Game skill interaction method and device, storage medium and electronic device

By generating virtual clones within the game interface, players can remotely pick up skill items generated by virtual characters from the same game faction, solving the problem of insufficient interaction between game characters and improving the richness of the game and the player experience.

CN116531756BActive Publication Date: 2026-05-26GUANGZHOU BOGUAN TELECOMM TECH LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
GUANGZHOU BOGUAN TELECOMM TECH LTD
Filing Date
2023-05-17
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In online games, the interaction between the game skills of the player-controlled game character and other game characters is poor, resulting in insufficient richness and interactivity of the game.

Method used

By generating virtual clones in the graphical user interface, players can control virtual characters to pick up skill items generated by other virtual characters in the same game faction, expanding the skill pickup range and enhancing the skill interactivity between game characters through interaction with virtual clones.

Benefits of technology

It enhances the interactivity between players and other game characters when players control their game characters to pick up or release game skills, expands the skill pickup range, and increases the richness and fun of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure provides a game skill interaction method, a game skill interaction device, a computer storage medium, and an electronic device, relating to the field of game technology. The method includes: providing a first virtual character in a current game scene area displayed in a graphical user interface, the first virtual character being controlled by a terminal device; responding to a first touch operation on a skill trigger control in the graphical user interface, displaying a first target scene area of ​​the game scene in the graphical user interface, and generating a virtual clone of the first virtual character in the first target scene area; controlling the virtual clone to pick up skill items in the first target scene area, and using the skill items picked up by the virtual clone as triggerable skill items for the first virtual character. This disclosure can improve the interactivity between a player-controlled game character and other game characters regarding game skills.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a game skill interaction method, a game skill interaction device, a computer storage medium, and an electronic device. Background Technology

[0002] In some online games, such as Multiplayer Online Battle Arena (MOBA), additional game skills are usually assigned to each game character to increase the game's fun and richness. For example, the "Flash" skill allows the game character to teleport a short distance, thereby enabling functions such as dodging enemy pursuit, chasing enemies, and passing through obstacles.

[0003] Currently, after any game character uses a skill, a fragment of that skill appears in the game scene. Other game characters can then pick up the fragment to acquire and use the skill. However, in this technical solution, the interaction between the player-controlled game character and other game characters regarding game skills is relatively poor.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This disclosure provides a game skill interaction method, a game skill interaction device, a computer storage medium, and an electronic device, thereby improving the interactivity between a player-controlled game character and other game characters regarding game skills.

[0006] In a first aspect, one embodiment of this disclosure provides a game skill interaction method, the method comprising: providing a first virtual character in a current game scene area displayed in a graphical user interface, the first virtual character being controlled by a terminal device; responding to a first touch operation on a skill triggering control in the graphical user interface, displaying a first target scene area of ​​the game scene in the graphical user interface, and generating a virtual clone of the first virtual character in the first target scene area; wherein the first target scene area contains pickable skill items, the skill items being generated by a second virtual character and the second virtual character belonging to the same game faction as the first virtual character; controlling the virtual clone to pick up the skill items in the first target scene area, and using the skill items picked up by the virtual clone as triggerable skill items for the first virtual character.

[0007] Secondly, one embodiment of this disclosure provides a game skill interaction device, which includes: a character providing module for providing a first virtual character in a current game scene area displayed in a graphical user interface, the first virtual character being controlled by a terminal device; a clone generation module for displaying a first target scene area of ​​the game scene in the graphical user interface in response to a first touch operation on a skill trigger control in the graphical user interface, and generating a virtual clone of the first virtual character in the first target scene area; wherein, the first target scene area contains pickable skill items, the skill items are generated by a second virtual character and the second virtual character and the first virtual character belong to the same game faction; and an item picking module for controlling the virtual clone to pick up skill items in the first target scene area, and using the skill items picked up by the virtual clone as triggerable skill items for the first virtual character.

[0008] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described game skill interaction method.

[0009] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described game skill interaction method by executing the executable instructions.

[0010] The technical solution disclosed herein has the following beneficial effects:

[0011] The aforementioned game skill interaction method provides a first virtual character within the current game scene area displayed in the graphical user interface (GUI), controlled by the terminal device. In response to a first touch operation on the skill trigger control in the GUI, a first target scene area of ​​the game scene is displayed in the GUI, and a virtual clone of the first virtual character is generated within this target scene area. The first target scene area contains game scenes with pickable skill items, generated by a second virtual character belonging to the same game faction as the first virtual character. The virtual clone is controlled to pick up skill items from the first target scene area, and these skill items are used as triggerable skill items for the first virtual character. When a friendly virtual character generates a skill item, the player can quickly locate the game view to the game scene area containing the friendly virtual character or the skill item using the skill trigger control, and then pick up the skill item through the generated virtual clone.

[0012] On the one hand, this method avoids the limitation in existing technologies where the first virtual character can only pick up skill items generated in the current game scene. Instead, it allows the player to jump to any other game scene where skill items are generated, thus expanding the scope of skill item pickups and enriching the skill interactions between game characters. On the other hand, by linking the process of the player controlling the first virtual character to pick up or release skills to the game status of other game characters, this method increases the interactivity between the player and other game characters during the process of picking up or releasing game skills, thereby enhancing the player's gaming experience.

