CN113797544B - 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
CN113797544B
CN113797544B CN202110970502.7A CN202110970502A CN113797544B CN 113797544 B CN113797544 B CN 113797544B CN 202110970502 A CN202110970502 A CN 202110970502A CN 113797544 B CN113797544 B CN 113797544B
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Prior art keywords
virtual object
attack
value
virtual
life value
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CN113797544A (en
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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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 fight 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 camps; predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object; determining a 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 the attack and avoid the attack operation of the second virtual object, so that the game participation time of the virtual object in the weakness can be increased, 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 apparatus for controlling attack of a virtual object, a computer device, and a storage medium.
Background
In a game where a plurality of virtual objects attack each other, for example, a shooting game or the like, when the distance between two or more virtual objects which are opponents of each other is relatively short, the two or more virtual objects attack each other, but because the distance between the two or more virtual objects is relatively short, the shooting speed is relatively slow, the hit rate is relatively low, or the virtual objects with weak gun performance are easily eliminated by other virtual objects, so that the game is ended without the virtual objects with weak game fun, the time for participating in the game is relatively short, and the experience of the game is reduced.
Disclosure of Invention
The embodiment of the application provides an attack control method, an attack control device, computer equipment and a storage medium for a virtual object, which can increase the game participation time of the virtual object in the weakness and improve the game experience.
The embodiment of the application provides an attack control method of a virtual object, which comprises the following steps:
in a game scene of a target game, determining a second virtual object which is in battle with a first virtual object, wherein the first virtual object and the second virtual object are in different camps;
predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object;
Determining a 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 the attack and avoid the attack operation of the second virtual object.
Correspondingly, the embodiment of the application also provides an attack control device of the virtual object, which comprises:
the first determining unit is used for determining a second virtual object which is in a different camping with the first virtual object in a game scene of the target game;
the prediction unit is used for predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object;
a second determining unit, configured to determine a dominant party of the second virtual object and the first virtual object in a fight based on the first attack damage value;
And the control unit is used for controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object if the dominant party is the second virtual object.
Optionally, the prediction unit is further configured to:
acquiring an injury component value 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 history war situation of participation of the second virtual object;
Acquiring an attack capability parameter value of the second virtual object in the history war situation, wherein the attack capability 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 using the virtual weapon;
and predicting the attack operation of the second virtual object to strike in a preset time according to the damage component value and the attack capability parameter value, and generating the first attack damage value for the first virtual object.
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 time different parts of the virtual object in the target game are hit;
calculating the average value of each first injury value to obtain a first average value;
and taking the first average value as a virtual weapon of the second virtual object, and hitting the virtual object in the target game each time to generate the injury component value.
Optionally, the second determining unit is further configured to:
Acquiring a current life value of the first virtual object and a minimum life value threshold corresponding to the first virtual object;
acquiring a current life value of the second virtual object and a minimum life value threshold 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 a virtual object with a life value which is reduced to a minimum threshold value of the corresponding life value in the first virtual object and the second virtual object in advance as a weak party in the fight and the other virtual object as the dominant party in the 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.
Optionally, the second determining unit is further configured to:
Subtracting a minimum threshold value of the life value corresponding to the first virtual object from the current life value of the first virtual object to obtain a first life value reducible amount corresponding to the first virtual object;
Subtracting a minimum threshold value of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain a second life value reducible amount corresponding to the second virtual object;
Calculating the value of the first life value reducible amount 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 value of the life value corresponding to the first virtual object;
Calculating the value of the second life value reducible amount divided by the second attack damage value as the life value of the second virtual object, and reducing the damage time to the life value minimum threshold corresponding to the second virtual object;
and determining the virtual object with larger injury time as the dominating party.
Optionally, the second determining unit is further configured to:
acquiring a current life value of the first virtual object and a 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, if the current life value of the first virtual object is smaller than the first attack injury value and the current life value of the second virtual object is larger than the second attack injury value, determining that the second virtual object is the dominating 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 resisting attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object with a distance from the first virtual object within a first preset range;
and controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object after the first virtual object is avoided from the virtual shielding object.
Optionally, the control unit is further configured to:
Providing the first virtual object with an accelerated escape skill in the target game if the dominant party is the second virtual object;
And controlling the range of attack operations of the first virtual object to stop the attack and the second virtual object to be accelerated and escaped according to the agreeing use operation of the acceleration and escaped skill so as to enable the first virtual object to avoid 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:
Obtaining a virtual object in the dominant party in the second virtual object to form a candidate attack object;
displaying each candidate attack object and attack injury values corresponding to each candidate attack object to the first virtual object;
And determining a target attack object in the candidate attack objects according to the selection operation for the candidate attack objects, and controlling the first virtual object to attack the target virtual object.
Optionally, the device 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 stopping 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 stopping condition comprises a second state of a fighter of the first virtual object when the first virtual object is stopped from attacking;
if the first state is the same as the second state, controlling the first virtual object to stop the attack;
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, and controlling the first virtual object to stop attacking until the second virtual object is in the second state.
Optionally, the device is further configured to:
if the first state is different from the second state, determining the quasi-center of the virtual weapon used by the first virtual object;
and if the quasi-center is positioned 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 the attack.
Also, 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, the embodiment of the application also provides a computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program realizes any step of an attack control method of a virtual object when being executed by a processor.
