is different, a specific method for obtaining the injury component value generated by the virtual weapon of the second virtual object hitting the virtual object in the target game in each time in the above step may be:
acquiring each virtual weapon of the second virtual object, and generating each first injury value to the first virtual object when hitting different parts of the virtual object in the target game each time;
calculating the average value of each first damage value to obtain a first average value;
and taking the first average value as a virtual weapon of the second virtual object, wherein each time the virtual object in the target game is hit, the damage component value is generated.
In the embodiment of the present application, since the second virtual object may have a plurality of virtual weapons, the first damage values of the virtual objects in the target game attacked by the plurality of virtual weapons may be obtained, so as to calculate the average value, or only the first damage values generated when the virtual weapons currently used by the second virtual object attack the virtual objects in the target game may be obtained.
In this embodiment, if the target game is a shooting game, the number of bullets currently owned by the virtual weapon of the virtual object may also affect the first attack injury value generated by the attack operation of the second virtual object on the first virtual object, so that the number of bullets currently owned by the second virtual object may be obtained, and the first attack injury value may be further determined.
And step 203, determining the dominant party of the second virtual object and the first virtual object in the battle based on the first attack injury value.
In this embodiment of the application, a specific method of "determining the dominant side of the second virtual object and the first virtual object in the fight based on the first attack injury value" in step 203 may be:
acquiring a current life value of a first virtual object and a life value minimum threshold corresponding to the first virtual object;
acquiring a current life value of a second virtual object and a life value minimum threshold corresponding to the second virtual object;
predicting a second attack damage value generated by the attack operation of the first virtual object on a second virtual object;
when the first virtual object and the second virtual object continue to fight, based on the current life value of the first virtual object, the current life value of the second virtual object, the first attack damage value and the second attack damage value, the virtual object of which the life value is reduced to the corresponding life value minimum threshold value in advance in the first virtual object and the second virtual object is determined to be a weak party in the fight, and the other virtual object is a dominant party in the fight.
In the embodiment of the application, the current life value of the first virtual object and the current life value of the second virtual object may be acquired once before the first virtual object and the second virtual object are subjected to the battle, and then the process of the battle is not acquired. The current life value of the first virtual object may also be obtained after the first virtual object is hit by the second virtual object each time, and the current life value of the second virtual object may be obtained after the second virtual object is hit by the first virtual object each time.
In the embodiment of the application, the minimum threshold of the life value may be a life value of the virtual object in a state that the virtual object cannot attack and cannot save self, or a life value of the virtual object when the virtual object is eliminated, or a life value of the virtual object when the virtual object can only be attacked once, and different virtual objects may set the minimum threshold of the life value of different values according to factors such as actual needs, attack ability, belonging levels in a target game and the like.
In this embodiment of the application, in order to better quantitatively compare the order in which each virtual object reaches the minimum threshold of its corresponding life value, a method for specifically determining that the minimum threshold of the corresponding life value is reached in advance in the first virtual object and the second virtual object may be: subtracting the life value minimum threshold corresponding to the first virtual object from the current life value of the first virtual object to obtain the reducible amount of the first life value corresponding to the first virtual object;
subtracting the minimum threshold of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain the reducible amount of the second life value corresponding to the second virtual object;
calculating the value of the reducible amount of the first life value divided by the first attack damage value as the life value of the first virtual object, and reducing the damage time to the minimum threshold of the life value corresponding to the first virtual object;
calculating a value of the reducible amount of the second life value divided by the second attack damage value as the life value of the second virtual object, and reducing the damage time to the minimum threshold of the life value corresponding to the second virtual object;
and determining the virtual object with larger injury time as the dominant party.
For example, the current life value of the first virtual object is 120, the current life value of the second virtual object is 100, the minimum threshold values of the life values corresponding to the first virtual object and the second virtual object are both 20, the second attack damage value per second generated by the first virtual object performing the attack operation on the second virtual object is 200, the first attack damage value per second generated by the second virtual object performing the attack operation on the first virtual object is 500, at this time, the first life value reducible amount corresponding to the first virtual object is calculated to be 100, the second life value reducible amount corresponding to the second virtual object is calculated to be 80, the number of seconds required for the life value to be reduced to the minimum threshold value after the first virtual object receives the damage of the second virtual object can be obtained by dividing 100 by 500, the number of seconds required for the life value to be reduced to the minimum threshold value is 0.2, and the second virtual object can be obtained by dividing 80 by 200 after the damage of the second virtual object is received, the number of seconds required for the life value to decrease to the life value minimum threshold is 0.4, and since the time for the life value of the second virtual object to decrease to the life value minimum threshold is longer than the time for the life value of the first virtual object to decrease to the life value minimum threshold, it can be found that the second virtual object is a dominant side of the battle and the first virtual object is a subordinate side of the battle.
