A method, control device, equipment, and medium for controlling characters in a game.

By setting the first virtual character and the target second virtual character in a linked state in the game, and generating a movement trajectory in response to the target virtual skills, the problem of low control efficiency of the target player is solved, and the effect of the virtual character accurately reaching the destination is achieved, thus enhancing team cooperation.

CN117122912BActive Publication Date: 2026-06-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-05-18
Publication Date
2026-06-30

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Abstract

This application provides a method, device, equipment, and medium for controlling a character in a game. The method includes: responding to a target player's selection operation on a target second virtual character, setting a first virtual character and the target second virtual character into a target virtual skill linkage state; responding to the target second virtual character releasing a target virtual skill, determining a second target location of the target virtual skill, generating and displaying a second movement trajectory between the target second virtual character and the second target location, and controlling the target second virtual character to move along the second movement trajectory towards the second target location; setting the second target location as the target location of the target virtual skill of the first virtual character, and after the first virtual character releases the target virtual skill, generating and displaying a first movement trajectory between the first virtual character and the second target location, and controlling the first virtual character to move along the first movement trajectory towards the second target location.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, control device, equipment, and medium for controlling characters in a game. Background Technology

[0002] In the game scene, when a virtual character travels to its destination, the player can control the character using movement controls or by selecting movement items. Regardless of the method, the player must determine the destination's location before or during movement; in other words, the player must manually select the destination within the game scene. This method of destination selection is difficult to control during gameplay, resulting in low accuracy in destination selection. Summary of the Invention

[0003] In view of this, the purpose of this application is to provide a method, device, equipment and medium for controlling a character in a game, in order to solve the problem in the prior art that the target player's control efficiency of the first virtual character is low when moving with teammates.

[0004] In a first aspect, embodiments of this application provide a method for controlling a character in a game, wherein the game scene includes a first virtual character controlled by a target player and second virtual characters controlled by other players, and the control method includes:

[0005] In response to the target player's movement control operation on the first virtual character, control the first virtual character to move in the game scene;

[0006] In response to the target player's selection operation for the target second virtual character, the first virtual character and the target second virtual character are set to a target virtual skill linkage state;

[0007] In response to the target second virtual character releasing a target virtual skill, the system determines the second target location of the target virtual skill, generates and displays a second movement trajectory between the target second virtual character and the second target location, and controls the target second virtual character to move along the second movement trajectory towards the second target location; and...

[0008] The second target location is set as the target location of the first virtual character's target virtual skill. After the first virtual character releases the target virtual skill, a first movement trajectory is generated and displayed between the first virtual character and the second target location. The first virtual character is then controlled to move along the first movement trajectory toward the second target location.

[0009] Optionally, generating and displaying the first movement trajectory between the first virtual character and the second target location includes:

[0010] Based on the first position of the first virtual character and the second position of the target second virtual character when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, a third movement trajectory between the first position and the second position is generated.

[0011] A first movement trajectory is generated and displayed based on the third movement trajectory between the first position and the second position and the second movement trajectory between the second position and the second target position.

[0012] Optionally, the control method further includes:

[0013] If the distance between the second target location and the first location is less than or equal to the maximum release distance of the target virtual skill, then a first movement trajectory between the first location and the second target location is generated based on the first location of the first virtual character and the second target location.

[0014] Optionally, the control method further includes:

[0015] Based on the first position of the first virtual character, determine the first arrival time of the first virtual character to the second target position; and based on the second position of the target second virtual character when the target second virtual character is set to the target virtual skill linkage state, determine the second arrival time of the target second virtual character to the second target position.

[0016] If the first arrival time of the first virtual character moving later is less than the second arrival time of the second target virtual character moving earlier, the second target virtual character and the first virtual character are controlled to arrive at the second target position simultaneously based on the first arrival time.

[0017] Optionally, the control method further includes:

[0018] Displays the quantity of virtual items currently equipped by the first virtual character; the first virtual character releases the target virtual skill based on the virtual items;

[0019] During the process of controlling the first virtual character to move towards the second target position along the first movement trajectory, whenever the first virtual character reaches a trajectory point on the first movement trajectory, the displayed number of virtual items currently equipped by the first virtual character is updated based on the number of virtual items consumed by the first virtual character at that trajectory point.

[0020] Optionally, the control method further includes:

[0021] When the first virtual character moves along the first movement trajectory toward the second target location, and the first virtual character reaches the second target location, the target virtual skill linkage state between the first virtual character and the target second virtual character is canceled.

[0022] Optionally, the control method further includes:

[0023] If the second target virtual character continues to release the target virtual skill within a preset time period after the second target virtual character arrives at the second target location, the target virtual skill linkage state between the first virtual character and the second target virtual character is maintained.

[0024] Optionally, the control method further includes:

[0025] If, within a preset time period after the second target virtual character arrives at the second target location, the second target virtual character does not release the target virtual skill again, but the first virtual character releases the target virtual skill again, then the linkage state of the target virtual skill between the first virtual character and the second target virtual character is canceled.