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, the distance between the second virtual object and a first virtual object operated by a current account number of which is within a preset distance, is determined in a game scene of a target game, so that the second virtual object which is close to the first virtual object is determined, when the current life value of the first virtual object is compared with a preset damage value generated by the second virtual object when the first virtual object is attacked by the second virtual object, the first virtual object with the current life value smaller than the preset damage value is determined, and the attack operation of the second virtual object is controlled to be avoided by the first virtual object with the weakness relative to the second virtual object, so that the game participation time of the virtual object with the weakness can be increased, the game experience is improved, and the possibility that the virtual object with the weakness is eliminated is reduced.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic system diagram of an attack control device for a virtual object according to an embodiment of the present application;
Fig. 2 is a flow chart of an attack control method of a virtual object according to an embodiment of the present application;
fig. 3 is another flow chart of an attack control method of a virtual object according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an attack control device for a virtual object according to an embodiment of the present application;
fig. 5 is a schematic structural diagram of a computer device according to 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 accompanying drawings in the embodiments of the present application. It will be apparent that the described embodiments are only some, but not all, embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to fall within the scope of the application.
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 of the virtual object in the embodiment of the application can be executed by a computer device, wherein the computer device can be a terminal or a server and other devices. The terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a Personal computer (Personal Computer, PC), a Personal digital assistant (Personal DIGITAL ASSISTANT, PDA), and the like, and the terminal 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 cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content distribution network services, basic cloud computing services such as big data and an artificial intelligence platform.
For example, when the attack control method of the virtual object is run on the terminal, the terminal device stores a game application and is used to present a scene in a game screen. The terminal device is used for interacting with a user through a graphical user interface, for example, the terminal device downloads and installs a game application program and runs the game application program. The way in which the terminal device presents 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 operational instructions generated by a user acting on the graphical user interface, and a processor for running the game application and game, generating the graphical user interface, responding to the operational instructions, and controlling the display of the graphical user interface on the touch display screen.
For example, when the attack control method of the virtual object is run on the server, it may be a cloud game. Cloud gaming refers to a game style based on cloud computing. In the cloud game operation mode, an operation main body of the game application program and a game picture presentation main body are separated, and the storage and operation of the game cloud game commodity interaction method are completed on a cloud game server. The game image presentation is completed at a cloud game client, which is mainly used for receiving and sending game data and presenting game images, for example, the cloud game client may be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., near a user side, but the terminal device for processing game data is a cloud game server in the cloud. When playing a game, 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, codes and compresses data such as game pictures and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game pictures.
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 application. The system may include at least one terminal and at least one game server. The terminal held by the user can be connected to game servers 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, and the terminal is used for determining a second virtual object which is in contrast 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 camps; predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object; determining a 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 the attack and avoid the attack operation of the second virtual object.
The game server is used for obtaining each parameter value of the first attack injury value of the second virtual object, calculating the first attack injury value generated by the first virtual object when the second virtual object hits the first virtual object in the preset time, and sending the first attack injury value to the terminal.
The following will describe in detail. The following description of the embodiments is not intended to limit the preferred embodiments.
The embodiment will be described from the viewpoint of an attack control device of 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 embodiment of the application provides a method for controlling attack of a virtual object, which can be executed by a processor of a terminal, as shown in fig. 2, and the specific flow of the method for controlling attack of the virtual object mainly comprises steps 201 to 204, and is described in detail as follows:
In step 201, in a game scene of the target game, a second virtual object that is in competition with the first virtual object is determined, where the first virtual object and the second virtual object are in different camps.
In the embodiment of the application, the target game can be a massive multiplayer online game, namely, a plurality of users can operate a plurality of virtual objects through a plurality of terminals to log in the target game at the same time. The target game has a plurality of virtual objects for combat, and the type of the target game may not be limited, and for example, the target game may be a gunfight game, a combat game, an instant strategy game, or the like.
In the embodiment of the application, after the user logs in the target game, a game interface of the target game is displayed. Wherein, the game screen refers to at least part of game scenes and virtual objects in the game scenes, and the game scenes can be various virtual objects included in the game world environment, for example, the game scenes can include virtual objects such as rivers, mountains, buildings and the like. The virtual object may be a virtual character operated by each user in a virtual scene of the target game, or may be a virtual ride in which the virtual character drives, or the like.
In the embodiment of the application, in order to increase the interestingness of the game, a plurality of virtual objects in the game can be divided into different camps, so that the fight of a user manipulating the virtual objects is stimulated, and the participation degree of the user for the target game is enhanced. Virtual objects of 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 object in different camps in the target game.
In the embodiment of the application, the first virtual object and the second virtual object for performing the fight can be close-range fight or long-range fight.
Step 202, predicting a first attack damage 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 to the first virtual object is predicted to be higher. When the attack rate of the second virtual object is higher, the more attacks the second virtual object can send to the first virtual object in a certain time, the more possibility that the second virtual object can hit the first virtual object and the more times that the second virtual object can hit the first virtual object in a certain time are indicated, namely the higher the value of the attack damage value which the second virtual object can generate for the first virtual object is predicted. The better the performance of the virtual weapon used by the second virtual object, the higher the attack injury value that the virtual weapon produces when hitting the first virtual object. That is, the hit rate of the second virtual object, the attack rate of the second virtual object, the performance difference of the virtual weapon used by the second virtual object, and other factors affect the first attack damage value of the second virtual object to the first virtual object, so a specific method for calculating the first attack damage value may be:
acquiring an injury component value generated by a virtual weapon of the second virtual object hitting the virtual object in the target game each time;
in the target game, acquiring a history war situation of participation of the second virtual object;
acquiring an attack capability parameter value of the second virtual object in the history war situation, wherein the attack capability parameter value comprises the hit rate of the second virtual object hitting another virtual object by using the virtual weapon and the attack rate of the second virtual object by using the virtual weapon;
And predicting a first attack damage value generated for the first virtual object by the attack operation of the second virtual object in a preset time according to the damage component value and the attack capacity parameter value.
