Control Method and Device for Virtual Character, Storage Medium and Electronic Device

By selecting and adjusting the status of virtual characters in the online confrontation game, the problem of weak sense of game participation and low killing efficiency after virtual characters dies, achieving more efficient game participation and experience.

CN113893543BActive Publication Date: 2025-07-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111166795.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-30
Publication Date
2025-07-11
Estimated Expiration
2041-09-30

AI Technical Summary

Technical Problem

In online confrontation games, virtual characters can only watch the game or be resurrected at a fixed time after they die, resulting in weak sense of participation of players in the game and low killing efficiency.

Method used

By obtaining the target usage command, selecting and adjusting the virtual character state, the character in the non-dead state becomes a dead state, and the character in the dead state becomes a dead state, so as to achieve the resurrection of the virtual character.

Benefits of technology

It improves the participation efficiency of virtual characters and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present invention discloses a control method and device for virtual characters, a storage medium, and an electronic device. Among them, the method includes: obtaining a target usage instruction executed on a target virtual object, and when using the target virtual object in response to the target usage instruction, selecting a second virtual character in an undead state and a third virtual character in a dead state, where the second virtual character and the third virtual character are in the same camp as the first virtual character, displaying that the game state of the second virtual character is adjusted from the undead state to the dead state, and displaying that the game state of the third virtual character is adjusted from the dead state to the undead state. The present invention solves the technical problem of relatively low control efficiency of virtual characters.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular, to a method and device for controlling virtual characters, a storage medium, and an electronic device. Background Art

[0002] In current game applications, especially in games where players play online against each other in different camps, generally, after a virtual character dies, the player can only choose to watch other virtual characters continue to participate in the current game round, or, after a fixed time period, the virtual character resurrects at a predetermined position. However, in the first game mode, after the virtual character dies, the player's sense of participation in the game is weak, resulting in an inability to guarantee the control efficiency of the virtual character. In the second game mode, the resurrection time is fixed, and the resurrection restriction conditions are weak, resulting in a decrease in the efficiency of players killing other players in the game application.

[0003] In view of the above problems, no effective solution has been proposed yet. Summary of the Invention

[0004] Embodiments of the present invention provide a method and device for controlling virtual characters, a storage medium, and an electronic device to at least solve the technical problem of low control efficiency of virtual characters.

[0005] According to one aspect of the embodiments of the present invention, a method for controlling a virtual character is provided, including:

[0006] Obtaining a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object owned by a first virtual character, and the target virtual object is used to allow a virtual character in the same camp as the first virtual character to resurrect when used, and the first virtual character is a virtual character controlled in the target game application;

[0007] When using the target virtual object in response to the target usage instruction, selecting a second virtual character in an undead state and a third virtual character in a dead state, where the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0008] Displaying that the game state of the second virtual character is adjusted from the undead state to the dead state, and displaying that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0009] According to another aspect of the embodiments of the present invention, a device for controlling a virtual character is further provided, including:

[0010] An acquisition module for acquiring a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object possessed by a first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used, and the first virtual character is a virtual character controlled in the target game application;

[0011] A selection module for selecting a second virtual character in an undead state and a third virtual character in a dead state when using the target virtual object in response to the target usage instruction, where the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0012] An adjustment module for displaying that the game state of the second virtual character is adjusted from the undead state to the dead state, and displaying that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0013] Optionally, the device is used to select a second virtual character in an undead state in the following manner:

[0014] Display a first target virtual character set, where the first target virtual character set includes virtual characters in the same camp as the first virtual character and in the undead state;

[0015] Select the second virtual character in the undead state from the first target virtual character set.

[0016] Optionally, the device is used to display a first target virtual character set in the following manner:

[0017] Display a first virtual character set, where the virtual characters in the first virtual character set are in the same camp as the first virtual character, in the undead state, and the distance from the first virtual character is less than or equal to a first preset distance; or

[0018] Display a second virtual character set, where the virtual characters in the second virtual character set are in the same camp as the first virtual character and in the undead state; or

[0019] Display a third virtual character set, where the virtual characters in the third virtual character set are in the same camp as the first virtual character and in the undead state, and the health value of the virtual characters in the third virtual character set is less than or equal to a first preset health value.

[0020] Optionally, the device is further used to:

[0021] When displaying the first set of virtual characters, display the health value of each virtual character in the first set of virtual characters; or

[0022] When displaying the first set of virtual characters, for each virtual character in the first set of virtual characters, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or

[0023] When displaying the first set of virtual characters, for the virtual characters in the first set of virtual characters whose health values are less than a second preset health value, display corresponding health value identifiers, where the health value represents that the health value of the corresponding virtual character is less than the second preset health value.

[0024] Optionally, the device is further configured to:

[0025] When displaying the second set of virtual characters, display the health value and / or the corresponding distance of each virtual character in the second set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or

[0026] When displaying the second set of virtual characters, for each virtual character in the second set of virtual characters, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or

[0027] When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose health values are less than a second preset health value, display corresponding health value identifiers, where the health value represents that the health value of the corresponding virtual character is less than the second preset health value; or

[0028] When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose distances are less than a first preset distance, display corresponding distance identifiers, where the distance identifier represents that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

[0029] Optionally, the device is further configured to:

[0030] When displaying the third virtual character set, display the distance corresponding to each virtual character in the third virtual character set, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or

[0031] When displaying the third virtual character set, for the virtual characters in the third virtual character set whose distance is less than a first preset distance, display corresponding distance identifiers, where the distance identifier indicates that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

[0032] Optionally, the device is configured to select a third virtual character in a dead state in the following manner:

[0033] Display a second target virtual character set, where the second target virtual character set includes virtual characters that are in the same camp as the first virtual character and are in the dead state;

[0034] Select the third virtual character in the dead state from the second target virtual character set.

[0035] Optionally, the device is configured to display the second target virtual character set in the following manner:

[0036] Display a fourth virtual character set, where the virtual characters in the fourth virtual character set are in the same camp as the first virtual character and are in the dead state; or

[0037] Display the fifth set of virtual characters, where the virtual characters in the fifth set of virtual characters are in the same camp as the first virtual character and are in the dead state, the distances corresponding to the virtual characters in the fifth set of virtual characters are less than a preset distance, and the distances corresponding to the virtual characters in the fifth set of virtual characters represent the distances between the death positions of the corresponding virtual characters and the first virtual character, or represent the distances between the death positions of the corresponding virtual characters and a second preset position in the game scene where the first virtual character is located, or represent the distances between the death positions of the corresponding virtual characters and a second preset area in the game scene where the first virtual character is located; or

[0038] Display the sixth set of virtual characters, where the virtual characters in the sixth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the death duration of the virtual characters in the sixth set of virtual characters is greater than or equal to a first preset duration, or less than or equal to a second preset duration.

[0039] Optionally, the device is further configured to:

[0040] When displaying the fourth set of virtual characters, display the distance and / or death duration corresponding to each virtual character in the fourth set of virtual characters, where the distance corresponding to each virtual character represents the distance between the death position of each virtual character and the first virtual character, or represents the distance between the death position of each virtual character and a second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of each virtual character and a second preset area in the game scene where the first virtual character is located.

[0041] Optionally, the device is further configured to:

[0042] When displaying the fifth set of virtual characters, display the death duration of each virtual character in the fifth set of virtual characters.

[0043] Optionally, the device is used to obtain a target use instruction executed on a target virtual object in the following manner:

[0044] Obtain the target use instruction executed on a target virtual skill, where the target virtual skill is a virtual skill possessed by the first virtual character; or

[0045] Obtain the target use instruction executed on a target virtual item, where the target virtual item is a virtual item possessed by the first virtual character.

[0046] Optionally, the device is configured to adjust the game state of the third virtual character from the dead state to the undead state in the following manner:

[0047] Adjust the game state of the third virtual character from the dead state to the undead state at the death position of the third virtual character; or

[0048] Adjust the game state of the third virtual character from the dead state to the undead state at a second preset position in the game scene where the first virtual character is located.

[0049] According to another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the above-mentioned control method of the virtual character when running.

[0050] According to another aspect of the embodiments of the present application, there is provided a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual character as described above.