In the embodiment of the present application, the method for predicting the second attack damage value generated by the attack operation of the first virtual object on the second virtual object is the same as the above-mentioned method for predicting the first attack damage value generated by the attack operation of the second virtual object on the first virtual object, and is not described herein again.
In this embodiment of the application, the dominant party in the battle may also be determined according to whether only the current life value of one virtual object can bear the attack injury value of another virtual object, in this case, specifically, in step 203, "determining the dominant party in the battle between the second virtual object and the first virtual object based on the first attack injury value" may specifically be: acquiring a current life value of a first virtual object and a current life value of a second virtual object;
predicting a second attack damage value generated by the attack operation of the first virtual object on a second virtual object;
when the first virtual object and the second virtual object continue to fight against each other, if the current life value of the first virtual object is smaller than the first attack damage value and the current life value of the second virtual object is larger than the second attack damage value, determining the second virtual object as the dominant party;
and if the current life value of the first virtual object is greater than the first attack damage value and the current life value of the second virtual object is less than the second attack damage value, determining the first virtual object as the dominant party.
In this embodiment of the present application, when a first virtual object and a second virtual object perform a battle, a current life value of the first virtual object may appear to be smaller than a first attack damage value, but a current life value of the second virtual object is larger than a second attack damage value, which indicates that the current life value of the first virtual object cannot be attacked by the second virtual object, and the second virtual object can bear the attack of the first virtual object, so that the second virtual object is a dominant party of the battle.
In this embodiment of the present application, when the first virtual object and the second virtual object perform a battle, the current life value of the second virtual object may also appear, which is smaller than the second attack damage value, but the current life value of the first virtual object is larger than the first attack damage value, which indicates that the current life value of the second virtual object cannot be attacked by the first virtual object, and the first virtual object can bear the attack of the second virtual object, so the first virtual object is an advantage party of the battle.
In the embodiment of the application, if a user operating a first virtual object does not want to fight with a user causing a large damage in a game process and wants to prolong a game time, the first attack damage value of a second virtual object can be automatically set to reach a preset value in a target game according to factors such as the fighting capacity, the attack level and/or the game grade of the user, and the second virtual object is a dominant party of the fight, so that the first virtual object operated by the user cannot resist the attack operation of the second virtual object.
And step 204, if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attacking operation of the second virtual object.
In the embodiment of the present application, in order to prolong the time of the two parties competing, and increase the enjoyment of the two parties competing by applying the attack strategy, the target game may have a virtual shielding object that withstands the attack operation of another virtual object for one virtual object, and the type of the virtual shielding object is not limited, for example, the virtual shielding object may be a virtual wall, a virtual hill, or the like. If the dominant party is the second virtual object, in order to enable the first virtual object to withstand the attack operation of the second virtual object, the virtual shielding object may be used to help the first virtual object withstand the attack operation of the second virtual object, and at this time, in step 204, "if the dominant party is the second virtual object, the first virtual object is controlled to stop the attack and avoid the attack operation of the second virtual object" may specifically be:
if the dominant party is a second virtual object, determining a virtual shielding object which resists the attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object of which the distance from the first virtual object is within a first preset range;
and controlling the first virtual object to stop attacking and avoid the virtual shielding object so as to avoid the attack operation of the second virtual object.
In the embodiment of the application, the size of the first preset range and the position in the game scene are not limited, and can be flexibly set according to actual conditions.
In one embodiment of the present application, controlling the first virtual object to stop the attack may take various forms, for example, controlling the center of gravity of the virtual object of the first virtual object to not align the second virtual object and the center of gravity to move outside a second preset range of the second virtual object, controlling the first virtual object to stow the virtual weapon, placing the virtual weapon into or onto a backpack, and the like.
In this embodiment of the application, the first virtual object may be allowed to escape to a range that can be covered by the attack operation of the second virtual object, in this case, the step 204 "if the dominant party is the second virtual object, controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object" may be:
if the dominant party is the second virtual object, providing the accelerated escape skill in the target game for the first virtual object;
and controlling the first virtual object to stop attacking and the range of the attack operation of accelerating the escape of the second virtual object according to the use-agreeing operation on the accelerated escape skill so that the first virtual object avoids the attack operation of the second virtual object.
In the embodiment of the present application, the escape acceleration skill may gradually increase the escape speed of the first virtual object, and finally escape to the outside of the range of the attack operation of the second virtual object, or may instantaneously move the first virtual object to an arbitrary position outside the range of the attack operation of the second virtual object.