The history war situation may be war situation that the second virtual object attacks on each other with other virtual objects. In order to make the obtained attack injury value have representativeness when predicting the first attack injury value of the second virtual object to the first virtual object, the multi-field history war situation can be obtained, the number of the obtained histories war situation is not limited, and the obtained histories can be flexibly limited according to practical situations. To obtain the attack capability parameter value of the second virtual object in the history war situation, that is, to obtain the total number of times the second virtual object attacks on other virtual objects using the virtual weapon when the second virtual object is in a battle with other virtual objects, the number of times the second virtual object hits other virtual objects, thereby obtaining the hit rate of the second virtual object. The total time for the second virtual object to attack other virtual objects using the virtual weapon in history war situation is also obtained, so that the total number of times the second virtual object attacks other virtual objects using the virtual weapon can be combined, and the attack rate of the second virtual object using the virtual weapon is obtained.
In the embodiment of the present application, if the target game includes virtual objects of different types, in order to more accurately preset a first attack damage value generated when the second virtual object attacks the first virtual object, a history war situation of the second virtual object attack on a virtual object belonging to the same type as the first virtual object may be selected from all war situation of the second virtual object participation as a history war situation of acquiring an attack capability parameter value of the second virtual object.
In the embodiment of the present application, since the impact on the life value of the virtual object is different after each part of the virtual object is attacked by the virtual weapon, the specific method for acquiring the injury component value generated by the virtual weapon of the second virtual object hitting the virtual object in the target game each time in the above steps may be:
Acquiring each virtual weapon of the second virtual object, and generating each first injury value to the first virtual object when each time different parts of the virtual object in the target game are hit;
Calculating the average value of each first injury value to obtain a first average value;
the first average value is used as a virtual weapon of the second virtual object, and the injury component value generated by hitting the virtual object in the target game each time.
In the embodiment of the application, since the second virtual object may have a plurality of virtual weapons, the first injury values of the virtual objects in the target game of attack by the plurality of virtual weapons can be obtained, so as to calculate an average value, and the first injury values generated when the virtual object in the target game is attacked by the virtual weapon currently used by the second virtual object can be obtained.
In the embodiment of the application, if the target game is a shooting game, the number of bullets currently owned by the virtual weapon of the virtual object can also influence 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 can be obtained, and the first attack injury value can be further determined.
Step 203, determining a dominant party of the second virtual object and the first virtual object in the fight based on the first attack damage value.
In the embodiment of the present application, the specific method for determining the dominant party of the second virtual object and the first virtual object in the fight based on the first attack damage value in the step 203 may be:
Acquiring a current life value of a first virtual object and a minimum life value threshold corresponding to the first virtual object;
Acquiring a current life value of the second virtual object and a minimum life value threshold 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 a virtual object with the life value reduced to the minimum threshold value of the corresponding life value in the first virtual object and the second virtual object in advance 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 other virtual object is a weak party in 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 can be acquired once before the first virtual object and the second virtual object are in fight, and then the fight process is not acquired any more. Or the current life value of the first virtual object is obtained after the first virtual object is hit by the second virtual object, and the current life value of the second virtual object is obtained after the second virtual object is hit by the first virtual object.
In the embodiment of the application, the minimum threshold value of the life value can be the life value of the virtual object in a state that the virtual object cannot attack and self-rescue, the life value of the virtual object in a state that the virtual object is eliminated, the life value of the virtual object in a state that the virtual object can only be attacked once, and different virtual objects can set the minimum threshold values of the life values of different values according to the actual demands of the virtual object, the attack capability, the class of the virtual object in a target game and other factors.
In the embodiment of the application, in order to better quantitatively compare the sequence of each virtual object reaching the corresponding minimum threshold of the life value, the method for specifically determining that the corresponding minimum threshold of the life value is reached in advance in the first virtual object and the second virtual object can be as follows: subtracting a minimum threshold value of the life value corresponding to the first virtual object from the current life value of the first virtual object to obtain a first life value reducible amount corresponding to the first virtual object;
subtracting a minimum threshold value of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain a second life value reducible amount corresponding to the second virtual object;
calculating a value of the first life value reducible amount divided by the first attack damage value as a life value of the first virtual object, and reducing the damage time to a life value minimum threshold corresponding to the first virtual object;
Calculating a value of the second life value reducible amount divided by the second attack damage value as a life value of the second virtual object, and reducing the damage time to a life value minimum threshold corresponding to the second virtual object;
And determining the virtual object with larger damage time as a dominating 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 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 reducible first life value corresponding to the first virtual object is calculated to be 100, the reducible second life value corresponding to the second virtual object is calculated to be 80, the required seconds for the life value to be reduced to the minimum threshold of the life value after the first virtual object receives the damage of the first virtual object can be obtained by dividing 100 by 500, the required seconds for the life value to be reduced to the minimum threshold of the life value can be 0.2, the required seconds for the life value to be reduced to the minimum threshold of the life value after the second virtual object receives the damage of the first virtual object can be obtained by dividing 80 by 200, the life value can be compared with the first virtual object to the minimum life value of the first virtual object, and the life value of the first virtual object can be obtained by the minimum threshold of the life value of the virtual object.