[0051] According to another aspect of the embodiments of the present invention, there is also provided an electronic device including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the above-mentioned control method of the virtual character through the computer program.

[0052] In an embodiment of the present invention, a target usage instruction executed on a target virtual object is obtained. The target virtual object is a virtual object possessed by a first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used. The first virtual character is a virtual character controlled in the target game application. When the target virtual object is used in response to the target usage instruction, a second virtual character in an undead state and a third virtual character in a dead state are selected. The second virtual character and the third virtual character are in the same camp as the first virtual character. By displaying that the game state of the second virtual character is adjusted from the undead state to the dead state and that the game state of the third virtual character is adjusted from the dead state to the undead state, the purpose of allowing a virtual character to use the target virtual object to adjust an undead virtual character in the same camp to the dead state and then adjust the virtual character in the dead state to the undead state to resurrect the virtual character in the dead state is achieved. Thus, the technical effect of improving the participation efficiency of a virtual character in a game and increasing the player's gaming experience is achieved, and furthermore, the technical problem of low control efficiency of virtual characters is solved. BRIEF DESCRIPTION OF THE DRAWINGS

[0053] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The schematic embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0054] Figure 1 is a schematic diagram of an application environment of an optional method for controlling a virtual character according to an embodiment of the present invention;

[0055] Figure 2 is a flowchart of an optional method for controlling a virtual character according to an embodiment of the present invention;

[0056] Figure 3 is a schematic diagram of an optional method for controlling a virtual character according to an embodiment of the present invention;

[0057] Figure 4 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0058] Figure 5 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0059] Figure 6 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0060] Figure 7Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0061] Figure 8 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0062] Figure 9 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0063] Figure 10 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0064] Figure 11 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0065] Figure 12 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0066] Figure 13 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present invention;

[0067] Figure 14 Schematic diagram of a structure of an optional control device for a virtual character according to an embodiment of the present invention;

[0068] Figure 15 Schematic diagram of a structure of an optional control product for a virtual character according to an embodiment of the present invention;

[0069] Figure 16 Schematic diagram of a structure of an optional electronic device according to an embodiment of the present invention. Detailed implementation manners

[0070] In order to enable those skilled in the art to better understand the solution of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all of the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.

[0071] It should be noted that the terms "first", "second", etc. in the description, claims and above-mentioned drawings of the present invention are used to distinguish similar objects, and do not necessarily describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of the present invention described here can be implemented in an order other than those illustrated or described here. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0072] First, some nouns or terms that appear during the description of the embodiments of the present application are applicable to the following explanations:

[0073] Shooting application: includes all games that use firearms for long-range attacks, such as first-person shooting applications, third-person shooting applications, etc., including but not limited to these.

[0074] First-person shooting application (First-person shooting game, FPS), the first-person shooting application belongs to a branch of the action application (Action Game, ACT). As the name implies, the first-person perspective shooting application is a shooting application that shoots from the subjective perspective of the operator.

[0075] Third-person shooting application (Third-person shooting game, TPS), which is also a type of shooting application. The difference from the first-person shooting application is that the virtual control object controlled by the operator is visible in the application display interface.

[0076] The present invention will be described below in conjunction with embodiments:

[0077] According to one aspect of the embodiments of the present invention, a method for controlling a virtual character is provided. Optionally, in this embodiment, the above method for controlling a virtual character can be applied to, for example, Figure 1 the hardware environment composed of a server 101 and a terminal device 103 as shown in Figure 1As shown in the figure, the server 101 is connected to the terminal 103 through a network and can be used to provide services for the terminal device or the application installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 can be set on the server or independently of the server to provide data storage services for the server 101. For example, a game data storage server. The above network can include, but is not limited to: a wired network, a wireless network. Among them, the wired network includes: a local area network, a metropolitan area network, and a wide area network. The wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The terminal device 103 can be a terminal configured with an application and can include, but is not limited to, at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop computer, a tablet computer, a personal digital assistant, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, and other computer devices. The above server can be a single server, or a server cluster composed of multiple servers, or a cloud server. The application 107 using the control method of the above virtual character is displayed through the terminal device 103.

[0078] Combined with Figure 1 As shown in the figure, the control method of the above virtual character can be implemented on the terminal device 103 through the following steps:

[0079] S1, Obtain a target usage instruction executed on a target virtual object. Among them, the target virtual object is a virtual object owned by the first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used. The first virtual character is the virtual character controlled in the target game application;

[0080] S2, When using the target virtual object in response to the target usage instruction, select a second virtual character in an undead state and a third virtual character in a dead state. Among them, the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0081] S3, Display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0082] Optionally, in this embodiment, the control method of the above virtual character can also be implemented by the server. For example, Figure 1 Implemented in the server 101 shown in the figure; or jointly implemented by the user terminal and the server.

[0083] The above is only an example, and this embodiment does not make specific limitations.

[0084] Optionally, as an alternative implementation, as Figure 2 shown, the control method of the above virtual character includes:

[0085] S202, obtain a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object owned by a first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used, and the first virtual character is a virtual character controlled in the target game application;

[0086] S204, when using the target virtual object in response to the target usage instruction, select a second virtual character in an undead state and a third virtual character in a dead state, where the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0087] S206, display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0088] Optionally, in this embodiment, the control method of the above virtual character can be applied to shooting game applications installed on computer devices including but not limited to mobile phones (such as Android phones, iOS phones, etc.), laptop computers, tablet computers, palmtop computers, MIDs (Mobile Internet Devices), PADs, desktop computers, smart TVs, etc. The above target shooting game applications include first-person shooting game applications, third-person shooting game applications, and shooting game applications that can switch between the first person and the third person. Among them, Figure 3 is a schematic diagram of a control method of a virtual character according to an embodiment of the present invention. As Figure 3 shown, the application display interface can be divided into a first-person display interface 301 and a third-person display interface 303, and includes but not limited to a display interface that switches between the first person and the third person using a perspective switching button. The target virtual object 305 and the game state of the virtual character can be displayed in the target game application using the environment shown in Figure 3 .

[0089] Optionally, in this embodiment, the types of the above game applications may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.

[0090] Optionally, in this embodiment, the above-mentioned obtaining the target use instruction for the target virtual object may be implemented in the game screen of a currently running game session. Among them, the game screen of the currently running game session may include, but is not limited to, being rendered by the terminal according to the shooting game application data sent by the server, and may also include, but is not limited to, being rendered by the terminal according to the stored data of the shooting game application. The above-mentioned obtaining the target use instruction for the target virtual object may include, but is not limited to, interactive operations such as touch operations, voice operations, and gesture operations, and may also include, but is not limited to, use instructions directly input by means of code, etc.

[0091] Optionally, in this embodiment, the above-mentioned first virtual character may include, but is not limited to, a virtual operation object controlled by the user through an account in the above-mentioned shooting game application, and may also include, but is not limited to, a virtual object preset by the server and belonging to the same camp as the virtual character controlled by the participating account.

[0092] The above is only an example, and this embodiment does not make any specific limitations.

[0093] Optionally, in this embodiment, the above-mentioned target virtual object may include, but is not limited to, a virtual skill pre-allocated by the server, or a virtual skill set by the operator in the setting interface pre-configured by the server, or an interaction object corresponding to a virtual item obtained by the target virtual object during a game session. The above-mentioned target virtual object may be configured on the virtual attack item in a preset manner, and may also include, but is not limited to, a virtual skill that requires controlling the target virtual character to accumulate a preset amount of virtual resources before it is allowed to be used, or a virtual skill that is allowed to be used only when the duration of the target virtual character participating in a game session reaches a preset threshold. Furthermore, to trigger the target virtual object, it may be triggered by, but is not limited to, a preset interaction button in the game interface.

[0094] For example, Figure 4 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present invention. As Figure 4 shown, the configuration method of the above-mentioned target virtual object may include, but is not limited to, the following steps:

[0095] S1. Perform an interaction operation on the interaction object 404 in the configuration interface 402 to select the target virtual object.

[0096] S2. After selecting the target virtual object, perform an interaction operation on the interaction object 406 to configure the above target virtual object for the above target virtual character, so that the above target virtual character is allowed to use the above target virtual object during a game.

[0097] The above is only an example, and this embodiment does not make any specific limitations.