In an embodiment of the application, if the terminal determines that the dominant party is the second virtual object, the skill identifier for accelerated escape is displayed on the screen, and a user operating the first virtual object may make an agreement to use or a rejection to use according to the actual situation of the user, so that the terminal determines whether to select to use the accelerated escape function for the first virtual object. The operation of agreeing to use and the operation of refusing to use are not limited, the operation of agreeing to use can be an identifier of agreeing to use appearing in a click screen, and the operation of refusing to use is an identifier of refusing to use appearing in the click screen. The consent action may also be clicking on an identifier representing an expedited escape function, where the denial of use action is no action.
In the embodiment of the application, when the first virtual object is determined to be in the vulnerable side, a user manipulating the first virtual object can control own attack rhythm based on the blood volume of the first virtual object and the blood volume of an opponent, and can control the first virtual object to avoid the attack of the second virtual object, so that the first virtual object ends the attack in advance, the next damage of the second virtual object to the first virtual object is avoided, and the probability that the first virtual object in the vulnerable side is eliminated by the opponent is reduced.
In this embodiment of the present application, the second virtual object may include at least two virtual objects, in which case, a plurality of dominant parties and a plurality of dominant parties may appear relative to the first virtual object, in this case, the plurality of dominant parties and the plurality of dominant parties relative to the first virtual object may be distinguished, and the first virtual object is prompted, specifically, the case of prompting the first virtual object to have a plurality of dominant parties may be:
acquiring virtual objects in the disadvantaged party in the second virtual objects to form candidate attack objects;
showing each candidate attack object and the attack injury value corresponding to each candidate attack object to the first virtual object;
and determining a target attack object in each candidate attack object according to the selection operation aiming at each candidate attack object, and controlling the first virtual object to attack the target virtual object.
In the embodiment of the application, a virtual object with the smallest attack damage value can be selected as the target virtual object from the candidate attack objects, and the target virtual object can also be selected according to own preference, object types of the candidate attack objects, skill types of the candidate attack objects and the like.
In the embodiment of the application, the virtual objects in the dominant side in the second virtual objects are obtained, the first virtual object is helped to select all virtual shielding objects in the dominant side, and the first virtual object is controlled to stop attacking and avoid the selected virtual shielding objects.
In the embodiment of the application, the virtual object in the second virtual object, which is in the dominant side, is obtained, the virtual shielding object which can block each virtual object in the dominant side, and the corresponding dominant side virtual object which can be blocked by each virtual shielding object, are also provided for the first virtual object, and the first virtual object is determined to be moved to the virtual shielding object selected by the user according to the selection operation of the user.
In this embodiment, when the first virtual object attacks the second virtual object, a situation may occur in which the user manipulating the first virtual object has already eliminated the second virtual object but is not actually killed, and a situation may also occur in which the first virtual object has already eliminated the second virtual object but the user manipulating the first virtual object does not know that multiple times of useless shooting are still performed, where the method further includes:
in the fight between the first virtual object and the second virtual object, if the second virtual object is in a first state, acquiring an attack stop condition of the first virtual object in a target game, wherein the first state comprises a state that the second virtual object cannot attack and cannot save self, and the attack stop condition comprises a second state of a party of the first virtual object when the attack of the first virtual object stops;
if the first state is the same as the second state, controlling the first virtual object to stop attacking;
and if the first state is different from the second state, attacking the second virtual object based on the attack operation of the first virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking.
In the embodiment of the present application, in the shooting game, the first state may be a state in which the second virtual object falls, the second state may be a state set by the user according to the actual situation, and may be any state of the virtual object in the game. If the second state of the competitor of the first virtual object is that the life value is zero when the attack is stopped, which is set by a user operating the first virtual object, the second virtual object is in a falling state after the first virtual object attacks the second virtual object, the attack cannot be stopped at the moment, the first virtual object is still controlled to automatically attack the second virtual object, and the attack is stopped until the life value of the second virtual object is zero.
In this embodiment of the present application, it may be determined whether the first virtual object is attacking the second virtual object according to the position of the center of sight of the virtual weapon used by the first virtual object, and the specific determination method that controls the first virtual object to automatically attack the second virtual object until the second virtual object is in the second state may be:
if the first state is different from the second state, determining the alignment center of a virtual weapon used by the first virtual object;
and if the alignment is located in a second preset range of the second virtual object, controlling the first virtual object to automatically attack the second virtual object until the second virtual object is in a second state, and controlling the first virtual object to stop attacking.