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 to the second virtual object is the same as the method for predicting the first attack damage value generated by the attack operation of the second virtual object to the first virtual object, and will not be described herein.
In the embodiment of the present application, the dominant party in the fight may be determined only according to the current life value of one virtual object and whether the dominant party in the fight can bear the attack damage value of another virtual object, in this case, specifically, in the step 203, "determining the dominant party in the fight between the second virtual object and the first virtual object based on the first attack damage 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 the second virtual object;
When the first virtual object and the second virtual object continue to fight, 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 a dominant party;
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 the first virtual object as a dominant party.
In the embodiment of the application, when the first virtual object and the second virtual object perform the fight, the current life value of the first virtual object may appear, which is smaller than the first attack damage value, but the current life value of the second virtual object is larger than the second attack damage value, which indicates that the current life value of the first virtual object cannot withstand the attack of the second virtual object, and the second virtual object can withstand the attack of the first virtual object, and the second virtual object is the dominant party of the fight.
In the embodiment of the application, when the first virtual object and the second virtual object perform the fight, the current life value of the second virtual object is smaller than the second attack injury value, but the current life value of the first virtual object is larger than the first attack injury value, which indicates that the current life value of the second virtual object cannot withstand the attack of the first virtual object, and the first virtual object can withstand the attack of the second virtual object, and the first virtual object is the dominant party of the fight.
In the embodiment of the application, if the user who manipulates the first virtual object does not want to fight against the user who causes the greater injury in the game process, and wants to prolong the game time, the first virtual object which is manipulated by the user can be automatically set in the target game according to factors such as the fight capability, the attack level and/or the game level when the first attack injury value of the second virtual object reaches a preset value, and the second virtual object is the dominant party of the fight, so that the first virtual object which is manipulated by the user cannot resist the attack operation of the second virtual object.
And 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.
In the embodiment of the application, in order to prolong the fight time of the two parties, increase the interest of the two parties in fight by applying the attack strategy, the target game can be provided with the virtual shielding object which resists other virtual object attack operations for one virtual object, and the type of the virtual shielding object is not limited, for example, the virtual shielding object can be a virtual wall, a virtual hillside and the like. If the dominant party is the second virtual object, in order to enable the first virtual object to resist the attack operation of the second virtual object, the virtual shielding object may be used to help the first virtual object resist the attack operation of the second virtual object, and in the step 204, if the dominant party is the second virtual object, the attack operation of controlling the first virtual object to stop the attack and avoid the second virtual object may specifically be:
if the dominant party is the second virtual object, determining a virtual shielding object resisting attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object with a distance within a first preset range with the first virtual object;
and controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object after the first virtual object is avoided from the virtual shielding 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, the control of the first virtual object to stop the attack may take various forms, for example, it may be that the center of gravity of the virtual object of the first virtual object is not aligned with the second virtual object, and the center of gravity moves out of a second preset range of the second virtual object, it may also be that the first virtual object is controlled to retract the virtual weapon, put the virtual weapon on a back bag or back, and so on.
In the embodiment of the present application, the first virtual object may be further caused to escape from the range that the attack operation of the second virtual object can cover, in this case, "if the dominant party is the second virtual object, the attack operation of controlling the first virtual object to stop the attack and avoid the second virtual object" in the step 204 may be:
If the dominant party is the second virtual object, providing the first virtual object with acceleration escape skills in the target game;
and controlling the range of the attack operation of the first virtual object to stop the attack and the attack operation of the second virtual object to enable the first virtual object to avoid the attack operation of the second virtual object according to the agreeing use operation of the acceleration escape skill.
In the embodiment of the application, the accelerating escape skill can gradually accelerate the escape speed of the first virtual object, finally escape to the outside of the range of the attack operation of the second virtual object, and can also be any position outside the range of the attack operation of the second virtual object when the first virtual object moves instantaneously.
In one embodiment of the present application, if the terminal determines that the dominant party is the second virtual object, the skill identifier for accelerating the escape is displayed on the screen, and the user who manipulates the first virtual object may make an operation of agreeing to use or refusing to use according to the actual situation of the user, so that the terminal determines whether to select to use the accelerating escape function for the first virtual object. The usage agreement operation and the usage refusal operation are not limited, and the usage agreement operation may be an identification of usage agreement appearing in the click screen, and the usage refusal operation is an identification of usage refusal appearing in the click screen. The consent-to-use operation may also be clicking on an identification representing an acceleration escape function, at which point the refusal to use operation is not any operation.
In the embodiment of the application, when the first virtual object is determined to be in the weak direction, the user manipulating the first virtual object can control the attack rhythm of the user based on the blood volume of the first virtual object and the blood volume of the opponent, and can control the first virtual object to avoid the attack of the second virtual object, so that the first virtual object finishes 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 weak direction is eliminated by the opponent is reduced.