[0098] Optionally, in this embodiment, the above target use instruction may include but is not limited to clicking, swiping, long pressing, releasing, etc., and may also include one or a combination of more than one of voice recognition, motion capture, etc.

[0099] For example, Figure 5 is a schematic diagram of another control method for a virtual character according to an embodiment of the present invention. As Figure 5 shown, the above control method for the virtual character may include but is not limited to the following steps:

[0100] S1. Display a game screen of a game in the game interface 502, and obtain a target use instruction executed on the target virtual object (corresponding to the Figure 5 shown gesture);

[0101] S2. When using the target virtual object in response to the target use instruction, select a second virtual character in an undead state (corresponding to the Figure 5 shown interfaces 504 and 506) and a third virtual character in a dead state (corresponding to the Figure 5 shown interfaces 508 and 510);

[0102] S3. Adjust the game state of the second virtual character (virtual character A) from the undead state to the dead state, and adjust the game state of the third virtual character (virtual character D) from the dead state to the undead state.

[0103] The above is only an example, and this embodiment does not make any specific limitations.

[0104] Optionally, in this embodiment, the virtual characters in the same camp described above can be understood as including, but not limited to, multiple virtual characters with the same game objective, or the virtual characters are in the same team. The third virtual character in the dead state is the third virtual character in the dead state before starting to execute the target usage instruction on the target virtual object. At this time, the target virtual object is configured as an instant-use virtual object. The third virtual character in the dead state is the third virtual character in the dead state before ending the execution of the target usage instruction on the target virtual object. At this time, the target virtual object is configured as a continuous-use virtual object.

[0105] Optionally, in this embodiment, the display that the game state of the second virtual character is adjusted from the non-dead state to the dead state and the game state of the third virtual character is adjusted from the dead state to the non-dead state may include, but not limited to, displaying the game state adjustment information of the second virtual character. For example, in the target game application, it is displayed that the second virtual character "has fallen in battle" and the third virtual character "has been resurrected", etc. In the specific implementation process, it may include, but not limited to, when the target game application is a single-player game application, directly adjusting the game state of the second virtual character from the non-dead state to the dead state on the terminal device, and adjusting the game state of the third virtual character from the dead state to the non-dead state, and then displaying that the game state of the second virtual character is adjusted from the non-dead state to the dead state and displaying that the game state of the third virtual character is adjusted from the dead state to the non-dead state. It may also include, but not limited to, when the target game application is an online game, sending a message of selecting the second virtual character in the non-dead state and the third virtual character in the dead state to the server on the terminal device. After the server receives the message of selecting the second virtual character in the non-dead state and the third virtual character in the dead state, it generates an instruction message to adjust the game state of the second virtual character from the non-dead state to the dead state and adjust the game state of the third virtual character from the dead state to the non-dead state. After the terminal device receives the above instruction message, as Figure 5 shown, the game state of the second virtual character is displayed as adjusted from the non-dead state to the dead state on the terminal device, and the game state of the third virtual character is displayed as adjusted from the dead state to the non-dead state.

[0106] The above is only an example, and this embodiment does not make any specific limitations.

[0107] In this embodiment, a target usage instruction executed on a target virtual object is obtained. The target virtual object is a virtual object possessed by a first virtual character, and the target virtual object is used to allow the resurrection of virtual characters in the same camp as the first virtual character when it is used. The first virtual character is a virtual character controlled in the target game application. When the target virtual object is used in response to the target usage instruction, a second virtual character in an undead state and a third virtual character in a dead state are selected. The second virtual character and the third virtual character are in the same camp as the first virtual character. By displaying that the game state of the second virtual character changes from the undead state to the dead state and the game state of the third virtual character changes from the dead state to the undead state, the purpose of allowing a virtual character to use the target virtual object to change an undead virtual character in the same camp to a dead state and at the same time change a dead virtual character to an undead state, so as to conditionally resurrect a dead virtual character is achieved. Thus, the technical effect of improving the participation efficiency of virtual characters in a game and enhancing the player's gaming experience is realized, and furthermore, the technical problem of low control efficiency of virtual characters is solved.

[0108] As an alternative solution, the selection of the second virtual character in the undead state includes:

[0109] Displaying a first target virtual character set, where the first target virtual character set includes virtual characters in the same camp as the first virtual character and in the undead state;

[0110] Selecting the second virtual character in the undead state from the first target virtual character set.

[0111] Optionally, in this embodiment, the above first target virtual character set may include, but is not limited to, a virtual character set composed of virtual characters in the same camp as the first virtual character and in the undead state.

[0112] For example, if the first virtual character is virtual character A, and virtual characters B, C, and D are virtual characters in the same camp. When using the target virtual object in response to the target usage instruction, the game states of virtual characters B, C, and D are confirmed. When it is determined that the game state of virtual character D is the dead state and the game states of virtual characters B and C are the undead states, virtual characters B and C are used as the virtual characters in the first target virtual character set to display the above first target virtual character set.

[0113] Optionally, in this embodiment, the method for selecting the second virtual character may include, but is not limited to, performing an interaction operation on the second virtual character, such as clicking, long - pressing, double - clicking, or a voice interaction operation, such as a voice command of "select virtual character B". It may also include, but is not limited to, automatically selecting the second virtual character from the first target virtual character set according to a preset condition or randomly after the target use instruction lasts for a preset duration.

[0114] For example, Figure 6 is a schematic diagram of another virtual character control method according to an embodiment of the present invention. As Figure 6 shown, the virtual character control method may include, but is not limited to, the following steps:

[0115] S1, execute a target use instruction on the target virtual object 602 in the game screen;

[0116] S2, display the first target virtual character set 604, where the first target virtual character set 604 includes virtual character A, virtual character B who is in the same camp as virtual character A and is in an undead state, and virtual character C;

[0117] S3, select the second virtual character in the first target virtual character set 604 that is in an undead state (corresponding to Figure 6 the virtual character B shown.

[0118] The above is only an example, and this embodiment does not make any specific limitations.

[0119] As an optional solution, the displaying of the first target virtual character set includes:

[0120] display the first virtual character set, where the virtual characters in the first virtual character set are in the same camp as the first virtual character, are in the undead state, and the distance from the first virtual character is less than or equal to a first preset distance; or

[0121] display the second virtual character set, where the virtual characters in the second virtual character set are in the same camp as the first virtual character and are in the undead state; or

[0122] display the third virtual character set, where the virtual characters in the third virtual character set are in the same camp as the first virtual character and are in the undead state, and the health value of the virtual characters in the third virtual character set is less than or equal to a first preset health value.

[0123] Optionally, in this embodiment, the virtual characters in the above first virtual character set may include, but are not limited to, virtual characters that are in the same camp as the first virtual character and are in an undead state within a range of a first preset distance from the position where the first virtual character is located. For example, teammates who are alive within a certain nearby range.

[0124] Optionally, in this embodiment, the above second virtual character set may include, but are not limited to, virtual characters that are in the same camp as the first virtual character and are in an undead state found in the current game session. For example, all alive teammates.

[0125] Optionally, in this embodiment, the above third virtual character set may include, but are not limited to, virtual characters that are in the same camp as the first virtual character, are in an undead state, and have a virtual health value less than or equal to a first preset health value in the current game session. For example, teammates with lower health.

[0126] It should be noted that it may also include, but is not limited to, the geometry formed by virtual characters that are in the same camp as the first virtual character, have a health value less than or equal to the first preset health value, and are at a distance less than or equal to the first preset distance from the first virtual character. For example, teammates with lower health within a certain nearby range.

[0127] For example, Figure 7 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present invention. As Figure 7 shown, among the virtual characters in the same camp as the first virtual character in the current game session, there are virtual character A, virtual character B, and virtual character C. The health value of virtual character A is 100 and it is 10 meters away from the first virtual character. The health value of virtual character B is 20 and it is 10 meters away from the first virtual character. The health value of virtual character C is 20 and it is 1 meter away from the first virtual character. When the first preset distance is 5 meters and the first preset health value is 50, virtual character C is included in the above first virtual character set 704, virtual characters A, B, and C are included in the above second virtual character set 706, and virtual characters B and C are included in the above third virtual character set 708.

[0128] The above is only an example, and this embodiment does not make any specific limitations.