[0013] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0014] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0015] Figure 1 This illustration shows an application scenario diagram of a game skill interaction method in this exemplary embodiment;

[0016] Figure 2 This schematic diagram illustrates a system architecture of a game skill interaction system according to an exemplary embodiment of the present invention.

[0017] Figure 3 This schematically illustrates a flowchart of a game skill interaction method in this exemplary embodiment;

[0018] Figure 4 This schematically illustrates a flowchart of controlling a virtual clone to release skill items in this exemplary embodiment;

[0019] Figure 5 This illustration schematically shows a diagram of generating a scene sub-interface in this exemplary embodiment;

[0020] Figure 6 This schematic diagram illustrates another method for generating a scene sub-interface in this exemplary embodiment.

[0021] Figure 7 This schematic diagram illustrates the structure of a game skill interaction device in this exemplary embodiment.

[0022] Figure 8 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation

[0023] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0024] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0025] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0026] The game skill interaction method provided by this exemplary embodiment can be applied to any application scenario where virtual characters in a game scene are controlled to pick up and release skills. For example, in current MOBA games, each player-controlled game character and non-player character (NPC) carries corresponding game skills. Triggering these game skills can assist the game character in triggering greater damage (such as skills like "Rage," "Smite," and "Execute," which can instantly increase damage to enemy characters) or help the game character play better (such as "Sprint" and "Flash," which allow the game character to move quickly for a period of time). When the game character releases a game skill or is damaged, a pickable skill item will appear in the game scene. Game characters with the ability to pick up skill items can then pick up these skill items to release skills, thereby increasing the fun of the game. For example, during a battle between virtual character A and virtual character B, if virtual character A uses the "Flash" skill once, a "Flash" skill item will drop in the game scene. Virtual character B can then pick up the skill item and thus gain the "Flash" skill.

[0027] Currently, in the aforementioned scenario where virtual character A and virtual character B are in the same game scene, when virtual character A uses a game skill or is attacked by virtual character B, a pickable skill item will appear in the game scene. To illustrate the technical solution of this technology, the following will combine... Figure 1 An example is provided.

[0028] Figure 1 This diagram illustrates an application scenario of a game skill interaction method according to this exemplary embodiment. (Refer to...) Figure 1 Taking the graphical user interface provided by the terminal device controlling the virtual character 105 as an example, the game scene includes virtual characters 104 and 105, and virtual characters 104 and 105 belong to different game factions. In the graphical user interface, players can control the virtual character 105 to move in a specific direction using the provided joystick, and release corresponding game skills using the basic attack buttons 101, a2, a3, and a4.

[0029] Taking the game skill "Critical Strike" as an example, when virtual character 104 releases a "Critical Strike" skill at virtual character 105, a "Critical Strike" skill item 102 will be generated in the current game scene. At this time, the player can use the joystick to control virtual character 105 to move to the "Critical Strike" skill item 102 to pick it up and store it in the a1 control. The player can control virtual character 105 to release the "Critical Strike" skill at virtual character 104 through touch operations on the a1 control.

[0030] However, in the aforementioned technical solution, players can only pick up and release skill items generated within the current game scene. This results in a relatively simple and limited process for picking up or releasing game skills, leading to a lack of game variety. Furthermore, this process cannot be linked to friendly virtual characters, affecting the interactivity between game characters and other game characters during the skill pickup or release process.

[0031] This disclosure, taking into account the aforementioned problems, proposes a game skill interaction method. When a friendly virtual character in a target game scene generates a skill item, the method quickly redirects the game view to the target game scene where the friendly virtual character is located by touching a skill trigger control in the graphical user interface, and generates a virtual clone to pick up or release the skill item. On one hand, this process associates the player-controlled virtual character with the friendly virtual character, thereby quickly switching the game view to the game scene where the friendly virtual character is located when the friendly virtual character generates a skill item, and interacting based on the virtual clone, improving the interactivity between the player and other game characters during the process of the player controlling the game character to pick up or release game skills. On the other hand, it expands the range within which the player controls the virtual character to pick up or release game skills, increasing the richness of the game.

[0032] To address the aforementioned problems, this disclosure proposes a game skill interaction method and apparatus, which can be applied to... Figure 2 In the system architecture of the exemplary application environment shown.

[0033] Figure 2 This diagram schematically illustrates the system architecture of a game skill interaction system according to this exemplary embodiment. Figure 2 As shown, system architecture 200 may include one or more of terminal devices 201, 202, 203, and 204, a network 205, and a server 206. Network 205 serves as the medium for providing communication links between terminal devices 201, 202, 203, and 204 and server 206. Network 205 may include various connection types, such as wired, wireless communication links, or fiber optic cables. Terminal devices 201, 202, 203, and 204 may be, for example, smartphones, PDAs, laptops, servers, desktop computers, or any other network-enabled computing devices, but are not limited to these.

[0034] It should be understood that Figure 2The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 206 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0035] The game skill interaction method provided in this embodiment can be executed on server 206, and correspondingly, the game skill interaction device is generally located on server 206. The game skill interaction method provided in this embodiment can also be executed on a terminal device, and correspondingly, the game skill interaction device can also be located on the terminal device. The game skill interaction method provided in this embodiment can also be partially executed on server 206 and partially executed on the terminal device; correspondingly, some modules of the game skill interaction device can be located on server 206 and some modules can be located on the terminal device.