In the embodiment of the present application, the second virtual object may include at least two virtual objects, where multiple dominant parties and multiple disadvantageous parties may occur with respect to the first virtual object, in which case, multiple dominant parties and multiple disadvantageous parties with respect to the first virtual object may be distinguished, and the first virtual object may be prompted, and specifically, a case where the first virtual object is prompted to have multiple disadvantageous parties may be:
obtaining a virtual object in a inferior direction in the second virtual object to form a candidate attack object;
Displaying each candidate attack object and attack injury values corresponding to each candidate attack object to the first virtual object;
And determining a target attack object in the candidate attack objects according to the selection operation for the candidate attack objects, and controlling the first virtual object to attack the target virtual object.
In the embodiment of the application, the 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 be selected according to the preference of the user, the object type of the candidate attack object, the skill type of each candidate attack object and the like.
In the embodiment of the application, the virtual object in the dominant side in the second virtual object is acquired, the first virtual object is helped to select and resist all virtual shielding objects in the dominant side, and the first virtual object is controlled to stop the attack and avoid the selected virtual shielding objects.
In the embodiment of the application, the virtual object in the dominant side in the second virtual object is acquired, and the virtual shielding object capable of resisting each virtual object in the dominant side and the corresponding dominant side virtual object capable of resisting each virtual shielding object can be 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 the embodiment of the present application, when the first virtual object attacks the second virtual object, a situation may occur that a user manipulating the first virtual object has eliminated the second virtual object, but is not actually killed, and a situation may also occur that the first virtual object has eliminated the second virtual object, but the user manipulating the first virtual object does not know that multiple useless shots 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 stopping 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 oneself, and the attack stopping condition comprises a second state of a fighter of the first virtual object when the attack of the first virtual object is stopped;
if the first state is the same as the second state, controlling the first virtual object to stop the attack;
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, and controlling the first virtual object to stop attacking until the second virtual object is in the second state.
In the embodiment of the application, in the shooting game, the first state can be a state that the second virtual object falls down, and the second state can be a state set by a user according to actual conditions and can be any state of the virtual object in the game. If the second state of the fighter of the first virtual object is that the life value is zero when the user operating the first virtual object sets the attack stop, the second virtual object is in the reverse state after the first virtual object attacks the second virtual object, the attack is not stopped at this time, 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 the embodiment of the application, whether the first virtual object attacks the second virtual object can be determined according to the position of the quasi-center of the virtual weapon used by the first virtual object, and the first virtual object is controlled to automatically attack the second virtual object until the second virtual object is in the second state, and the specific determining method can be as follows:
if the first state is different from the second state, determining the quasi-center of the virtual weapon used by the first virtual object;
And if the quasi-center is positioned in a second preset range of the second virtual object, controlling the first virtual object to automatically attack the second virtual object, and controlling the first virtual object to stop the attack until the second virtual object is in a second state.
All the above technical solutions may be combined to form an optional embodiment of the present application, and will not be described in detail herein.
The embodiment of the application provides an attack control method for a virtual object, which is characterized in that a second virtual object, the distance between the second virtual object and a first virtual object operated by a current account number of which 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 current life value of the first virtual object is compared with a preset damage value generated by the second virtual object when the second virtual object attacks the first virtual object, the current life value of which is smaller than the preset damage value, is determined, and the first virtual object in weakness is controlled to avoid the attack operation of the second virtual object relative to the second virtual object, so that the game participation time of the virtual object in weakness can be increased, the game experience degree is improved, and the possibility that the virtual object in weakness is eliminated is reduced.
Referring to fig. 3, fig. 3 is another flow chart of an attack control method for a virtual object according to an embodiment of the application. The specific flow of the method can be as follows:
in step 301, in a game scene of the target game, a second virtual object that is in competition with the first virtual object is determined, where the first virtual object and the second virtual object are in different camps.
Step 302, predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object.
For example, obtaining an injury component value generated by a virtual weapon of a second virtual object hitting a virtual object in a target game each time; in the target game, acquiring a history war situation of participation of the second virtual object; acquiring an attack capability parameter value of the second virtual object in the history war situation, wherein the attack capability parameter value comprises the hit rate of the second virtual object hitting another virtual object by using the virtual weapon and the attack rate of the second virtual object by using the virtual weapon; and predicting a first attack damage value generated for the first virtual object by the attack operation of the second virtual object in a preset time according to the damage component value and the attack capacity parameter value.
Step 303, acquiring a current life value of the first virtual object and a minimum life value threshold corresponding to the first virtual object.
Step 304, acquiring a current life value of the second virtual object and a minimum life value threshold corresponding to the second virtual object.
Step 305, predicting a second attack damage value generated by the attack operation of the first virtual object on the second virtual object.
And 306, when the first virtual object and the second virtual object continue to fight, determining a virtual object with the life value reduced to the minimum threshold value of the corresponding life value in the first virtual object and the second virtual object in advance as a weak party in the fight and the other virtual object as a dominant party in the 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.
For example, subtracting the minimum threshold value of the life value corresponding to the first virtual object from the current life value of the first virtual object to obtain the first life value reducible amount corresponding to the first virtual object; subtracting a minimum threshold value of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain a second life value reducible amount corresponding to the second virtual object; calculating a value of the first life value reducible amount divided by the first attack damage value as a life value of the first virtual object, and reducing the damage time to a life value minimum threshold corresponding to the first virtual object; calculating a value of the second life value reducible amount divided by the second attack damage value as a life value of the second virtual object, and reducing the damage time to a life value minimum threshold corresponding to the second virtual object; and determining the virtual object with larger damage time as a dominating party.