[0129] As an optional solution, the method further includes:

[0130] When displaying the first virtual character set, display the health value of each virtual character in the first virtual character set; or

[0131] When displaying the first set of virtual characters, for each virtual character in the first set of virtual characters, a corresponding health value range identifier is displayed, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or

[0132] When displaying the first set of virtual characters, for the virtual characters in the first set of virtual characters whose health values are less than a second preset health value, corresponding health value identifiers are displayed, where the health values indicate that the health values of the corresponding virtual characters are less than the second preset health value.

[0133] Optionally, in this embodiment, in the process of displaying the set of virtual characters that are in the same camp as the first virtual character, in an undead state, and whose distance from the first virtual character is less than or equal to a first preset distance, it may include but is not limited to simultaneously displaying the health values of each virtual character in the above set of virtual characters, or the corresponding health value ranges of each virtual character, or the health value identifiers of the virtual characters whose health values are less than a second health value.

[0134] For example, Figure 8 is a schematic diagram of another method for controlling virtual characters according to an embodiment of the present invention, as Figure 8 shown, where, in the current game round, the virtual characters in the same camp as the first virtual character include virtual character A, virtual character B, and virtual character C. The health value of virtual character A is 100, the health value of virtual character B is 20, and the health value of virtual character C is 50. When the second preset health value is 40, the above display of the health values of each virtual character in the first set of virtual characters when displaying the first set of virtual characters may include but is not limited to displaying as the first set of virtual characters 802. The above display of the corresponding health value range identifiers for each virtual character in the first set of virtual characters when displaying the first set of virtual characters may include but is not limited to displaying as the first set of virtual characters 804. The above display of the corresponding health value identifiers for the virtual characters in the first set of virtual characters whose health values are less than the second preset health value when displaying the first set of virtual characters may include but is not limited to displaying as the first set of virtual characters 806.

[0135] The above is only an example, and this embodiment does not make any specific limitations.

[0136] As an optional solution, the method further includes:

[0137] When displaying the second set of virtual characters, display the health value and / or the corresponding distance of each virtual character in the second set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or

[0138] When displaying the second set of virtual characters, for each virtual character in the second set of virtual characters, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or

[0139] When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose health value is less than a second preset health value, display a corresponding health value identifier, where the health value indicates that the health value of the corresponding virtual character is less than the second preset health value; or

[0140] When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose distance is less than a first preset distance, display a corresponding distance identifier, where the distance identifier indicates that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

[0141] Optionally, in this embodiment, the first preset position in the game scene where the first virtual character is located may include, but is not limited to, the spawn point of the camp where the first virtual character is located, the current position of the first virtual character, etc. The first preset area may include, but is not limited to, a static area or a dynamic area pre-configured by the planner. Taking the dynamic area as an example, it may include, but is not limited to, a constantly shrinking or expanding area such as a final circle or a poison gas circle.

[0142] Optionally, in this embodiment, the second preset health value may be pre-configured by the system or may be dynamically configured according to the number of participants in the current game. For example, when the number of participants is larger, the second preset health value may be higher or lower. The first preset distance may be pre-configured by the system or may be flexibly configured according to the number of virtual characters in the current game that are in an undead state. For example, when the number of virtual characters in an undead state is larger, the first preset distance may be larger or smaller.

[0143] For example, Figure 9 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present invention. As Figure 9 shown, in the current game round, the virtual characters in the same camp as the first virtual character include virtual character A, virtual character B, and virtual character C. The health value of virtual character A is 100, the distance from the final circle is 50 meters, the distance from the first preset position is 10 meters, and the distance from the first virtual character is 20 meters. The health value of virtual character B is 20, the distance from the final circle is 100 meters, the distance from the first preset position is 40 meters, and the distance from the first virtual character is 20 meters. The health value of virtual character C is 50, the distance from the final circle is 20 meters, the distance from the first preset position is 32 meters, and the distance from the first virtual character is 200 meters. When displaying the second virtual character set, displaying the health value and / or the corresponding distance of each virtual character in the second virtual character set may include, but is not limited to, displaying it as the second virtual character set 902. For each virtual character in the second virtual character set, displaying the corresponding health value range identifier may include, but is not limited to, displaying it as the second virtual character set 904. For the virtual characters in the second virtual character set whose health value is less than the second preset health value (taking the second preset health value equal to 40 as an example), displaying the corresponding health value identifier may include, but is not limited to, displaying it as the second virtual character set 906. For the virtual characters in the second virtual character set whose distance is less than the first preset distance, displaying the corresponding distance identifier may include, but is not limited to, when the distance between the virtual character and the first virtual character is less than the first preset distance (taking the first preset distance equal to 30 as an example), displaying it as the second virtual character set 908, when the distance between the virtual character and the first preset position in the game scene where the first virtual character is located is less than the first preset distance, displaying it as the second virtual character set 910, or when the distance between the virtual character and the first preset area in the game scene where the first virtual character is located is less than the first preset distance, displaying it as the second virtual character set 912.

[0144] The above is only an example, and no specific limitation is made in this embodiment.

[0145] As an optional solution, the method further includes:

[0146] When displaying the third virtual character set, displaying the corresponding distance of each virtual character in the third virtual character set, where the corresponding distance of each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and the first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and the first preset area in the game scene where the first virtual character is located; or

[0147] When displaying the third set of virtual characters, for the virtual characters in the third set of virtual characters whose distance is less than a first preset distance, display corresponding distance identifiers, where the distance identifier indicates that the corresponding virtual character is less than the first preset distance from the first virtual character, or indicates that the corresponding virtual character is less than the first preset distance from a first preset position in the game scene where the first virtual character is located, or indicates that the corresponding virtual character is less than the first preset distance from a first preset area in the game scene where the first virtual character is located.

[0148] Optionally, in this embodiment, the first preset position in the game scene where the first virtual character is located may include, but is not limited to, the spawn point of the camp where the first virtual character is located, the current position of the first virtual character, etc. The first preset area may include, but is not limited to, a static area or a dynamic area pre-configured by the planner. Taking the dynamic area as an example, it may include, but is not limited to, a shrinking or expanding area such as a final circle or a poison gas circle.

[0149] Optionally, in this embodiment, the above-mentioned second preset health value may be pre-configured by the system or dynamically configured according to the number of participants in the current game session. For example, when the number of participants is larger, the above-mentioned second preset health value is higher or lower. The above-mentioned first preset distance may be pre-configured by the system or flexibly configured according to the number of virtual characters in the current game session that are in an undead state. For example, when the number of virtual characters in an undead state is larger, the above-mentioned first preset distance is larger or smaller.

[0150] As an alternative solution, selecting the third virtual character in a dead state includes:

[0151] Displaying a second target set of virtual characters, where the second target set of virtual characters includes virtual characters that are in the same camp as the first virtual character and are in the dead state;

[0152] Selecting the third virtual character in the dead state from the second target set of virtual characters.

[0153] Optionally, in this embodiment, the above-mentioned second target set of virtual characters may include, but is not limited to, a set of virtual characters composed of virtual characters that are in the same camp as the first virtual character and are in a dead state.

[0154] For example, if the first virtual character is virtual character A, and virtual characters B, C, and D are virtual characters in the same camp, when using the target virtual object in response to the target use instruction, confirm the game states of virtual characters B, C, and D. When it is determined that the game state of virtual character D is the undead state and the game states of virtual characters B and C are the dead state, virtual characters B and C are used as the virtual characters in the second target virtual character set to display the above-mentioned second target virtual character set.

[0155] Optionally, in this embodiment, the method of selecting the second virtual character may include, but is not limited to, performing an interaction operation on the second virtual character, such as clicking, long pressing, double clicking, or a voice interaction operation, such as a voice command of "select virtual character B". It may also include, but is not limited to, automatically selecting the second virtual character from the second target virtual character set according to a preset condition or randomly after the target use instruction lasts for a preset duration.

[0156] For example, Figure 10 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present invention. As Figure 10 shown, the method for controlling the virtual character may include, but is not limited to, the following steps:

[0157] S1. Execute a target use instruction on the target virtual object 1002 in the game screen;

[0158] S2. Display the second target virtual character set 1004, where the second target virtual character set 1004 includes virtual characters B and C that are in the same camp as virtual character A and are in the dead state;

[0159] S3. Select the second virtual character in the second target virtual character set 1004 that is in the dead state (corresponding to Figure 10 the virtual character B shown).