[0036] For example, in one exemplary embodiment, players can play the game through terminal devices 201, 202, 203 or 204. The server 206 can match multiple terminal devices corresponding to multiple players into the same game process. For example, it can match a first virtual character controlled by terminal device 201 and a second virtual character controlled by terminal device 202 into the same game process.

[0037] Taking terminal device 201 as the executing entity, the terminal device responds to the first touch operation on the skill trigger control in the graphical user interface, displays the first target scene area of ​​the game scene in the graphical user interface, and generates a virtual clone of the first virtual character in the first target scene area; wherein, the first target scene area contains pickable skill items, the skill items are generated by the second virtual character and the second virtual character belongs to the same game faction as the first virtual character; the terminal device controls the virtual clone to pick up the skill items in the first target scene area, and uses the skill items picked up by the virtual clone as the triggerable skill items of the first virtual character.

[0038] In one embodiment of this disclosure, the game skill interaction method can run on a local terminal device or a server. When the game skill interaction method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0039] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game skill interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0040] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0041] In one possible implementation, this invention provides a game skill interaction method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0042] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.

[0043] The following explanation uses the aforementioned terminal device as the execution subject, and illustrates the application of this game skill interaction method to the terminal device. The terminal device provides a graphical user interface, and the graphical user interface includes at least a portion of the game scene.

[0044] Figure 3 A flowchart illustrating a game skill interaction method in this exemplary embodiment is shown schematically. See also... Figure 3 The game skill interaction method provided in this embodiment includes the following steps S301-S303:

[0045] Step S301: Provide a first virtual character in the current game scene area displayed in the graphical user interface. The first virtual character is controlled by the terminal device.

[0046] Step S302: In response to a first touch operation on a skill trigger control in a graphical user interface, display a first target scene area of ​​the game scene in the graphical user interface, and generate a virtual clone of the first virtual character in the first target scene area.

[0047] The first target scene area is a different scene area within the same scene screen as the game scene where the first virtual character is located, and it contains pickable skill items. The skill items are generated by the second virtual character, and the second virtual character and the first virtual character belong to the same game faction.

[0048] Step S303: Control the virtual clone to pick up skill items in the first target scene area, and use the skill items picked up by the virtual clone as triggerable skill items for the first virtual character.

[0049] Provided in this disclosure Figure 3 In the illustrated technical solution, when a friendly virtual character generates a skill item, the player can quickly position the game view to the friendly virtual character's game scene using a skill trigger control, and then pick up the skill item through a generated virtual clone. On one hand, this method avoids the limitation in existing technologies where the first virtual character can only pick up skill items generated in the current game scene. Instead, it allows the player to jump to any other game scene where skill items are generated, thus expanding the range within which the player can control their character to pick up skill items and increasing the richness of skill interactions between game characters. On the other hand, by linking the process of the player controlling the first virtual character to pick up or release skills to the game status of other game characters, the interactivity between the player and other game characters during the process of the player controlling their character to pick up or release game skills is increased. For example, buff-type skill items (even if the controlled game character has superior skills) can be released to friendly game characters, and damage-type skill items can be released to enemy virtual characters, thereby improving the player's gaming experience.

[0050] The following are Figure 3 The specific implementation methods of each step in the illustrated embodiment are described in detail below:

[0051] In step S301, a first virtual character is provided in the current game scene area displayed in the graphical user interface, and the first virtual character is controlled by the terminal device.

[0052] For example, once in the game, the current game scene area where the player's first virtual character, controlled by the terminal device, is located is displayed in the graphical user interface provided by the terminal device.

[0053] In step S302, in response to a first touch operation on a skill trigger control in a graphical user interface, a first target scene area is displayed in the graphical user interface, and a virtual clone of the first virtual character is generated in the first target scene area.

[0054] In this game, the virtual clone of the first virtual character has the same character attributes as the first virtual character. Players can control the virtual clone to move, pick up or release game skills. The virtual clone has health points and consumes health points when attacked until the health points are 0.

[0055] The first target scene area is the area in the game scene that contains pickable skill items. The skill items are generated by the second virtual character, and the second virtual character and the first virtual character belong to the same game faction.

[0056] For example, a skill trigger control is displayed on the graphical user interface. When the player does not touch the skill trigger control, the graphical user interface displays the current game scene area where the first virtual character (the main body) is located. When the second virtual character in the first target scene area of ​​the game scene generates a skill item, the player can switch the game view from the current game scene area where the first virtual character is located to the first target scene area where the corresponding second virtual character and skill item are located by touching the skill trigger control in the graphical user interface.

[0057] For example, a game scene might include two areas: area A where a first virtual character is located and area B where a second virtual character is located. Typically, the graphical user interface (GUI) displays area A where the first virtual character is located. When the second virtual character generates a pick-upable skill item in area B, the player can switch the displayed area from area A to area B by performing a first touch operation on the skill trigger control in the GUI. This allows the player to create a virtual clone of the first virtual character in area B. In this way, the first virtual character can remotely generate a corresponding virtual clone in another game scene within the same frame, expanding the range within which the player can control the virtual character to pick up or release skill items, and further enhancing the skill interaction effects between different game characters.

[0058] When only one second virtual character A generates a pickable skill item in the game scene, the player's first touch operation on the skill trigger control in the graphical user interface will display the first target scene area corresponding to the second virtual character A in the graphical user interface.