Step 307, 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.
For example, if the dominant party is the second virtual object, determining a virtual shielding object resisting the attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object with a distance from the first virtual object within a first preset range; and controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object after the first virtual object is avoided from the virtual shielding object.
All the above technical solutions may be combined to form an optional embodiment of the present application, and will not be described in detail herein.
The embodiment of the application provides an attack control method for a virtual object, which is characterized in that a second virtual object, the distance between the second virtual object and a first virtual object operated by a current account number of which is within a preset distance, is determined in a game scene of a target game, so that a second virtual object which performs a close combat with the first virtual object is determined, and when the current life value of the first virtual object is compared with a preset damage value generated by the second virtual object when the second virtual object attacks the first virtual object, the current life value of which is smaller than the preset damage value, is determined, and the first virtual object which is in a weak state relative to the second virtual object is controlled to avoid the attack operation of the second virtual object, 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 facilitate better implementation of the attack control method of the virtual object in the embodiment of the application, the embodiment of the application also provides an attack control device of the virtual object. 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 application. 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 a different camping with the first virtual object;
a prediction unit 402, configured to predict a first attack damage value generated by an attack operation of the second virtual object on the first virtual object;
A second determining unit 403, configured to determine, based on the first attack damage value, a dominant party of the second virtual object in the fight with the first virtual object;
And the control unit 404 is configured to control the first virtual object to stop the attack and avoid the attack 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 an injury component value generated by a virtual weapon of the second virtual object hitting the virtual object in the target game each time;
in the target game, acquiring a history war situation of participation of the second virtual object;
acquiring an attack capability parameter value of the second virtual object in the history war situation, wherein the attack capability parameter value comprises the hit rate of the second virtual object hitting another virtual object by using the virtual weapon and the attack rate of the second virtual object by using the virtual weapon;
And predicting a first attack damage value generated for the first virtual object by the attack operation of the second virtual object in a preset time according to the damage component value and the attack capacity 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 each time different parts of the virtual object in the target game are hit;
Calculating the average value of each first injury value to obtain a first average value;
the first average value is used as a virtual weapon of the second virtual object, and the injury component value generated by hitting the virtual object in the target game each time.
Optionally, the second determining unit 403 is further configured to:
Acquiring a current life value of a first virtual object and a minimum life value threshold corresponding to the first virtual object;
Acquiring a current life value of the second virtual object and a minimum life value threshold 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 a virtual object with the life value reduced to the minimum threshold value of the corresponding life value in the first virtual object and the second virtual object in advance 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 other virtual object is a weak party in fight.
Optionally, the second determining unit 403 is further configured to:
Subtracting a minimum threshold value of the life value corresponding to the first virtual object from the current life value of the first virtual object to obtain a first life value reducible amount corresponding to the first virtual object;
subtracting a minimum threshold value of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain a second life value reducible amount corresponding to the second virtual object;
calculating a value of the first life value reducible amount divided by the first attack damage value as a life value of the first virtual object, and reducing the damage time to a life value minimum threshold corresponding to the first virtual object;
Calculating a value of the second life value reducible amount divided by the second attack damage value as a life value of the second virtual object, and reducing the damage time to a life value minimum threshold corresponding to the second virtual object;
And determining the virtual object with larger damage time as a dominating 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 the second virtual object;
When the first virtual object and the second virtual object continue to fight, 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 a dominant party;
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 the first virtual object as a dominant party.
Optionally, the control unit 404 is further configured to:
if the dominant party is the second virtual object, determining a virtual shielding object resisting attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object with a distance within a first preset range with the first virtual object;
and controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object after the first virtual object is avoided from the virtual shielding object.
Optionally, the control unit 404 is further configured to:
If the dominant party is the second virtual object, providing the first virtual object with acceleration escape skills in the target game;
and controlling the range of the attack operation of the first virtual object to stop the attack and the attack operation of the second virtual object to enable the first virtual object to avoid the attack operation of the second virtual object according to the agreeing use operation of the acceleration escape skill.
Optionally, the second virtual object includes at least two virtual objects, and the apparatus is further configured to:
obtaining a virtual object in a dominant party in the second virtual object to form a candidate attack object;
Displaying each candidate attack object and attack injury values corresponding to each candidate attack object to the first virtual object;
And determining a target attack object in the candidate attack objects according to the selection operation for the candidate attack objects, and controlling the first virtual object to attack the target virtual object.
Optionally, the device 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 stopping 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 oneself, and the attack stopping condition comprises a second state of a fighter of the first virtual object when the attack of the first virtual object is stopped;
if the first state is the same as the second state, controlling the first virtual object to stop the attack;
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, and controlling the first virtual object to stop attacking until the second virtual object is in the second state.
Optionally, the device is further configured to:
if the first state is different from the second state, determining the quasi-center of the virtual weapon used by the first virtual object;
And if the quasi-center is positioned in a second preset range of the second virtual object, controlling the first virtual object to automatically attack the second virtual object, and controlling the first virtual object to stop the attack until the second virtual object is in a second state.
All the above technical solutions may be combined to form an optional embodiment of the present application, and will not be described in detail herein.