[0026] Optionally, responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes:

[0027] In response to a target player's trigger operation on a specific control corresponding to a target virtual skill of the first virtual character, the character identifier of the second virtual character is displayed;

[0028] In response to the target player's selection operation for the target character identifier in the character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state;

[0029] The control method further includes: in response to the end of the triggering operation, canceling the display of the character identifier of the second virtual character.

[0030] Optionally, responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes:

[0031] In response to the target second virtual character releasing the target virtual skill, the target character identifier of the target second virtual character is displayed;

[0032] In response to the target player's selection operation for the target character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state;

[0033] The control method further includes: in response to the target second virtual character arriving at the second target location for a preset time, canceling the display of the target character identifier of the target second virtual character.

[0034] Optionally, the control method further includes:

[0035] In response to the target player's control operation on the target virtual skill of the first virtual character, a first target position is determined in the game scene, and a fourth movement trajectory is generated and displayed between the first virtual character and the first target position;

[0036] Control the first virtual character to move towards the first target position along the fourth movement trajectory.

[0037] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0038] While the second virtual character releases the target virtual skill, the first virtual character is controlled to release the target virtual skill.

[0039] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0040] Simultaneously with the release of the target virtual skill by the second target virtual character, a first follow control is displayed in the graphical user interface;

[0041] In response to a trigger operation on the first follow control, control the first virtual character to release the target virtual skill.

[0042] Optionally, the control method further includes:

[0043] In response to the second target virtual character releasing the target virtual skill, while setting the first virtual character and the second target virtual character to a target virtual skill linkage state, the first virtual character is controlled to release the target virtual skill.

[0044] Optionally, the control method further includes:

[0045] In response to the release of the target virtual skill by the target second virtual character, while setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a second follow control is displayed in the graphical user interface;

[0046] In response to a trigger operation on the second follow control, the first virtual character is controlled to release the target virtual skill.

[0047] Optionally, during the process of controlling the target second virtual character to move along the second movement trajectory towards the second target position, the control method further includes:

[0048] While setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a third follow control is displayed in the graphical user interface;

[0049] In response to a trigger operation on the third follow control, the first virtual character is controlled to release the target virtual skill.

[0050] Secondly, embodiments of this application provide a control device for a character in a game, wherein the game scene includes a first virtual character controlled by a target player and second virtual characters controlled by other players, comprising:

[0051] The first response module is used to respond to the target player's movement control operation on the first virtual character and control the first virtual character to move in the game scene;

[0052] The second response module is used to respond to the target player's selection operation for the target second virtual character and set the first virtual character and the target second virtual character to a target virtual skill linkage state;

[0053] The third response module is configured to respond to the release of a target virtual skill by the target second virtual character, determine the second target location of the target virtual skill, generate and display a second movement trajectory between the target second virtual character and the second target location, and control the target second virtual character to move towards the second target location along the second movement trajectory; and...

[0054] The movement module is used to set the second target location as the target location of the target virtual skill of the first virtual character, and after the first virtual character releases the target virtual skill, generate and display a first movement trajectory between the first virtual character and the second target location, and control the first virtual character to move towards the second target location along the first movement trajectory.

[0055] Thirdly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the above-described control method.

[0056] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described control method.

[0057] The game character control method provided in this application embodiment firstly controls the first virtual character to move in the game scene in response to the target player's movement control operation on the first virtual character; secondly, it binds the first virtual character and the target second virtual character in response to the target player's selection operation on the target second virtual character; finally, it controls the first virtual character to release a first grappling hook skill in response to the target second virtual character releasing a second grappling hook skill, based on the second target position of the second grappling hook skill; wherein, the first target position of the first grappling hook skill and the second target position of the second grappling hook skill are the same position.

[0058] In some embodiments, during the process of setting up a target virtual skill linkage state between the first virtual character and the target second virtual character, as long as the target second virtual character moves towards the second target position determined based on the released target virtual skill, the second target position will be set as the target position corresponding to when the first virtual character releases the virtual skill, and the first virtual character will also move towards the second target position, so that the first virtual character will follow the target second virtual character to the same position (that is, the second target position). Moreover, after the target virtual character and the target second virtual character are set up to link up the target virtual skill, the first virtual character will automatically follow the target second virtual character, without requiring the target player to control the first virtual character to follow the target second virtual character. This reduces the target player's control over the first virtual character, shortens the time for the first virtual character to reach the second target position, and improves the target player's control efficiency over the first virtual character.