[0160] The above is only an example, and this embodiment does not make any specific limitations.

[0161] As an optional solution, the displaying the second target virtual character set includes:

[0162] Displaying a fourth virtual character set, where the virtual characters in the fourth virtual character set are in the same camp as the first virtual character and are in the dead state; or

[0163] Display a fifth set of virtual characters, where the virtual characters in the fifth set of virtual characters are in the same camp as the first virtual character and are in the dead state, the distances corresponding to the virtual characters in the fifth set of virtual characters are less than a preset distance, and the distances corresponding to the virtual characters in the fifth set of virtual characters represent the distances between the death positions of the corresponding virtual characters and the first virtual character, or represent the distances between the death positions of the corresponding virtual characters and a second preset position in the game scene where the first virtual character is located, or represent the distances between the death positions of the corresponding virtual characters and a second preset area in the game scene where the first virtual character is located; or

[0164] Display a sixth set of virtual characters, where the virtual characters in the sixth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the death duration of the virtual characters in the sixth set of virtual characters is greater than or equal to a first preset duration, or less than or equal to a second preset duration.

[0165] Optionally, in this embodiment, the virtual characters in the above-mentioned fourth set of virtual characters may include, but are not limited to, the virtual characters in the same camp as the first virtual character and in the dead state found within a range of a first preset distance from the position where the first virtual character is located. For example, teammates who died within a certain nearby range.

[0166] Optionally, in this embodiment, the above-mentioned fifth set of virtual characters may include, but are not limited to, the virtual characters in the same camp as the first virtual character and in the dead state found in the current game. For example, all dead teammates.

[0167] Optionally, in this embodiment, the above-mentioned sixth set of virtual characters may include, but are not limited to, the virtual characters in the same camp as the first virtual character and in the dead state found in the current game, and the death duration of the virtual characters is greater than or equal to a first preset duration, or less than or equal to a second preset duration. For example, teammates who died within a preset time or teammates who have been dead for more than a preset time.

[0168] For example, Figure 11 is a schematic diagram of another virtual character control method according to an embodiment of the present invention, as Figure 11As shown, in the current game round, the virtual characters in the same camp as the first virtual character include virtual character A, virtual character B, and virtual character C. Virtual character A is 10 meters away from the first virtual character and has been in a dead state for 10 seconds. Virtual character B is 10 meters away from the first virtual character and has been in a dead state for 8 seconds. Virtual character C is 1 meter away from the first virtual character and has been in a dead state for 3 seconds. When the first preset distance is 5 meters, the first preset duration is 9 seconds, and the second preset duration is 4 seconds, virtual character C is included in the above-mentioned fourth virtual character set 1104, the above-mentioned fifth virtual character set 1106 includes virtual character A, virtual character B, and virtual character C, the above-mentioned sixth virtual character set 1108 includes virtual character A that is in the same camp as the first virtual character, in a dead state, and the death duration of the virtual character is greater than or equal to the first preset duration in the current game round, and the above-mentioned sixth virtual character set 1110 includes virtual character C that is in the same camp as the first virtual character, in a dead state, and the death duration of the virtual character is less than or equal to the second preset duration in the current game round.

[0169] The above is only an example, and this embodiment does not make any specific limitations.

[0170] As an optional solution, the method further includes:

[0171] When displaying the fourth virtual character set, display the distance and / or death duration corresponding to each virtual character in the fourth virtual character set, where the distance corresponding to each virtual character represents the distance between the death position of each virtual character and the first virtual character, or represents the distance between the death position of each virtual character and the second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of each virtual character and the second preset area in the game scene where the first virtual character is located.

[0172] Optionally, in this embodiment, in the process of displaying the virtual character set that is in the same camp as the first virtual character, in a dead state, and the distance from the first virtual character is less than or equal to the second preset distance, it may include but is not limited to simultaneously displaying the death duration of each virtual character in the above virtual character set, the distance between the death position of each virtual character and the second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of each virtual character and the second preset area in the game scene where the first virtual character is located.

[0173] For example, Figure 12 is a schematic diagram of another virtual character control method according to an embodiment of the present invention, as Figure 12As shown, in the current game, the virtual characters in the same camp as the first virtual character include virtual character A, virtual character B, and virtual character C. The death duration of virtual character A is 10 seconds, the death duration of virtual character B is 8 seconds, and the death duration of virtual character C is 1 second. When displaying the fourth virtual character set, the death duration of each virtual character in the fourth virtual character set can include but is not limited to being displayed as the fourth virtual character set 1202. Specifically, it can also display the distance between the death position of each virtual character in the fourth virtual character set and the first virtual character. For example, the fourth virtual character set 1204, or the distance between the death position of each virtual character and the second preset position in the game scene where the first virtual character is located. For example, the fourth virtual character set 1206, or the distance between the death position of each virtual character and the second preset area in the game scene where the first virtual character is located. For example, the fourth virtual character set 1208.

[0174] The above is only an example, and this embodiment does not make any specific limitations.

[0175] As an optional solution, the method further includes:

[0176] When displaying the fifth virtual character set, display the death duration of each virtual character in the fifth virtual character set.

[0177] Optionally, in this embodiment, it can include but is not limited to as Figure 12 shown in the fourth virtual set 1202. The display method of the content shown in the fourth virtual set 1202 can be the same as that of displaying the death duration of each virtual character in the fifth virtual character set when displaying the fifth virtual character set, except that the death duration of each dead virtual character is displayed.

[0178] As an optional solution, the obtaining of the target use instruction executed on the target virtual object includes:

[0179] Obtain the target use instruction executed on the target virtual skill, where the target virtual skill is a virtual skill possessed by the first virtual character; or

[0180] Obtain the target use instruction executed on the target virtual item, where the target virtual item is a virtual item possessed by the first virtual character.

[0181] Optionally, in this embodiment, the above target virtual skills can include but are not limited to pre-configured virtual skills or virtual items obtained by the first virtual character during the progress of a game.

[0182] As an alternative solution, adjusting the game state of the third virtual character from the dead state to the undead state includes:

[0183] Adjusting the game state of the third virtual character from the dead state to the undead state at the death position of the third virtual character; or

[0184] Adjusting the game state of the third virtual character from the dead state to the undead state at a second preset position in the game scene where the first virtual character is located.

[0185] Optionally, in this embodiment, adjusting the game state of the third virtual character from the dead state to the undead state may include, but is not limited to, resurrecting the third virtual character in place at the death position of the third virtual character, or resurrecting the third virtual character at a pre-configured second preset position.

[0186] The following further explains and illustrates the present application with specific examples:

[0187] 1. Principle of scanning teammates (corresponding to the aforementioned second virtual character or third virtual character) and displaying them on the notebook:

[0188] The principle of detecting nearby enemies is to use the user as the center point, configure the range R as the detection radius to form a circle, and then calculate the distance between all teammates and the player. As long as the distance is less than the detection range, it belongs to the selected object. Then, all teammates meeting the intrusion conditions are sorted, and the nearest N teammates are selected as targets. Since there is a certain limit on the number of people searched each time, if it exceeds, only the nearest few to the player can be selected.

[0189] 2. Principle of plane resurrection:

[0190] When a player (corresponding to the aforementioned third virtual character) is resurrected by a teammate, they still need to wait for a resurrection plane. This plane appears once every certain period of time, and it will appear approximately N times in a game. N is configured by the planner, and this number is evenly distributed according to the time of the entire game. For example, if a game is 30 minutes long, and the planner configures the number of times the resurrection plane can appear as 5 times, then it will appear once every 6 minutes. When the resurrection plane appears, the perspective of all defeated players will be switched to the perspective of looking at the plane in the air, and then when the plane flies to a point where it can land, the player will parachute out of the plane.

[0191] This perspective originally follows the movement of the player. When the player is being resurrected, this perspective will follow the large plane. The method of following is to obtain the position and direction of the plane, and then follow the movement at a certain distance behind it.