According to the attack control device for the virtual object, provided by the embodiment of the application, the second virtual object which is in fight with the first virtual object is determined in the game scene of the target game through the first determining unit 401; then, predicting a first attack damage value generated to the first virtual object by the attack operation of the second virtual object through the prediction unit 402; then, determining, by the second determining unit 403, a dominant party of the second virtual object in the fight with the first virtual object based on the first attack damage value; finally, if the dominant party is the second virtual object, the control unit 404 controls the first virtual object to stop the attack and avoid the attack operation of the second virtual object, so that the game participation time of the virtual object in the weakness can be increased, and the game experience degree is improved.
Correspondingly, the embodiment of the application also provides computer equipment, which can be a terminal, and the terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer, a touch screen, a game machine, a personal computer, a personal digital assistant and the like. Fig. 5 is a schematic structural diagram of a computer device according to an embodiment of the present application, as shown in fig. 5. The computer device 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. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, 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, and 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 performing overall monitoring of the computer device 500.
In the embodiment of the present application, the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 executes the application programs stored in the memory 502, so as to implement various functions:
In a game scene of the target game, determining a second virtual object which is in fight against a first virtual object, wherein the first virtual object and the second virtual object are in different camps; predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object; determining a 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 the attack and avoid the attack operation of the second virtual object.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 5, the computer device 500 further includes: a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch display 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 structure shown in FIG. 5 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display screen 503 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 503 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a Liquid crystal display (Liquid CRYSTAL DISPLAY, LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), 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 azimuth 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 detection device and converts it into touch point coordinates, which are then sent to the processor 501, and can receive commands from the processor 501 and execute them. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 501 to determine the type of touch event, and the processor 501 then provides a corresponding visual output on the display panel based on the type of 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 realize the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch sensitive display 503 may also implement an input function as part of the input unit 506.
In the embodiment of the present application, a game application program 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, and the first virtual object and the second virtual object in the fight are determined, so as to determine the virtual object in the dominant party in the first virtual object and the second virtual object.
The radio frequency circuitry 504 may be used to transceive radio frequency signals to establish wireless communications with a network device or other computer device via wireless communications.
The audio circuitry 505 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 505 may transmit the received electrical signal after audio data conversion to a speaker, and convert the electrical signal into a sound signal for output by the speaker; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 505 and converted into audio data, which are processed by the audio data output processor 501 for transmission to, for example, another computer device via the radio frequency circuit 504, or which are output to the memory 502 for further processing. The audio circuit 505 may also include an ear bud jack to provide communication of the peripheral ear bud 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 to 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. Alternatively, 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, and power consumption management through the power management system. The power supply 507 may also include one or more of any components, such as a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, 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 herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the foregoing, in the computer device provided in this embodiment, in a game scene of a target game, a second virtual object whose distance from a first virtual object manipulated by a current account is within a preset distance is determined, so as to determine a second virtual object that performs a close combat with the first virtual object, and by comparing a current life value of the first virtual object with a preset damage value generated by the second virtual object when the second virtual object attacks the first virtual object, a first virtual object whose current life value is smaller than the preset damage value is determined, and with respect to the second virtual object, the first virtual object in a weak state is controlled to avoid an attack operation of the second virtual object, so that a game participation time of the virtual object in the weak state can be increased, and a game experience degree is improved.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, an embodiment of the present application provides a computer readable storage medium in which a plurality of computer programs are stored, the computer programs being capable of being loaded by a processor to perform steps in any one of the attack control methods for virtual objects provided by the embodiment of the present application. For example, the computer program may perform the steps of:
In a game scene of the target game, determining a second virtual object which is in fight against a first virtual object, wherein the first virtual object and the second virtual object are in different camps; predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object; determining a 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 the attack and avoid the attack operation of the second virtual object.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic or optical disk, and the like.
The steps in any one of the attack control methods for virtual objects provided by the embodiments of the present application can be executed by the computer program stored in the storage medium, so that the beneficial effects that any one of the attack control methods for virtual objects provided by the embodiments of the present application can be achieved, which are detailed in the previous embodiments and are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
The foregoing describes in detail the attack control method, apparatus, computer device and storage medium for a virtual object provided by the embodiments of the present application, and specific examples are applied to illustrate the principles and embodiments of the present application, where the foregoing description of the embodiments is only for helping to understand the technical solution and core ideas of the present application; those of ordinary skill in the art will appreciate that: the technical scheme described in the foregoing embodiments can be modified or some technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the application.

Claims (13)

1. An attack control method for a virtual object, comprising:
in a game scene of a target game, determining a second virtual object which is in battle with a first virtual object, wherein the first virtual object and the second virtual object are in different camps;
acquiring an injury component value 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 history war situation of participation of the second virtual object;
Acquiring an attack capability parameter value of the second virtual object in the history war situation, wherein the attack capability 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 using the virtual weapon;
predicting a first attack damage value generated by the attack operation of the second virtual object on the first virtual object within a preset time according to the damage component value and the attack capability parameter value;
Determining a 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 the attack and avoid the attack operation of the second virtual object.
2. The method of claim 1, wherein the obtaining the injury component value that each time a virtual weapon of the second virtual object hits a virtual object in a target game comprises:
Acquiring each virtual weapon of the second virtual object, and generating each first injury value to the first virtual object when each time different parts of the virtual object in the target game are hit;
calculating the average value of each first injury value to obtain a first average value;
and taking the first average value as a virtual weapon of the second virtual object, and hitting the virtual object in the target game each time to generate the injury component value.