All the above technical solutions can be combined arbitrarily to form the optional embodiments of the present application, and are not described herein again.
The embodiment of the application provides an attack control method of a virtual object, which comprises the steps of in a game scene of a target game, determining a second virtual object whose distance from the first virtual object manipulated by the current account is within a preset distance, thereby determining a second virtual object in close proximity to the first virtual object, and by comparing the current life value of the first virtual object, when the first virtual object is attacked by the second virtual object, a preset injury value is generated on the first virtual object to determine the first virtual object with the current life value smaller than the preset injury value, the first virtual object in the weak state is controlled to avoid the attack operation of the second virtual object relative to the second virtual object which is the virtual object in the weak state, therefore, the game participation time of the vulnerable virtual objects can be prolonged, the game experience degree is improved, and the probability that the vulnerable virtual objects are eliminated is reduced.
Referring to fig. 3, fig. 3 is another schematic flow chart of an attack control method for a virtual object according to an embodiment of the present disclosure. The specific process of the method can be as follows:
step 301, in a game scene of a target game, a second virtual object which is in match with a first virtual object is determined, and the first virtual object and the second virtual object are in different camps.
Step 302, predicting a first attack injury value generated by the attack operation of the second virtual object on the first virtual object.
For example, an injury component value generated each time a virtual weapon of a second virtual object hits a virtual object in the target game is obtained; in the target game, acquiring a historical battle game in which a second virtual object participates; acquiring attack ability parameter values of a second virtual object in a historical combat bureau, wherein the attack ability parameter values comprise a hit rate of the second virtual object hitting another virtual object by using a virtual weapon and an attack rate of the second virtual object using the virtual weapon; and predicting a first attack damage value generated on the first virtual object when the attack operation of the second virtual object is attacked within a preset time according to the damage component value and the attack capability parameter value.
Step 303, obtaining the current life value of the first virtual object and the minimum threshold value of the life value corresponding to the first virtual object.
And 304, acquiring the current life value of the second virtual object and the minimum threshold value of the life value corresponding to the second virtual object.
Step 305, predicting a second attack injury value generated by the attack operation of the first virtual object on the second virtual object.
Step 306, when the first virtual object and the second virtual object continue to fight, determining the virtual object of which the life value is reduced to the corresponding life value minimum threshold value in advance in the first virtual object and the second virtual object based on the current life value of the first virtual object, the current life value of the second virtual object, the first attack damage value and the second attack damage value, wherein the virtual object is a weak party in the fight, and the other virtual object is a dominant party in the fight.
For example, the reducible amount of the first life value corresponding to the first virtual object is obtained by subtracting the minimum threshold of the life value corresponding to the first virtual object from the current life value of the first virtual object; subtracting the minimum threshold of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain the reducible amount of the second life value corresponding to the second virtual object; calculating the value of the reducible amount of the first life value divided by the first attack damage value as the life value of the first virtual object, and reducing the damage time to the minimum threshold of the life value corresponding to the first virtual object; calculating a value of the reducible amount of the second life value divided by the second attack damage value as the life value of the second virtual object, and reducing the damage time to the minimum threshold of the life value corresponding to the second virtual object; and determining the virtual object with larger injury time as the dominant party.
And 307, if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attacking operation of the second virtual object.
For example, if the dominant party is a second virtual object, a virtual shielding object which withstands an attack operation of the second virtual object is determined in the game scene, and the virtual shielding object comprises a virtual object whose distance from the first virtual object is within a first preset range; and controlling the first virtual object to stop attacking and avoid the virtual shielding object so as to avoid the attack operation of the second virtual object.
All the above technical solutions can be combined arbitrarily to form the optional embodiments of the present application, and are not described herein again.
The embodiment of the application provides an attack control method of a virtual object, which is characterized in that a second virtual object, the distance between which and a first virtual object operated by a current account is within a preset distance, is determined in a game scene of a target game, so that the second virtual object which is in close combat with the first virtual object is determined, the first virtual object of which the current life value is smaller than a preset injury value is determined by comparing the current life value of the first virtual object with the preset injury value generated by the second virtual object when the first virtual object is attacked by the first virtual object, and the first virtual object in a weak state is controlled to avoid the attack operation of the second virtual object relative to the second virtual object which is the virtual object in the weak state, so that the game participation time of the virtual object in the weak state can be increased, and the game experience degree is improved.
In order to better implement the attack control method for the virtual object in the embodiment of the present application, an attack control device for the virtual object is also provided in the embodiment of the present application. Referring to fig. 4, fig. 4 is a schematic structural diagram of an attack control device for a virtual object according to an embodiment of the present disclosure. The attack control device of the virtual object may include a first determination unit 401, a prediction unit 402, a second determination unit 403, and a control unit 404.