[0059] When multiple second virtual characters simultaneously generate pickable skill items in different target scene areas in the game scene, it is necessary to determine the first target scene area corresponding to a skill item from multiple different target scene areas. The following will illustrate this process with reference to an embodiment.

[0060] According to some embodiments of this disclosure, multiple target scene areas can be displayed in a graphical user interface for players to select from. The terminal device can respond to a touch operation on a first target scene area in a thumbnail, thereby displaying the first target scene area in the graphical user interface.

[0061] For example, in addition to displaying the target scene area where each second virtual character is located through thumbnails, lists or other arbitrary forms, the specific skill item types generated in the target scene area can also be displayed, such as "teleport" item, "sprint" item, etc.

[0062] According to some other embodiments of this disclosure, the target game scene with the largest weight value is determined as the first target scene area based on the weight value of each target game scene, so as to display the first target scene area in the graphical user interface.

[0063] For example, the weight value can be determined based on the parameter information of each target game scene. For example, the parameter information may be the distance between the target game scene and the game scene where the first virtual character is located, the type of skill item, the game situation of each target game scene, etc. This disclosure embodiment does not impose any special limitations on this.

[0064] Since the first target scene area is a game scene containing pickable skill items, and the pickable skill items are generated by the second virtual character, it is necessary to determine the process of generating skill items when executing step S302 to display the first target scene area and the pickable skill items in the first target scene area in the graphical user interface.

[0065] In one optional embodiment of this disclosure, the terminal device generates a skill item corresponding to the state parameter in the first target scene area in response to the second virtual character's state parameter satisfying the preset state parameter, and displays the skill item in the first target scene area.

[0066] The status parameters of the second virtual character can be the current combat situation information of the second virtual character, that is, the status parameters of the second virtual character can reflect the current game situation of the second virtual character. The status parameters may include, but are not limited to, the character's health value of 0, the frequency of the virtual character's skill release, the number of times the skill is released, the number of enemy game characters killed, the number of NPCs killed, etc.

[0067] For example, if the second game character's health is 0, it indicates that the second virtual character has been attacked by at least one enemy virtual character. At this point, the game view is switched to the first target scene area where the second game character is located, and a virtual clone is generated in the first target scene area to pick up skill items and participate in the battle. This process enhances the interaction between the player-controlled first virtual character and friendly virtual characters.

[0068] For example, there is a one-to-one correspondence between status parameters and skill items. Therefore, determining the status parameters of the second virtual character allows for the generation of corresponding skill items. For instance, if the second virtual character kills 10 NPCs in game scene A, the "Damage Boost" skill will be displayed in game scene A. The "Damage Boost" skill enhances the damage of skills. By determining whether the second virtual character's status parameters meet preset requirements, skill items corresponding to those parameters are automatically generated. This helps players determine whether to create a virtual clone to participate in the game battle within the second virtual character's game scene based on the second virtual character's battle situation information. This process links the player's control of the virtual character to pick up skill items with the battle situation of friendly virtual characters, thereby increasing the interactivity between the player's controlled game character and other game characters regarding game skills, further enhancing the game's fun and richness. Simultaneously, using a virtual clone to participate in battle without consuming the first virtual character's main body reduces the damage from other virtual characters to the first virtual character.

[0069] In another optional embodiment of this disclosure, if other game characters within the preset area of ​​the first virtual character release game skills, game items corresponding to the game skills are generated in the game scene so as to control the first virtual character to pick up the game items.

[0070] Among them, other virtual characters are virtual characters other than the first virtual character. This can be a second virtual character who is in the same game faction as the first virtual character, or an enemy virtual character who is in a different faction from the first virtual character. In this case, other virtual characters are in the same scene area as the first virtual character within the same game scene screen.

[0071] In other words, the virtual character that generates the skill item can be either a second virtual character belonging to the same game faction as the first virtual character, or an enemy virtual character belonging to a different faction. For example, when the player-controlled first virtual character is fighting against an enemy virtual character, the enemy virtual character will generate the corresponding skill item after using a skill. For instance, if game character A uses the "Flash" skill, a "Flash" skill item will be generated in the game scene.

[0072] In an optional embodiment of this disclosure, after the above steps respond to the second virtual character's state parameters satisfying the preset state parameters and generate a skill item corresponding to the state parameters in the first target scene area, if the skill trigger control is in an untriggerable state, then the skill trigger control is updated from an untriggerable state to a triggerable state.

[0073] For example, if the first virtual character does not have any triggerable skill items and there are no skill items in the game scene, then the skill triggering control is in an untriggerable state.

[0074] Therefore, the skill trigger control can be updated from an untriggerable state to a triggerable state when any of the following conditions are met on the terminal device:

[0075] First condition: After the skill item is generated in the first target scene area;

[0076] The second condition: When the first virtual character has a skill item that can be triggered.

[0077] In response to the first condition mentioned above, the second virtual character generates skill items in the first target scene area, and updates the skill trigger control from an untriggerable state to a triggerable state. This allows players to quickly locate the game view to the first target scene area by touching the skill trigger control, so that a virtual clone of the first virtual character can be generated in the first target scene area to pick up skill items and participate in game battles.

[0078] Regarding the second condition mentioned above, when the first virtual character has a triggerable skill item, the skill trigger control is updated from an untriggerable state to a triggerable state, so that players can quickly locate the game field of view to the first target scene area by touching the skill trigger control, so as to release skill items based on the virtual clone in the first target scene area.