[0192] Specifically, for example, Figure 13 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present invention. As Figure 13 shown, the method for controlling the virtual character includes but is not limited to the following steps:

[0193] S1302, start;

[0194] S1304, the resurrection skill (corresponding to the aforementioned target virtual object) is activated;

[0195] S1306, determine whether the skill key (corresponding to the aforementioned target usage instruction) is clicked. If the determination result is no, return to step S1304;

[0196] S1308, when the determination result of S1306 is yes, display the notebook and start scanning for nearby teammates (corresponding to the first target virtual character set and / or the second target virtual character set);

[0197] S1310, determine whether a teammate (corresponding to the aforementioned second virtual character) is scanned. If the determination result is no, return to step S1308;

[0198] S1312, when the determination result of S1310 is yes, display it on the notebook;

[0199] S1314, determine whether the target (corresponding to the aforementioned selected second virtual character in the non-dead state and the third virtual character in the dead state) is clicked. If the determination result is no, return to step S1312;

[0200] S1316, when the determination result of S1314 is yes, send a pop-up window to the teammate;

[0201] S1318, determine whether the teammate agrees to sacrifice;

[0202] S1320, when the determination result of S1318 is yes, the teammate (corresponding to the aforementioned second virtual character) dies, and starts to resurrect other selected teammates (corresponding to the aforementioned third virtual character);

[0203] S1322, determine whether the resurrection aircraft is turned on. If the determination result is no, return to step S1320;

[0204] S1324, when the determination result of S1322 is yes, the resurrected teammate starts the resurrection process and returns to the battlefield, and execute step S1328;

[0205] S1326, when the determination result of S1318 is no, cancel the resurrection process, and execute step S1328;

[0206] S1328, end.

[0207] The above is only an example, and no specific limitations are imposed on this embodiment.

[0208] It should be noted that, for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that the present invention is not limited by the described action sequence, because according to the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the present invention.

[0209] According to another aspect of the embodiments of the present invention, there is also provided a control device for a virtual character for implementing the above-mentioned control method of the virtual character. As Figure 14 shown, the device includes:

[0210] An acquisition module 1402, configured to acquire a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object possessed by a first virtual character, and the target virtual object is used to allow a virtual character in the same camp as the first virtual character to be resurrected when being used, and the first virtual character is a virtual character controlled in the target game application;

[0211] A selection module 1404, configured to select a second virtual character in an undead state and a third virtual character in a dead state when using the target virtual object in response to the target usage instruction, where the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0212] An adjustment module 1406, configured to display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0213] As an optional solution, the device is used to select a second virtual character in an undead state in the following manner:

[0214] Display a first target virtual character set, where the first target virtual character set includes virtual characters in the same camp as the first virtual character and in the undead state;

[0215] Select the second virtual character in the undead state from the first target virtual character set.

[0216] As an alternative, the device is used to display the first target virtual character set in the following ways:

[0217] Display the first virtual character set, where the virtual characters in the first virtual character set are in the same camp as the first virtual character, in the undead state, and the distance from the first virtual character is less than or equal to the first preset distance; or

[0218] Display the second virtual character set, where the virtual characters in the second virtual character set are in the same camp as the first virtual character and in the undead state; or

[0219] Display the third virtual character set, where the virtual characters in the third virtual character set are in the same camp as the first virtual character and in the undead state, and the health value of the virtual characters in the third virtual character set is less than or equal to the first preset health value.

[0220] As an alternative, the device is also used to:

[0221] When displaying the first virtual character set, display the health value of each virtual character in the first virtual character set; or

[0222] When displaying the first virtual character set, for each virtual character in the first virtual character set, display the corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range where the health value of each virtual character is located; or

[0223] When displaying the first virtual character set, for the virtual characters in the first virtual character set with a health value less than the second preset health value, display the corresponding health value identifier, where the health value represents that the health value of the corresponding virtual character is less than the second preset health value.

[0224] As an alternative, the device is also used to:

[0225] When displaying the second virtual character set, display the health value and / or the corresponding distance of each virtual character in the second virtual character set, where the corresponding distance of each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and the first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and the first preset area in the game scene where the first virtual character is located; or,

[0226] When displaying the second set of virtual characters, for each virtual character in the second set of virtual characters, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character lies; or

[0227] When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose health values are less than a second preset health value, display corresponding health value identifiers, where the health value indicates that the health value of the corresponding virtual character is less than the second preset health value; or

[0228] When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose distances are less than a first preset distance, display corresponding distance identifiers, where the distance identifier indicates that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

[0229] As an alternative solution, the device is further configured to:

[0230] When displaying the third set of virtual characters, display the distance corresponding to each virtual character in the third set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or

[0231] When displaying the third set of virtual characters, for the virtual characters in the third set of virtual characters whose distances are less than a first preset distance, display corresponding distance identifiers, where the distance identifier indicates that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

[0232] As an alternative solution, the device is used to select the third virtual characters in the dead state by the following method:

[0233] Display a second set of target virtual characters, where the second set of target virtual characters includes virtual characters that are in the same camp as the first virtual character and are in the dead state;

[0234] Select the third virtual character in the second set of target virtual characters that is in the dead state.

[0235] As an alternative solution, the device is used to display the second set of target virtual characters in the following way:

[0236] Display a fourth set of virtual characters, where the virtual characters in the fourth set of virtual characters are in the same camp as the first virtual character and are in the dead state; or

[0237] Display a fifth set of virtual characters, where the virtual characters in the fifth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the distance corresponding to the virtual characters in the fifth set of virtual characters is less than a preset distance. The distance corresponding to the virtual characters in the fifth set of virtual characters represents the distance between the death position of the corresponding virtual character and the first virtual character, or represents the distance between the death position of the corresponding virtual character and a second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of the corresponding virtual character and a second preset area in the game scene where the first virtual character is located; or

[0238] Display a sixth set of virtual characters, where the virtual characters in the sixth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the death duration of the virtual characters in the sixth set of virtual characters is greater than or equal to a first preset duration, or less than or equal to a second preset duration.

[0239] As an alternative solution, the device is further used to:

[0240] When displaying the fourth set of virtual characters, display the distance and / or death duration corresponding to each virtual character in the fourth set of virtual characters, where the distance corresponding to each virtual character represents the distance between the death position of each virtual character and the first virtual character, or represents the distance between the death position of each virtual character and a second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of each virtual character and a second preset area in the game scene where the first virtual character is located.

[0241] As an alternative solution, the device is further used to:

[0242] When displaying the fifth virtual character set, display the death duration of each virtual character in the fifth virtual character set.

[0243] As an alternative solution, the device is used to obtain a target usage instruction executed on a target virtual object in the following manner:

[0244] Obtain the target usage instruction executed on a target virtual skill, where the target virtual skill is a virtual skill possessed by a first virtual character; or

[0245] Obtain the target usage instruction executed on a target virtual item, where the target virtual item is a virtual item possessed by a first virtual character.

[0246] As an alternative solution, the device is used to adjust the game state of the third virtual character from the dead state to the undead state in the following manner:

[0247] At the death position of the third virtual character, adjust the game state of the third virtual character from the dead state to the undead state; or

[0248] At a second preset position in the game scene where the first virtual character is located, adjust the game state of the third virtual character from the dead state to the undead state.

[0249] According to one aspect of the present application, there is provided a computer program product, which includes computer programs / instructions, and the computer programs / instructions contain program codes for executing the methods shown in the flowcharts. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 1509, and / or installed from the removable medium 1511. When the computer program is executed by the central processing unit 1501, various functions provided by the embodiments of the present application are executed.

[0250] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0251] Figure 15 Schematically shows a block diagram of a computer system of an electronic device for implementing the embodiments of the present application.

[0252] It should be noted that Figure 15 The computer system 1500 of the shown electronic device is only an example and should not bring any limitations to the functions and usage scopes of the embodiments of the present application.

[0253] Such as Figure 15As shown, the computer system 1500 includes a central processing unit 1501 (CPU), which can perform various appropriate actions and processes according to a program stored in a read-only memory 1502 (ROM) or a program loaded from a storage section 1508 into a random access memory 1503 (RAM). In the random access memory 1503, various programs and data required for system operation are also stored. The central processing unit 1501, the read-only memory 1502, and the random access memory 1503 are connected to each other via a bus 1504. An input / output interface 1505 (Input / Output interface, i.e., I / O interface) is also connected to the bus 1504.