The first determining unit 401 is configured to determine, in a game scene of the target game, a second virtual object that is in match with the first virtual object, where the first virtual object and the second virtual object are in different camps;
a prediction unit 402, configured to predict a first attack injury value generated on the first virtual object by an attack operation of the second virtual object;
a second determining unit 403, configured to determine, based on the first attack injury value, a dominant side of the second virtual object in the battle with the first virtual object;
the control unit 404 is configured to control the first virtual object to stop attacking and avoid an attacking operation of the second virtual object if the dominant party is the second virtual object.
Optionally, the prediction unit 402 is further configured to:
acquiring damage component values generated by the virtual weapon of the second virtual object hitting the virtual object in the target game each time;
in the target game, acquiring a historical battle game in which a second virtual object participates;
acquiring attack ability parameter values of a second virtual object in a historical combat bureau, wherein the attack ability parameter values comprise a hit rate of the second virtual object hitting another virtual object by using a virtual weapon and an attack rate of the second virtual object using the virtual weapon;
and predicting a first attack damage value generated on the first virtual object when the attack operation of the second virtual object is attacked within a preset time according to the damage component value and the attack capability parameter value.
Optionally, the prediction unit 402 is further configured to:
acquiring each virtual weapon of the second virtual object, and generating each first injury value to the first virtual object when hitting different parts of the virtual object in the target game each time;
calculating the average value of each first damage value to obtain a first average value;
and taking the first average value as a virtual weapon of the second virtual object, wherein each time the virtual object in the target game is hit, the damage component value is generated.
Optionally, the second determining unit 403 is further configured to:
acquiring a current life value of a first virtual object and a life value minimum threshold corresponding to the first virtual object;
acquiring a current life value of a second virtual object and a life value minimum threshold corresponding to the second virtual object;
predicting a second attack damage value generated by the attack operation of the first virtual object on a second virtual object;
when the first virtual object and the second virtual object continue to fight, based on the current life value of the first virtual object, the current life value of the second virtual object, the first attack damage value and the second attack damage value, the virtual object of which the life value is reduced to the corresponding life value minimum threshold value in advance in the first virtual object and the second virtual object is determined to be a weak party in the fight, and the other virtual object is a dominant party in the fight.
Optionally, the second determining unit 403 is further configured to:
subtracting the life value minimum threshold corresponding to the first virtual object from the current life value of the first virtual object to obtain the reducible amount of the first life value corresponding to the first virtual object;
subtracting the minimum threshold of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain the reducible amount of the second life value corresponding to the second virtual object;
calculating the value of the reducible amount of the first life value divided by the first attack damage value as the life value of the first virtual object, and reducing the damage time to the minimum threshold of the life value corresponding to the first virtual object;
calculating a value of the reducible amount of the second life value divided by the second attack damage value as the life value of the second virtual object, and reducing the damage time to the minimum threshold of the life value corresponding to the second virtual object;
and determining the virtual object with larger injury time as the dominant party.
Optionally, the second determining unit 403 is further configured to:
acquiring a current life value of a first virtual object and a current life value of a second virtual object;
predicting a second attack damage value generated by the attack operation of the first virtual object on a second virtual object;
when the first virtual object and the second virtual object continue to fight against each other, if the current life value of the first virtual object is smaller than the first attack damage value and the current life value of the second virtual object is larger than the second attack damage value, determining the second virtual object as the dominant party;
and if the current life value of the first virtual object is greater than the first attack damage value and the current life value of the second virtual object is less than the second attack damage value, determining the first virtual object as the dominant party.
Optionally, the control unit 404 is further configured to:
if the dominant party is a second virtual object, determining a virtual shielding object which resists the attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object of which the distance from the first virtual object is within a first preset range;
and controlling the first virtual object to stop attacking and avoid the virtual shielding object so as to avoid the attack operation of the second virtual object.
Optionally, the control unit 404 is further configured to:
if the dominant party is the second virtual object, providing the accelerated escape skill in the target game for the first virtual object;
and controlling the first virtual object to stop attacking and the range of the attack operation of accelerating the escape of the second virtual object according to the use-agreeing operation on the accelerated escape skill so that the first virtual object avoids the attack operation of the second virtual object.