[0079] By controlling the non-touchable and touchable states of the skill trigger controls, players can be prompted with information about the battle status of each friendly virtual character during the current game, thus enabling them to provide remote support to the friendly virtual characters.

[0080] At the same time, when the first target scene area is displayed in the graphical user interface, a virtual clone of the first virtual character needs to be generated in the first target scene area.

[0081] Since the virtual clone has the same character attributes as the first virtual character, such as consuming health points when attacked and becoming ineffective when the health points reach 0, in order to avoid the virtual clone becoming ineffective due to a large number of attacks when it is generated, thereby affecting the fun of the game, the location process of generating the virtual clone can be described in conjunction with an exemplary implementation.

[0082] A. Players can choose the target location for generating a virtual clone in the first target scene area.

[0083] For example, in response to a first touch operation on a skill trigger control, the terminal device can display a preview of a first target scene area in the graphical user interface. After the player selects a target location within the previewed first target scene area, the device can then display the first target scene area in the graphical user interface and generate a virtual clone of the first virtual character at the target location within that area. This process allows players to preview the real-time battle situation within the first target scene area, enabling them to flexibly choose the target location for generating the virtual clone.

[0084] B. The system automatically determines the target location for generating the virtual clone.

[0085] For example, the target location of the virtual clone can be determined based on the distribution of virtual characters in the first target scene area. For instance, if the pre-selected locations include areas A, B, and C, and area A consists entirely of friendly virtual characters, area B consists entirely of enemy virtual characters, and area C is a defensive area for enemy virtual characters, then any location in area A is determined as the target location for generating the virtual clone. This process simplifies player operations and saves players time controlling virtual characters to pick up or release game skills.

[0086] In step S303, the virtual clone is controlled to pick up skill items in the first target scene area, and the skill items picked up by the virtual clone are used as triggerable skill items for the first virtual character.

[0087] In an optional embodiment of this disclosure, after generating a virtual clone of the first virtual character in the first target scene area, if the virtual clone's health is less than or equal to a first preset value, the virtual clone's item pickup skill is updated from an uncooled state to a cooled state until the cooled state of the item pickup skill continues until the virtual clone's health is greater than the first preset value.

[0088] Among them, the cooldown status of the item pickup skill is used to indicate that the terminal device does not respond to the skill effect of the virtual clone picking up the skill item.

[0089] After generating a virtual clone of the first virtual character in the first target scene area as described in the above execution steps, the player can control the virtual clone to pick up skill items in the first target scene area. Since the virtual clone and the original virtual character have the same character attributes during gameplay, and the clone consumes health points when attacked, the item pickup skill is on cooldown when the virtual clone's health points are greater than a preset value, meaning the player can control the original virtual character to pick up skill items. When the virtual clone's health points are less than or equal to the preset value, the item pickup skill changes from on cooldown to cooldown, and the player cannot control the original virtual character to pick up skill items.

[0090] For example, when the virtual clone is attacked by an enemy virtual character or NPC and its health value reaches 0, the virtual clone is destroyed. The player cannot control the virtual clone to pick up or release skills and items, nor can the virtual clone participate in game battles.

[0091] For example, when the virtual clone's item pickup skill changes from a non-cooldown state to a cooldown state, a cooldown countdown can be started. When the cooldown ends, a new virtual clone with more than a first preset value of health can be generated to continue participating in the game.

[0092] By assigning virtual clones the same character attributes as the primary virtual character, the item-collecting skill of the virtual clone is frozen when its health is less than or equal to a preset value, thus enhancing the game's richness. Simultaneously, players no longer need to exit the primary objective area and trigger controls to regenerate the virtual clone via touch skills; they can simply wait for the clone's cooldown to end before rejoining the battle. This simplifies player controls and enhances the game's fun and overall experience.

[0093] After executing step S303, which uses the skill item picked up by the virtual clone as a triggerable skill item for the first virtual character, the virtual clone of the first virtual character can then be controlled to release the skill item. The following will combine... Figure 4 The specific embodiment shown illustrates the process of controlling the virtual clone to release the skill item.

[0094] Figure 4 This schematically illustrates a flowchart of controlling a virtual clone to release skill items in this exemplary embodiment. See also... Figure 4 In an optional embodiment of this disclosure, after step S302 where the skill item picked up by the virtual clone is used as a triggerable skill item for the first virtual character, the following steps S401-S404 are included:

[0095] Step S401: Determine whether the life value of the virtual clone of the first virtual character in the first target scene area is greater than the first preset value.

[0096] If the health value of the virtual clone of the first virtual character in the first target scene area is greater than the first preset value, then there is a virtual clone corresponding to the first virtual character in the first target scene area. Then, step S402 is executed to control the virtual clone to release the skill effect corresponding to the skill item to the third virtual character in the attack area.

[0097] The third virtual character is any virtual character other than the first virtual character.

[0098] Generally, skill items can be divided into two types based on their function: the first type is used to increase the damage a character deals to other characters, such as "critical hit" and "punishment"; the second type is used to enhance the character's own skills, such as "flash" and "sprint".

[0099] Therefore, when the skill item is of the first type, the third virtual character can be an enemy game character; when the skill item is of the second type, the third virtual character can be a friendly game character or the first virtual character itself.

[0100] Meanwhile, when controlling the virtual clone to release the skill effect corresponding to the skill item to the third virtual character in the attack area, it can be determined by judging whether the health value of the virtual clone of the first virtual character in the first target scene area is greater than the first preset value.