3. The method of claim 1, wherein the determining a dominator of the second virtual object in the fight against the first virtual object based on the first attack injury value comprises:
Acquiring a current life value of the first virtual object and a minimum life value threshold corresponding to the first virtual object;
acquiring a current life value of the second virtual object and a minimum life value threshold 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 a virtual object with a life value which is reduced to a minimum threshold value of the corresponding life value in the first virtual object and the second virtual object in advance as a disadvantaged party in 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, and the other virtual object as the disadvantaged party in fight.
4. The method of claim 3, wherein when the first virtual object and the second virtual object continue to fight, determining, 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, a virtual object in which the life value falls to a minimum threshold value of the corresponding life values in advance, of the first virtual object and the second virtual object, is a disadvantaged party in fight, and the other virtual object is the dominant party in fight, comprises:
Subtracting a minimum threshold value of the life value corresponding to the first virtual object from the current life value of the first virtual object to obtain a first life value reducible amount corresponding to the first virtual object;
Subtracting a minimum threshold value of the life value corresponding to the second virtual object from the current life value of the second virtual object to obtain a second life value reducible amount corresponding to the second virtual object;
Calculating the value of the first life value reducible amount 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 value of the life value corresponding to the first virtual object;
Calculating the value of the second life value reducible amount divided by the second attack damage value as the life value of the second virtual object, and reducing the damage time to the life value minimum threshold corresponding to the second virtual object;
and determining the virtual object with larger injury time as the dominating party.
5. The method of claim 1, wherein the determining a dominator of the second virtual object in the fight against the first virtual object based on the first attack injury value comprises:
acquiring a current life value of the first virtual object and a 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, if the current life value of the first virtual object is smaller than the first attack injury value and the current life value of the second virtual object is larger than the second attack injury value, determining that the second virtual object is the dominating 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.
6. The method of claim 1, wherein if the dominating 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 comprises:
If the dominant party is the second virtual object, determining a virtual shielding object resisting attack operation of the second virtual object in the game scene, wherein the virtual shielding object comprises a virtual object with a distance from the first virtual object within a first preset range;
and controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object after the first virtual object is avoided from the virtual shielding object.
7. The method of claim 1, wherein if the dominating 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 comprises:
Providing the first virtual object with an accelerated escape skill in the target game if the dominant party is the second virtual object;
And controlling the range of attack operations of the first virtual object to stop the attack and the second virtual object to be accelerated and escaped according to the agreeing use operation of the acceleration and escaped skill so as to enable the first virtual object to avoid the attack operation of the second virtual object.
8. The method of claim 1, wherein the second virtual object comprises at least two virtual objects, the method further comprising:
Obtaining a virtual object in a disadvantaged party in the second virtual object to form a candidate attack object;
displaying each candidate attack object and attack injury values corresponding to each candidate attack object to the first virtual object;
And determining a target attack object in the candidate attack objects according to the selection operation for the candidate attack objects, and controlling the first virtual object to attack the target virtual object.
9. The method according to claim 1, wherein the method further comprises:
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 stopping 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 stopping condition comprises a second state of a fighter of the first virtual object when the first virtual object is stopped from attacking;
if the first state is the same as the second state, controlling the first virtual object to stop the attack;
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, and controlling the first virtual object to stop attacking until the second virtual object is in the second state.
10. The method of claim 9, wherein if the first state is different from the second state, the attack on the second virtual object based on the attack operation of the first virtual object is performed until the second virtual object is in the second state, and controlling the first virtual object to stop the attack comprises:
if the first state is different from the second state, determining the quasi-center of the virtual weapon used by the first virtual object;
and if the quasi-center is positioned 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 the attack.
11. An attack control device for a virtual object, comprising:
the first determining unit is used for determining a second virtual object which is in a different camping with the first virtual object in a game scene of the target game;
A prediction unit, configured to obtain an injury component value generated by a virtual weapon of the second virtual object hitting a virtual object in a target game each time, in the target game, obtain a history war situation in which the second virtual object participates, obtain an attack capability parameter value of the second virtual object in the history war situation, where the attack capability parameter value includes a hit rate of the second virtual object hitting another virtual object using a virtual weapon, and an attack rate of the second virtual object using a virtual weapon, and predict, according to the injury component value and the attack capability parameter value, a first attack injury value generated by an attack operation of the second virtual object on the first virtual object within a preset time;
a second determining unit, configured to determine a dominant party of the second virtual object and the first virtual object in a fight based on the first attack damage value;
And the control unit is used for controlling the first virtual object to stop the attack and avoid the attack operation of the second virtual object if the dominant party is the second virtual object.
12. A computer device, comprising:
a memory for storing a computer program;
a processor for implementing the steps in the attack control method of a virtual object according to any of claims 1 to 10 when executing the computer program.
13. A computer readable storage medium, characterized in that the computer readable storage medium has stored thereon a computer program which, when executed by a processor, implements the steps in the method of controlling a virtual object attack according to any of claims 1 to 10.
CN202110970502.7A 2021-08-23 Attack control method and device for virtual object, computer equipment and storage medium Active CN113797544B (en)

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CN113797544B true CN113797544B (en) 2024-07-09

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Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108970115A (en) * 2018-07-13 2018-12-11 腾讯科技(深圳)有限公司 Information display method, device, equipment and storage medium in battle game

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108970115A (en) * 2018-07-13 2018-12-11 腾讯科技(深圳)有限公司 Information display method, device, equipment and storage medium in battle game

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