Optionally, the second virtual object includes at least two virtual objects, and the apparatus is further configured to:
acquiring a virtual object in the dominant party in the second virtual object to form a candidate attack object;
showing each candidate attack object and the attack injury value corresponding to each candidate attack object to the first virtual object;
and determining a target attack object in each candidate attack object according to the selection operation aiming at each candidate attack object, and controlling the first virtual object to attack the target virtual object.
Optionally, the apparatus is further configured to:
in the fight between the first virtual object and the second virtual object, if the second virtual object is in a first state, acquiring an attack stop condition of the first virtual object in a target game, wherein the first state comprises a state that the second virtual object cannot attack and cannot save self, and the attack stop condition comprises a second state of a party of the first virtual object when the attack of the first virtual object stops;
if the first state is the same as the second state, controlling the first virtual object to stop attacking;
and if the first state is different from the second state, attacking the second virtual object based on the attack operation of the first virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking.
Optionally, the apparatus is further configured to:
if the first state is different from the second state, determining the alignment center of a virtual weapon used by the first virtual object;
and if the alignment is located in a second preset range of the second virtual object, controlling the first virtual object to automatically attack the second virtual object until the second virtual object is in a second state, and controlling the first virtual object to stop attacking.
All the above technical solutions can be combined arbitrarily to form the optional embodiments of the present application, and are not described herein again.
In the attack control device for a virtual object provided in the embodiment of the present application, a first determining unit 401 determines a second virtual object that is in match with a first virtual object in a game scene of a target game; then, a first attack injury value generated on the first virtual object by the attack operation of the second virtual object is predicted through the prediction unit 402; then, the dominant side of the second virtual object and the first virtual object in the battle is determined by the second determination unit 403 based on the first attack injury value; finally, if the dominant party is determined to be the second virtual object by the control unit 404, the first virtual object is controlled to stop attacking and avoid the attacking operation of the second virtual object, so that the game participation time of the vulnerable virtual object can be increased, and the game experience degree can be improved.
Correspondingly, the embodiment of the application also provides a computer device, which can be a terminal, and the terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game machine, a personal computer, a personal digital assistant and the like. As shown in fig. 5, fig. 5 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer apparatus 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The processor 501 is a control center of the computer device 500, connects various parts of the entire computer device 500 using various interfaces and lines, performs various functions of the computer device 500 and processes data by running or loading software programs and/or modules stored in the memory 502, and calling data stored in the memory 502, thereby monitoring the computer device 500 as a whole.
In this embodiment of the application, the processor 501 in the computer device 500 loads instructions corresponding to processes of one or more applications into the memory 502, and the processor 501 runs the applications stored in the memory 502, so as to implement various functions as follows:
determining a second virtual object which is in match with the first virtual object in a game scene of the target game, wherein the first virtual object and the second virtual object are in different camps; predicting a first attack injury value generated on the first virtual object by the attack operation of the second virtual object; determining the dominant party of the second virtual object and the first virtual object in the fight based on the first attack injury value; and if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attack operation of the second virtual object.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 5, the computer device 500 further includes: touch-sensitive display screen 503, radio frequency circuit 504, audio circuit 505, input unit 506 and power 507. The processor 501 is electrically connected to the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 5 does not constitute a limitation of computer devices, and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The touch display screen 503 can be used for displaying a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface. The touch display screen 503 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to a user and various graphical user interfaces of the computer device, which may be made up of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel using any suitable object or accessory such as a finger, a stylus pen, and the like), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 501, and can receive and execute commands sent by the processor 501. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel transmits the touch operation to the processor 501 to determine the type of the touch event, and then the processor 501 provides a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 503 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two separate components to perform the input and output functions. That is, the touch display 503 can also be used as a part of the input unit 506 to implement an input function.
In this embodiment of the application, a game application is executed by the processor 501 to generate a game scene on the touch display screen 503, where the game scene has a plurality of virtual objects, determine a first virtual object and a second virtual object in a match, and further determine a virtual object in a dominant party of the first virtual object and the second virtual object.
The rf circuit 504 may be used for transceiving rf signals to establish wireless communication with a network device or other computer device via wireless communication, and for transceiving signals with the network device or other computer device.
Audio circuitry 505 may be used to provide an audio interface between a user and a computer device through speakers, microphones. The audio circuit 505 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 505 and converted into audio data, which is then processed by the audio data output processor 501, and then transmitted to, for example, another computer device via the rf circuit 504, or output to the memory 502 for further processing. The audio circuitry 505 may also include an earbud jack to provide communication of a peripheral headset with the computer device.