[0101] For example, when the first virtual character does not have any items that can trigger skills, by executing... Figure 3 The steps shown are as follows: displaying the first target scene area in the graphical user interface, generating a virtual clone of the first virtual character in the first target scene area, and then controlling the virtual clone to pick up skill items, and directly releasing the skill effect corresponding to the skill items to the third virtual character within the attack range of the virtual clone in the first target scene area.

[0102] This process allows players to directly use the technology item after picking it up in the virtual clone, making it easier for players to cooperate with friendly virtual characters in the game or launch attacks on enemy virtual characters, thereby increasing the player's chances of winning the game.

[0103] Conversely, if the health of the virtual clone of the first virtual character in the first target scene area is less than or equal to the first preset value, that is, there is no virtual clone of the first virtual character in the first target scene area (the player cannot control the virtual clone to pick up or release skill items), then step S403 is executed: in response to the second touch operation on the skill trigger control, the second target scene area is displayed in the graphical user interface, and the virtual clone of the first virtual character is generated in the second target scene area.

[0104] The second target scene area is any game scene area within the game scene.

[0105] For example, the situation where there is no virtual clone corresponding to the first virtual character in the current game scene can be divided into: the virtual clone in the current game scene is in a frozen state or the current game scene is the game scene where the first virtual character is located.

[0106] For example, when the first virtual character has a skill item that can be triggered and there is no virtual clone corresponding to the first virtual character in the current game scene, the player can select a second target scene area to switch the game view to the second target scene area and generate a virtual clone.

[0107] Step S404: Control the virtual clone to release the skill effect corresponding to the skill item to the third virtual character in the attack area.

[0108] The third virtual character is any virtual character other than the first virtual character.

[0109] By determining the health of the virtual clone of the first virtual character in the first target scene area, and switching the game scene within the field of vision to another game scene containing pickable skill items when the virtual clone's health is less than or equal to a first preset value, a virtual clone is then generated in the other game scene to unleash the skill effects corresponding to the skill items. This process allows players to switch between multiple target game scenes, further enhancing the interactivity between the player-controlled game character and other game characters regarding game skills.

[0110] Furthermore, in another optional embodiment of this disclosure, regardless of whether there is a virtual clone corresponding to the first virtual character in the first target scene area, the terminal device can respond to the second touch operation on the skill trigger control, display the second target scene area in the graphical user interface, and generate a virtual clone of the first virtual character in the second target scene area; control the virtual clone to release the skill effect corresponding to the skill item to the third virtual character in the attack area.

[0111] For example, when a player-controlled virtual character is in game scene A, and a friendly virtual character in game scene B has killed 10 NPCs, while another friendly virtual character in game scene C has its health reduced to 0 due to enemy attacks, the terminal device responds to a first touch operation on the skill trigger control, displays game scene C in the graphical user interface, generates a virtual clone in game scene C, and controls the virtual clone to perform any operation (e.g., releasing the skill corresponding to a triggerable skill item). After the player controls the virtual clone to kill an enemy virtual character, the player can also switch the game view from game scene C to game scene B again via a second touch operation on the skill trigger control, generate a virtual clone in game scene B, and control the virtual clone to perform any operation (e.g., releasing the skill corresponding to a triggerable skill item).

[0112] Meanwhile, in some example embodiments of this disclosure, if the virtual clone is attacked by a third virtual character, and / or if the virtual clone is controlled to release a skill effect corresponding to a skill item to the third virtual character in the attack area, the virtual clone's health is reduced; if the virtual clone's health is less than or equal to a third preset value, the virtual clone's item release skill is updated from a non-cooldown state to a cooldown state until the cooldown state of the item release skill continues until the virtual clone's health is greater than the third preset value.

[0113] Among them, the cooldown status of the item release skill is used to indicate that the terminal device does not respond to the skill effect corresponding to the virtual clone release skill item.

[0114] For example, when the virtual clone is attacked or releases a skill item, the virtual clone's health will be consumed. When the health is less than or equal to a third preset value, the virtual clone's health cannot support the virtual clone to release another skill item or the virtual clone is killed. In this case, the virtual clone's skill release will be changed from non-cooldown state to cooldown state.

[0115] Meanwhile, once the virtual clone's item release skill enters a cooldown state, a cooldown countdown begins. Once the cooldown ends, a new virtual clone with a health value greater than the third preset value can be generated. For example, when the cooldown ends, the virtual clone with the highest health value will be generated.

[0116] Furthermore, when players control their virtual clones to pick up or release skill items, they also need to keep an eye on the main virtual character to prevent it from being killed by other virtual characters.

[0117] In some example embodiments of this disclosure, after displaying the first target scene area in the graphical user interface, a scene sub-interface is generated in the graphical user interface, and the game scene where the first virtual character is located is displayed in the scene sub-interface.

[0118] Figure 5 This diagram schematically illustrates a method for generating a scene sub-interface in this exemplary embodiment. For example... Figure 5 As shown, the current game scene area where the first virtual character is located and the first target scene area are displayed in a split-screen manner.

[0119] Figure 6 This schematically illustrates another example of generating a scene sub-interface in this exemplary embodiment. For example... Figure 6 As shown, since the player is currently controlling a virtual clone in the first target scene area, the first target scene area is highlighted in the graphical user interface, and a small interface displays the current game scene area where the first virtual character is located.