[0254] The following components are connected to the input / output interface 1505: an input section 1506 including a keyboard, a mouse, etc.; an output section 1507 including, for example, a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1508 including a hard disk, etc.; and a communication section 1509 including a network interface card such as a local area network card, a modem, etc. The communication section 1509 performs communication processing via a network such as the Internet. A drive 1510 is also connected to the input / output interface 1505 as required. A removable medium 1511, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1510 as required so that a computer program read from it can be installed into the storage section 1508 as required.

[0255] Specifically, according to an embodiment of the present application, the processes described in each method flowchart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via the communication section 1509, and / or installed from the removable medium 1511. When the computer program is executed by the central processing unit 1501, various functions defined in the system of the present application are executed.

[0256] According to another aspect of an embodiment of the present invention, an electronic device for implementing the above virtual character control method is also provided. The electronic device can be Figure 1 the terminal device or server shown. This embodiment takes the electronic device as the terminal device as an example for illustration. As Figure 16As shown, the electronic device includes a memory 1602 and a processor 1604. A computer program is stored in the memory 1602, and the processor 1604 is configured to execute the steps in any of the above method embodiments through the computer program.

[0257] Optionally, in this embodiment, the above-mentioned electronic device may be at least one of multiple network devices in a computer network.

[0258] Optionally, in this embodiment, the above-mentioned processor may be configured to execute the following steps through a computer program:

[0259] S1. Obtain a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object owned by a first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used. The first virtual character is a virtual character controlled in the target game application;

[0260] S2. When using the target virtual object in response to the target usage instruction, select a second virtual character in an undead state and a third virtual character in a dead state, where the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0261] S3. Display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0262] Optionally, those of ordinary skill in the art can understand that Figure 16 The structure shown is only schematic. The electronic device may also be a terminal device such as a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a Mobile Internet Device (MID), a PAD, etc. Figure 16 It does not limit the structure of the above-mentioned electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown Figure 16 in the figure, or have a different configuration from that shown Figure 16 in the figure.

[0263] Among them, the memory 1602 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual character in the embodiments of the present invention. The processor 1604 executes various functional applications and data processing by running the software programs and modules stored in the memory 1602, that is, realizes the above-mentioned control method of the virtual character. The memory 1602 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memories. In some instances, the memory 1602 may further include a memory remotely disposed relative to the processor 1604, and these remote memories may be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, enterprise intranet, local area network, mobile communication network, and combinations thereof. Among them, the memory 1602 may specifically but not limitedly be used to store information such as resources of game applications. As an example, as Figure 16 shown, the above memory 1602 may include but are not limited to the acquisition module 1402, the selection module 1404, and the adjustment module 1406 in the control device of the above virtual character. In addition, it may also include but are not limited to other module units in the control device of the above virtual character, which will not be elaborated in this example.

[0264] Optionally, the above transmission device 1606 is used to receive or send data via a network. Specific examples of the above network may include a wired network and a wireless network. In one instance, the transmission device 1606 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable so as to communicate with the Internet or a local area network. In one instance, the transmission device 1606 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0265] In addition, the above electronic device further includes: a display 1608, which is used to display the above game screen; and a connection bus 1610, which is used to connect each module component in the above electronic device.

[0266] In other embodiments, the above terminal device or server may be a node in a distributed system. Among them, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes in a form of network communication. Among them, the nodes may form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as an electronic device such as a server or a terminal, can become a node in the blockchain system by joining the peer-to-peer network.

[0267] According to one aspect of the present application, a computer-readable storage medium is provided. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual character control method provided in various alternative implementations of the above-mentioned virtual character control aspect.

[0268] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the following steps:

[0269] S1. Obtain a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object possessed by a first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used, and the first virtual character is a virtual character controlled in the target game application;

[0270] S2. When using the target virtual object in response to the target usage instruction, select a second virtual character in an undead state and a third virtual character in a dead state, where the second virtual character and the third virtual character are in the same camp as the first virtual character;

[0271] S3. Display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state.

[0272] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the above-mentioned various methods can be completed by a program instructing the relevant hardware of the terminal device. The program can be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disc, etc.

[0273] The serial numbers of the above-mentioned embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0274] If the integrated unit in the above-mentioned embodiments is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in the above-mentioned computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention.

[0275] In the above embodiments of the present invention, the descriptions of the various embodiments each have their own focuses. For the parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.

[0276] In the several embodiments provided by the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces, and the indirect couplings or communication connections of the units or modules can be in electrical or other forms.

[0277] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0278] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.

[0279] The above are only the preferred embodiments of the present invention. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present invention, several improvements and refinements can still be made, and these improvements and refinements should also be regarded as the protection scope of the present invention.

Claims

1. A control method for a virtual character, which is applied to a target game application, and is characterized in that, Including: Obtain a target usage instruction executed on a target virtual object, where the target virtual object is a virtual object possessed by a first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when it is used, and the first virtual character is a virtual character controlled in the target game application; When using the target virtual object in response to the target usage instruction, select a second virtual character in an undead state and a third virtual character in a dead state, where the second virtual character and the third virtual character are in the same camp as the first virtual character; When the second virtual character receives a pop-up window and agrees to respond to the function corresponding to the target usage instruction through the pop-up window, display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state; The selection of the second virtual character in the undead state includes: displaying a first set of target virtual characters, where the first set of target virtual characters includes virtual characters in the same camp as the first virtual character and in the undead state; selecting the second virtual character in the undead state from the first set of target virtual characters, and the first virtual character and the second virtual character are different.

2. The method according to claim 1, characterized in that The display of the first set of target virtual characters includes: Displaying a first set of virtual characters, where the virtual characters in the first set of virtual characters are in the same camp as the first virtual character, in the undead state, and the distance from the first virtual character is less than or equal to a first preset distance; or Displaying a second set of virtual characters, where the virtual characters in the second set of virtual characters are in the same camp as the first virtual character and in the undead state; or Displaying a third set of virtual characters, where the virtual characters in the third set of virtual characters are in the same camp as the first virtual character and in the undead state, and the health value of the virtual characters in the third set of virtual characters is less than or equal to a first preset health value.

3. The method according to claim 2, characterized in that, The method further includes: When displaying the first set of virtual characters, displaying the health value of each virtual character in the first set of virtual characters; or When displaying the first set of virtual characters, for each virtual character in the first set of virtual characters, displaying a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or When displaying the first set of virtual characters, for the virtual characters in the first set of virtual characters whose health value is less than a second preset health value, displaying a corresponding health value identifier, where the health value represents that the health value of the corresponding virtual character is less than the second preset health value.

4. The method according to claim 2, characterized in that, The method further includes: When displaying the second set of virtual characters, display the health value and / or the corresponding distance of each virtual character in the second set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or When displaying the second set of virtual characters, for each virtual character in the second set of virtual characters, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose health values are less than a second preset health value, display corresponding health value identifiers, where the health value represents that the health value of the corresponding virtual character is less than the second preset health value; or When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose distances are less than a first preset distance, display corresponding distance identifiers, where the distance identifier represents that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

5. The method according to claim 2, wherein The method further includes: When displaying the third set of virtual characters, display the distance corresponding to each virtual character in the third set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or When displaying the third set of virtual characters, for the virtual characters in the third set of virtual characters whose distances are less than a first preset distance, display corresponding distance identifiers, where the distance identifier represents that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

6. The method according to claim 1, characterized in that Selecting the third virtual character in a dead state includes: Display a second set of target virtual characters, where the second set of target virtual characters includes virtual characters that are in the same camp as the first virtual character and are in the dead state; Select the third virtual character in the dead state from the second set of target virtual characters.

7. The method according to claim 6, characterized in that, The display of the second set of target virtual characters includes: Display a fourth set of virtual characters, where the virtual characters in the fourth set of virtual characters are in the same camp as the first virtual character and are in the dead state; or Display a fifth set of virtual characters, where the virtual characters in the fifth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the distance corresponding to the virtual characters in the fifth set of virtual characters is less than a preset distance, and the distance corresponding to the virtual characters in the fifth set of virtual characters represents the distance between the death position of the corresponding virtual character and the first virtual character, or represents the distance between the death position of the corresponding virtual character and a second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of the corresponding virtual character and a second preset area in the game scene where the first virtual character is located; or Display a sixth set of virtual characters, where the virtual characters in the sixth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the death duration of the virtual characters in the sixth set of virtual characters is greater than or equal to a first preset duration, or less than or equal to a second preset duration.