The input unit 506 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 507 is used to power the various components of the computer device 500. Optionally, the power supply 507 may be logically connected to the processor 501 through a power management system, so as to implement functions of managing charging, discharging, power consumption management, and the like through the power management system. The power supply 507 may also include any component including one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown in fig. 5, the computer device 500 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
As can be seen from the above, in the game scene of the target game, the computer device provided in this embodiment determines the second virtual object, which is within the preset distance from the first virtual object operated by the current account, so as to determine the second virtual object that is in close combat with the first virtual object, and determines the first virtual object, which has a current life value smaller than the preset injury value, by comparing the current life value of the first virtual object with the preset injury value generated by the second virtual object when the first virtual object is attacked by the first virtual object, and controls the first virtual object, which is in a weak state, to avoid the attack operation of the second virtual object, with respect to the second virtual object, which is in a weak state, so as to increase the game participation time of the virtual object, and improve the game experience.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, where the computer programs can be loaded by a processor to execute the steps in any one of the attack control methods for a virtual object provided in the present application. For example, the computer program may perform the steps of:
determining a second virtual object which is in match with the first virtual object in a game scene of the target game, wherein the first virtual object and the second virtual object are in different camps; predicting a first attack injury value generated on the first virtual object by the attack operation of the second virtual object; determining the dominant party of the second virtual object and the first virtual object in the fight based on the first attack injury value; and if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attack operation of the second virtual object.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
Since the computer program stored in the storage medium can execute the steps in any of the attack control methods for a virtual object provided in the embodiments of the present application, beneficial effects that can be achieved by any of the attack control methods for a virtual object provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
The attack control method, the attack control device, the computer device and the storage medium for the virtual object provided by the embodiment of the present application are introduced in detail, and a specific example is applied in the present application to explain the principle and the implementation manner of the present invention, and the description of the above embodiment is only used to help understanding the technical scheme and the core idea of the present invention; those of ordinary skill in the art will understand that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (14)

1. An attack control method for a virtual object, comprising:
determining a second virtual object which is in match with a first virtual object in a game scene of a target game, wherein the first virtual object and the second virtual object are in different battles;
predicting a first attack injury value generated by an attack operation of the second virtual object on the first virtual object;
determining a dominant party of the second virtual object in the fight with the first virtual object based on the first offensive injury value;
and if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and avoiding the attack operation of the second virtual object.
2. The method of claim 1, wherein predicting a first attack injury value that the attack operation of the second virtual object produces on the first virtual object comprises:
acquiring damage component values generated by the virtual weapon of the second virtual object hitting the virtual object in the target game each time;
in the target game, acquiring a historical battle game in which the second virtual object participates;
acquiring an attack ability parameter value of the second virtual object in the historical combat bureau, wherein the attack ability parameter value comprises a hit rate of the second virtual object hitting another virtual object by using a virtual weapon and an attack rate of the second virtual object by using a virtual weapon;
and predicting the first attack damage value generated to the first virtual object by the attack operation of the second virtual object within a preset time according to the damage component value and the attack capability parameter value.
3. The method of claim 2, wherein said obtaining an injury component value resulting from each hit of a virtual object in a target game by a virtual weapon of said second virtual object comprises:
acquiring each virtual weapon of the second virtual object, and generating each first injury value to the first virtual object when each virtual weapon hits different parts of the virtual object in a target game;
calculating the average value of each first damage value to obtain a first average value;
using the first average value as a virtual weapon for the second virtual object, the injury component value resulting from each hit of a virtual object in a target game.
4. The method of claim 1, wherein determining the dominant party in the fight between the second virtual object and the first virtual object based on the first offensive injury value comprises:
acquiring a current life value of the first virtual object and a life value minimum threshold corresponding to the first virtual object;
obtaining the current life value of the second virtual object and the minimum threshold value of the life value corresponding to the second virtual object
Predicting a second attack damage value generated by the attack operation of the first virtual object on the second virtual object;
when the first virtual object and the second virtual object continue to fight, determining the virtual object of which the life value is reduced to the corresponding life value minimum threshold value in advance in the first virtual object and the second virtual object based on the current life value of the first virtual object, the current life value of the second virtual object, the first attack damage value and the second attack damage value, wherein the virtual object is a disadvantaged party in the fight, and the other virtual object is the dominant party in the fight.