[0120] Displaying the game scene where the first virtual character is located in the scene sub-interface makes it easier for players to keep an eye on the game scene where the main virtual character is located while controlling the virtual clone, so as to avoid the virtual clone being affected by damage to the main character, thereby improving the reliability of the game skill interaction process.

[0121] In some example embodiments of this disclosure, if the health of the first virtual character is less than or equal to a second preset value, the virtual clone is cleared and the game scene where the first virtual character is located is displayed in the graphical user interface.

[0122] For example, the existence of the virtual clone of the first virtual character is premised on the existence of the original first virtual character. Therefore, when the first virtual character is attacked, it will consume the character's health points. If the health points of the first virtual character are less than or equal to the second preset value, the virtual clone cannot be maintained. At this time, the virtual clone in the first target scene area is eliminated and the character exits the first target scene area from the graphical user interface. Only the game scene area where the first virtual character is located is displayed on the graphical user interface.

[0123] To implement the above-mentioned game skill interaction method, one embodiment of this disclosure provides a game skill interaction device. Figure 7 A schematic diagram of the game skill interaction device is shown.

[0124] The game skill interaction device 700 includes a character provision module 701, a clone generation module 702, and an item pickup module 703.

[0125] The character providing module 701 is used to provide a first virtual character in the current game scene area displayed in the graphical user interface, and the first virtual character is controlled by the terminal device; the clone generation module 702 is used to respond to a first touch operation on the skill trigger control in the graphical user interface, display a first target scene area of ​​the game scene in the graphical user interface, and generate a virtual clone of the first virtual character in the first target scene area; wherein, the first target scene area contains pickable skill items, the skill items are generated by a second virtual character and the second virtual character belongs to the same game faction as the first virtual character; the item picking module 703 is used to control the virtual clone to pick up the skill items in the first target scene area, and use the skill items picked up by the virtual clone as the triggerable skill items of the first virtual character.

[0126] In an optional embodiment of this disclosure, the clone generation module 702 is used to generate skill items corresponding to the state parameters in a first target scene area in response to the second virtual character's state parameters satisfying preset state parameters, and to display the skill items in the first target scene area.

[0127] In an optional embodiment of this disclosure, the game skill interaction device 700 may further include a state update module, wherein the state update module is used to update the skill trigger control from an untriggerable state to a triggerable state if the skill trigger control is in an untriggerable state.

[0128] In an optional embodiment of this disclosure, the state update module may also be used to update the virtual clone's item pickup skill from a non-cooldown state to a cooldown state if the virtual clone's health is less than or equal to a first preset value, until the cooldown state of the item pickup skill continues until the virtual clone's health is greater than the first preset value; wherein, the cooldown state of the item pickup skill is used to characterize the skill effect that does not respond to the virtual clone picking up skill items.

[0129] In an optional embodiment of this disclosure, the game skill interaction device 700 may further include a scene display module, which is used to generate a scene sub-interface in the graphical user interface and display the game scene in which the first virtual character is located in the scene sub-interface.

[0130] In an optional embodiment of this disclosure, the scene display module can also be used to clear the virtual clone and display the game scene where the first virtual character is located in the graphical user interface if the first virtual character's health is less than or equal to a second preset value.

[0131] In an optional embodiment of this disclosure, the game skill interaction device 700 may further include a skill release module. The skill release module is used to control the virtual clone to release the skill effect corresponding to the skill item to the third virtual character in the attack area if the life value of the virtual clone of the first virtual character in the first target scene area is greater than the first preset value; wherein, the third virtual character is a virtual character other than the first virtual character.

[0132] In an optional embodiment of this disclosure, the clone generation module 702 can also be used to, in response to a second touch operation on the skill trigger control, display a second target scene area in the graphical user interface and generate a virtual clone of the first virtual character in the second target scene area if the life value of the virtual clone of the first virtual character in the first target scene area is less than or equal to a first preset value. The second target scene area is any game scene area selected in the game scene. The skill release module is used to control the virtual clone to release the skill effect corresponding to the skill item to a third virtual character in the attack area. The third virtual character is a virtual character other than the first virtual character.

[0133] In an optional embodiment of this disclosure, the state update module is used to reduce the virtual clone's health if the virtual clone is attacked by a third virtual character, and / or if the virtual clone is controlled to release a skill effect corresponding to a skill item to the third virtual character in the attack area; if the virtual clone's health is less than or equal to a third preset value, the virtual clone's item release skill is updated from a non-cooldown state to a cooldown state until the cooldown state of the item release skill continues until the virtual clone's health is greater than the third preset value; wherein, the cooldown state of the item release skill is used to represent the non-response to the skill effect corresponding to the skill item released by the virtual clone.

[0134] The game skill interaction device 700 provided in this embodiment can execute the technical solution of the game skill interaction method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game skill interaction method. Please refer to the implementation principle and beneficial effects of the game skill interaction method. It will not be repeated here.

[0135] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0136] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0137] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0138] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0139] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, electromagnetic frequency (RF), or any suitable combination thereof.

[0140] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0141] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0142] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuits,” “modules,” or “systems.”

[0143] The following reference Figure 8 To describe an electronic device 800 according to this embodiment of the present invention. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0144] like Figure 8 As shown, the electronic device 800 is presented in the form of a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, a bus 830 connecting different system components (including storage unit 820 and processing unit 810), and a display unit 840.