8. The method according to claim 7, characterized in that, The method further includes: When displaying the fourth set of virtual characters, display the distance and / or death duration corresponding to each virtual character in the fourth set of virtual characters, where the distance corresponding to each virtual character represents the distance between the death position of each virtual character and the first virtual character, or represents the distance between the death position of each virtual character and a second preset position in the game scene where the first virtual character is located, or represents the distance between the death position of each virtual character and a second preset area in the game scene where the first virtual character is located.

9. The method according to claim 7, wherein The method further includes: When displaying the fifth set of virtual characters, display the death duration of each virtual character in the fifth set of virtual characters.

10. The method according to any one of claims 1 to 9, characterized in that, The obtaining of the target use instruction executed on the target virtual object includes: Obtain the target use instruction executed on the target virtual skill, where the target virtual skill is a virtual skill possessed by the first virtual character; or Obtain the target use instruction executed on the target virtual item, where the target virtual item is a virtual item possessed by the first virtual character.

11. The method according to any one of claims 1 to 9, characterized in that The display that the game state of the third virtual character is adjusted from the dead state to the undead state includes: Adjust the game state of the third virtual character from the dead state to the undead state at the death position of the third virtual character; or At a second preset position in the game scene where the first virtual character is located, adjust the game state of the third virtual character from the dead state to the undead state.

12. A control device for a virtual character, applied to a target game application, characterized in that Including: An acquisition module, configured to acquire a target use instruction executed on a target virtual object, where the target virtual object is a virtual object possessed by the first virtual character, and the target virtual object is used to allow the resurrection of a virtual character in the same camp as the first virtual character when used, and the first virtual character is a virtual character controlled in the target game application; A selection module, configured to select a second virtual character in the undead state and a third virtual character in the dead state when using the target virtual object in response to the target use instruction, where the second virtual character and the third virtual character are in the same camp as the first virtual character; An adjustment module, configured to, when the second virtual character receives a pop-up window and agrees to respond to the function corresponding to the target use instruction through the pop-up window, display that the game state of the second virtual character is adjusted from the undead state to the dead state, and display that the game state of the third virtual character is adjusted from the dead state to the undead state; The device is used to select a second virtual character in the undead state in the following manner: display a first target virtual character set, where the first target virtual character set includes virtual characters in the same camp as the first virtual character and in the undead state; select the second virtual character in the undead state from the first target virtual character set, and the first virtual character and the second virtual character are different.

13. The device according to claim 12, wherein The device is used to display the first target virtual character set in the following manner: Display a first virtual character set, where the virtual characters in the first virtual character set are in the same camp as the first virtual character, in the undead state, and the distance from the first virtual character is less than or equal to a first preset distance; or Display a second virtual character set, where the virtual characters in the second virtual character set are in the same camp as the first virtual character and in the undead state; or Display a third virtual character set, where the virtual characters in the third virtual character set are in the same camp as the first virtual character and in the undead state, and the health value of the virtual characters in the third virtual character set is less than or equal to a first preset health value.

14. The device according to claim 13, characterized in that, The device is further configured to: When displaying the first virtual character set, display the health value of each virtual character in the first virtual character set; or When displaying the first virtual character set, for each virtual character in the first virtual character set, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range where the health value of each virtual character is located; When displaying the first set of virtual characters, for the virtual characters in the first set of virtual characters whose health values are less than a second preset health value, display corresponding health value identifiers, where the health value indicates that the health value of the corresponding virtual character is less than the second preset health value.

15. The device according to claim 13, wherein, The device is further configured to: When displaying the second set of virtual characters, display the health value and / or the corresponding distance of each virtual character in the second set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or When displaying the second set of virtual characters, for each virtual character in the second set of virtual characters, display a corresponding health value range identifier, where the health value range identifier of each virtual character represents the health value range in which the health value of each virtual character is located; or When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose health values are less than a second preset health value, display corresponding health value identifiers, where the health value indicates that the health value of the corresponding virtual character is less than the second preset health value; or When displaying the second set of virtual characters, for the virtual characters in the second set of virtual characters whose distances are less than a first preset distance, display corresponding distance identifiers, where the distance identifier indicates that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or represents that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

16. The device according to claim 13, wherein The device is further configured to: When displaying the third set of virtual characters, display the distance corresponding to each virtual character in the third set of virtual characters, where the distance corresponding to each virtual character represents the distance between each virtual character and the first virtual character, or represents the distance between each virtual character and a first preset position in the game scene where the first virtual character is located, or represents the distance between each virtual character and a first preset area in the game scene where the first virtual character is located; or When displaying the third set of virtual characters, for virtual characters in the third set of virtual characters whose distance is less than a first preset distance, display a corresponding distance identifier, where the distance identifier indicates that the distance between the corresponding virtual character and the first virtual character is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset position in the game scene where the first virtual character is located is less than the first preset distance, or indicates that the distance between the corresponding virtual character and a first preset area in the game scene where the first virtual character is located is less than the first preset distance.

17. The device according to claim 12, characterized in that, The device is used to select a third virtual character in a dead state in the following manner: Display a second set of target virtual characters, where the second set of target virtual characters includes virtual characters that are in the same camp as the first virtual character and are in the dead state; Select the third virtual character in the dead state from the second set of target virtual characters.

18. The device according to claim 17, wherein The device is used to display the second set of target virtual characters in the following manner: Display a fourth set of virtual characters, where the virtual characters in the fourth set of virtual characters are in the same camp as the first virtual character and are in the dead state; or Display a fifth set of virtual characters, where the virtual characters in the fifth set of virtual characters are in the same camp as the first virtual character and are in the dead state, the distance corresponding to the virtual characters in the fifth set of virtual characters is less than a preset distance, and the distance corresponding to the virtual characters in the fifth set of virtual characters indicates the distance between the death position of the corresponding virtual character and the first virtual character, or indicates the distance between the death position of the corresponding virtual character and a second preset position in the game scene where the first virtual character is located, or indicates the distance between the death position of the corresponding virtual character and a second preset area in the game scene where the first virtual character is located; or Display a sixth set of virtual characters, where the virtual characters in the sixth set of virtual characters are in the same camp as the first virtual character and are in the dead state, and the death duration of the virtual characters in the sixth set of virtual characters is greater than or equal to a first preset duration, or less than or equal to a second preset duration.

19. The device according to claim 18, characterized in that, The device is further used for: When displaying the fourth set of virtual characters, display the distance and / or death duration corresponding to each virtual character in the fourth set of virtual characters, where the distance corresponding to each virtual character indicates the distance between the death position of each virtual character and the first virtual character, or indicates the distance between the death position of each virtual character and a second preset position in the game scene where the first virtual character is located, or indicates the distance between the death position of each virtual character and a second preset area in the game scene where the first virtual character is located.

20. The device according to claim 18, characterized in that, The device is further used for: When displaying the fifth set of virtual characters, display the death duration of each virtual character in the fifth set of virtual characters.

21. The device according to any one of claims 12 to 20, characterized in that The device is used to obtain a target usage instruction for a target virtual object in the following manner: Obtain the target usage instruction for a target virtual skill, where the target virtual skill is a virtual skill possessed by a first virtual character; or Obtain the target usage instruction for a target virtual item, where the target virtual item is a virtual item possessed by a first virtual character.

22. The device according to any one of claims 12 to 20, characterized in that The device is used to display that the game state of the third virtual character is adjusted from the dead state to the undead state in the following manner: Adjust the game state of the third virtual character from the dead state to the undead state at the death position of the third virtual character; Or Adjust the game state of the third virtual character from the dead state to the undead state at a second preset position in the game scene where the first virtual character is located.

23. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, where the program, when run by a terminal device or a computer, executes the method described in any one of claims 1 to 11.

24. A computer program product, comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 11 are implemented.

25. An electronic device, comprising a memory and a processor, characterized in that A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 11 through the computer program.