5. The method of claim 4, wherein when the first virtual object and the second virtual object continue to be paired, determining the virtual object with the life value pre-reduced to the corresponding life value minimum threshold value from the first virtual object and the second virtual object, which is a disadvantaged party in the pairing, and the other virtual object is the dominant party in the pairing based on the current life value of the first virtual object, the current life value of the second virtual object, the first attack damage value and the second attack damage value, comprises:
subtracting the life value minimum threshold corresponding to the first virtual object from the current life value of the first virtual object to obtain the reducible amount of the first life value corresponding to the first virtual object;
subtracting the life value minimum threshold corresponding to the second virtual object from the current life value of the second virtual object to obtain the reducible amount of the second life value corresponding to the second virtual object;
calculating a value obtained by dividing the reducible amount of the first life value by the first attack damage value, wherein the value is used as the life value of the first virtual object, and the damage time is reduced to the minimum threshold of the life value corresponding to the first virtual object;
calculating a value obtained by dividing the reducible amount of the second life value by the second attack damage value, wherein the value is used as the life value of the second virtual object, and the damage time is reduced to the minimum threshold of the life value corresponding to the second virtual object;
and determining the virtual object with larger injury time as the dominant party.
6. The method of claim 1, wherein determining the dominant party in the fight between the second virtual object and the first virtual object based on the first offensive injury value comprises:
acquiring the current life value of the first virtual object and the current life value of the second virtual object;
predicting a second attack damage value generated by the attack operation of the first virtual object on the second virtual object;
when the first virtual object and the second virtual object continue to fight against each other, if the current life value of the first virtual object is smaller than the first attack damage value and the current life value of the second virtual object is larger than the second attack damage value, determining that the second virtual object is the dominant party;
and if the current life value of the first virtual object is larger than the first attack damage value and the current life value of the second virtual object is smaller than the second attack damage value, determining that the first virtual object is the dominant party.
7. The method of claim 1, wherein if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and evade the attacking operation of the second virtual object comprises:
if the dominant party is the second virtual object, determining a virtual shielding object which resists the attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object of which the distance from the first virtual object is within a first preset range;
and controlling the first virtual object to stop attacking and avoid the virtual shielding object so as to avoid the attack operation of the second virtual object.
8. The method of claim 1, wherein if the dominant party is the second virtual object, controlling the first virtual object to stop attacking and evade the attacking operation of the second virtual object comprises:
if the dominant party is the second virtual object, providing the accelerated escape skill in the target game to the first virtual object;
and controlling the first virtual object to stop attacking and the range of the attack operation of accelerating the escape of the second virtual object according to the use approval operation of the accelerated escape skill, so that the first virtual object avoids the attack operation of the second virtual object.
9. The method of claim 1, wherein the second virtual object comprises at least two virtual objects, the method further comprising:
acquiring virtual objects in a disadvantaged party in the second virtual objects to form candidate attack objects;
displaying each candidate attack object and an attack injury value corresponding to each candidate attack object to the first virtual object;
and determining a target attack object in each candidate attack object according to the selection operation aiming at each candidate attack object, and controlling the first virtual object to attack the target virtual object.
10. The method of claim 1, further comprising:
in the fight between a first virtual object and a second virtual object, if the second virtual object is in a first state, acquiring an attack stop condition of the first virtual object in the target game, wherein the first state comprises a state that the second virtual object cannot attack and cannot save oneself, and the attack stop condition comprises a second state of a party of the first virtual object when the attack of the first virtual object stops;
if the first state is the same as the second state, controlling the first virtual object to stop attacking;
and if the first state is different from the second state, attacking a second virtual object based on the attack operation of the first virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking.
11. The method of claim 10, wherein if the first state is different from the second state, attacking the second virtual object based on an attack operation of the first virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking comprises:
if the first state is different from the second state, determining the center of alignment of a virtual weapon used by the first virtual object;
and if the alignment center is located in a second preset range of the second virtual object, controlling the first virtual object to automatically attack the second virtual object until the second virtual object is in the second state, and controlling the first virtual object to stop attacking.
12. An attack control device for a virtual object, comprising:
a first determination unit configured to determine, in a game scene of a target game, a second virtual object that is in match with a first virtual object, the first virtual object being in a different battle with the second virtual object;
a prediction unit, configured to predict a first attack injury value generated on the first virtual object by an attack operation of the second virtual object;
a second determination unit, configured to determine, based on the first attack injury value, a dominant party of the second virtual object in the battle with the first virtual object;
and the control unit is used for controlling the first virtual object to stop attacking and evading the attacking operation of the second virtual object if the dominant party is the second virtual object.
13. A computer device, comprising:
a memory for storing a computer program;
a processor for implementing the steps in the attack control method for a virtual object according to any one of claims 1 to 11 when executing the computer program.
14. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, implements the steps in the method for controlling a virtual object attack according to any one of claims 1 to 11.
CN202110970502.7A 2021-08-23 2021-08-23 Attack control method and device for virtual object, computer equipment and storage medium Pending CN113797544A (en)

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