[0145] The storage unit stores program code, which can be executed by the processing unit 810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 810 can perform actions such as... Figure 3 Steps S301 to S303 are shown in the diagram.

[0146] Storage unit 820 may include a readable medium in the form of a volatile storage unit, such as random access memory (RAM) 8201 and / or cache memory 8202, and may further include a read-only memory (ROM) 8203.

[0147] The storage unit 820 may also include a program / utility 8204 having a set (at least one) of program modules 8205, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.

[0148] Bus 830 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0149] Electronic device 800 can also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 800, and / or with any device that enables electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 850. Furthermore, electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 860. As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0150] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0151] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0152] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0153] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0154] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A game skill interaction method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of the game scene. A first virtual character is provided in the current game scene area displayed in the graphical user interface, and the first virtual character is controlled by the terminal device; In response to a first touch operation on a skill trigger control in the graphical user interface, a first target scene area of ​​the game scene is displayed in the graphical user interface, and a virtual clone of the first virtual character is generated in the first target scene area; wherein, the first target scene area contains pickable skill items, the skill items are generated by a second virtual character and the second virtual character belongs to the same game faction as the first virtual character; the skill items are generated in response to the second virtual character's state parameters satisfying preset state parameters, and the skill items are displayed in the first target scene area, the state parameters representing the current battle status information of the second virtual character; The virtual clone is controlled to pick up the skill items in the first target scene area, and the skill items picked up by the virtual clone are used as triggerable skill items for the first virtual character.

2. The game skill interaction method according to claim 1, characterized in that, The method further includes: If the skill trigger control is in an untriggerable state, then update the skill trigger control from an untriggerable state to a triggerable state.

3. The game skill interaction method according to claim 1, characterized in that, After generating a virtual clone of the first virtual character in the first target scene area, the method further includes: If the virtual clone's health is less than or equal to a first preset value, then the virtual clone's item pickup skill will be changed from an active state to a cooldown state until the cooldown state of the item pickup skill continues until the virtual clone's health is greater than the first preset value. The cooldown status of the item pickup skill is used to represent the skill effect of not responding to the virtual clone picking up the skill item.

4. The game skill interaction method according to claim 1, characterized in that, After displaying the first target scene area of ​​the game scene in the graphical user interface, the method further includes: A scene sub-interface is generated in the graphical user interface, and the current game scene area where the first virtual character is located is displayed in the scene sub-interface.

5. The game skill interaction method according to claim 1, characterized in that, After generating a virtual clone of the first virtual character in the first target scene area, the method further includes: If the first virtual character's health is less than or equal to a second preset value, then the virtual clone is cleared and the current game scene area where the first virtual character is located is displayed in the graphical user interface.

6. The game skill interaction method according to claim 1, characterized in that, After using the skill items picked up by the virtual clone as triggerable skill items for the first virtual character, the method further includes: If the health of the virtual clone of the first virtual character in the first target scene area is greater than the first preset value, then the virtual clone is controlled to release the skill effect corresponding to the skill item to the third virtual character in the attack area; wherein, the third virtual character is a virtual character other than the first virtual character.

7. The game skill interaction method according to claim 1, characterized in that, After using the skill items picked up by the virtual clone as triggerable skill items for the first virtual character, the method further includes: If the health of the virtual clone of the first virtual character in the first target scene area is less than or equal to the first preset value, then in response to the second touch operation of the skill trigger control, the second target scene area of ​​the game scene is displayed in the graphical user interface, and the virtual clone of the first virtual character is generated in the second target scene area. The second target scene area is any game scene area selected in the game scene. The virtual clone is controlled to release a skill effect corresponding to the skill item to a third virtual character within the attack area. The third virtual character is a virtual character other than the first virtual character.

8. The game skill interaction method according to claim 6 or 7, characterized in that, The method further includes: If the virtual clone is attacked by the third virtual character, and / or if the virtual clone is controlled to release a skill effect corresponding to the skill item towards the third virtual character in the attack area, then the virtual clone's health is reduced. If the virtual clone's health is less than or equal to a third preset value, then the virtual clone's item release skill will be changed from an active state to a cooldown state until the cooldown state of the item release skill continues until the virtual clone's health is greater than the third preset value. The cooldown status of the item release skill is used to represent the skill effect corresponding to the skill item that is not released in response to the virtual clone.

9. A game skill interaction device, characterized in that, The device includes: A character providing module is used to provide a first virtual character in the current game scene area displayed in the graphical user interface provided by the terminal device, the first virtual character being controlled by the terminal device; The clone generation module is used to respond to a first touch operation on the skill trigger control in the graphical user interface, display a first target scene area of ​​the game scene in the graphical user interface, and generate a virtual clone of the first virtual character in the first target scene area; The first target scene area contains pickable skill items, which are generated by a second virtual character and belong to the same game faction as the first virtual character. The skill items are generated in response to the second virtual character's state parameters satisfying preset state parameters, and are displayed in the first target scene area. The state parameters represent the current battle situation information of the second virtual character. The prop picking module is used to control the virtual clone to pick up skill props in the first target scene area, and to use the skill props picked up by the virtual clone as triggerable skill props for the first virtual character.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the game skill interaction method according to any one of claims 1 to 8.

11. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the game skill interaction method according to any one of claims 1 to 8 by executing the executable instructions.