[0059] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0060] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0061] Figure 1 A flowchart illustrating a method for controlling a character in a game, provided as an embodiment of this application;

[0062] Figure 2 A schematic diagram illustrating the first binding operation provided in an embodiment of this application;

[0063] Figure 3 A schematic diagram illustrating the second binding operation provided in an embodiment of this application;

[0064] Figure 4 A schematic diagram illustrating the third binding operation provided in the embodiments of this application;

[0065] Figure 5 A schematic diagram of a first type of movement trajectory provided in an embodiment of this application;

[0066] Figure 6 A schematic diagram of a second type of movement trajectory provided in an embodiment of this application;

[0067] Figure 7 A schematic diagram of the structure of a control device for a character in a game, provided in an embodiment of this application;

[0068] Figure 8 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0069] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0070] Virtual characters move to their destinations within the game environment. This can be done by the player controlling the character with movement controls or by selecting movement items. Regardless of the method, the player must determine the destination's location before or during movement; in other words, the player must manually select the destination within the game environment. For example, to reach the same destination as a virtual character of the same faction, the player must choose the destination before moving and then control the character towards it. However, this destination selection process is difficult to control and prone to errors, resulting in low accuracy in determining the destination. Alternatively, existing technology may have a follow function in games, but this function only allows the first virtual character to move in step with the followed object. Before unfollowing, the first virtual character cannot reach the same destination as the followed object. If the player controls the first virtual character to move to the same destination as the followed object after unfollowing, the player still needs to control the direction of movement. During this movement, the player's operation on the first virtual character is not easy to control and is prone to deviation, resulting in low accuracy in determining the destination.

[0071] To address the aforementioned shortcomings, this application provides a method for controlling a character in a game, such as... Figure 1 As shown, the game scene includes a first virtual character controlled by the target player and second virtual characters controlled by other players. The control method includes:

[0072] S101, responding to the target player's movement control operation on the first virtual character, controlling the first virtual character to move in the game scene;

[0073] S102, in response to the target player's selection operation for the target second virtual character, set the first virtual character and the target second virtual character to a target virtual skill linkage state;

[0074] S103, in response to the target second virtual character releasing a target virtual skill, determine the second target location of the target virtual skill, generate and display a second movement trajectory between the target second virtual character and the second target location, and control the target second virtual character to move towards the second target location along the second movement trajectory; and

[0075] S104, the second target position is set as the target position of the first virtual character's target virtual skill. After the first virtual character releases the target virtual skill, a first movement trajectory is generated and displayed between the first virtual character and the second target position, and the first virtual character is controlled to move towards the second target position along the first movement trajectory.

[0076] The game character control method in this embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the game character control method runs on a server, it can be a cloud game.

[0077] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen are separate entities. The storage and execution of message sending methods within the game are completed on the cloud gaming server. The terminal device is used for data reception, transmission, and game screen display. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or game console; however, the terminal device processing game data is the cloud gaming server in the cloud. During gameplay, the target player's terminal device sends operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, and returns it to the terminal device via the network. Finally, the terminal device decodes the data and outputs the game screen.

[0078] In an alternative implementation, the terminal device can be a local terminal device. 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 target player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the target player in various ways, such as rendering it on the terminal device's display screen or providing it to the target player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes a portion of the game scene, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0079] This application's game includes a game scene and a first virtual character controlled by a target player and a second virtual character controlled by other players, located within the game scene. The terminal device or cloud gaming can respond to controls applied to the first virtual character, enabling the first virtual character to perform virtual actions within the game scene, such as moving or releasing skills. The game scene may include any one or more of the following game elements: terrain, rocks, flowers, rivers, buildings, virtual objects, game items, etc. Generally, a virtual camera is set up in the game scene, and the game screen displayed on the graphical user interface is a portion of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be positioned above the head (e.g., at the eye position) of the player-controlled first virtual character. The virtual camera moves with the movement of the first virtual character, and its orientation rotates with the rotation of the first virtual character. Therefore, the game screen presented on the graphical user interface is a portion of the game scene within a preset range in front of the first virtual character. Similarly, in a third-person game, the virtual camera can be positioned directly above or slightly above and behind the player-controlled first virtual character. Therefore, the game screen presented on the graphical user interface includes a portion of the game scene, including the first virtual character. If an account with a first virtual character is logged into on a terminal device or cloud gaming platform, then the first virtual character is controlled by the terminal device or cloud gaming platform. A virtual object refers to a dynamic object that can be controlled within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The first virtual character is a character controlled by the target player through a terminal device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the first virtual character is a virtual character competing in a virtual scene. The second virtual character is a virtual character controlled by other players, which can also be an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. If the second virtual character is a virtual character controlled by other players, then the second virtual character can be a virtual character belonging to the same faction as the first virtual character.

[0080] The target virtual skill mentioned in this application refers to a skill released by a virtual character using virtual items. This target virtual skill can be rapid movement to a target location, or it can be a skill that involves grabbing an item, binding to a virtual item, or launching that virtual item. The virtual item can be a grappling hook, also known as a grappling hook, grappling hook equipment, grappling hook item, grappling hook equipment, grappling hook item, etc. Rapid movement involves a greater speed than normal movement of the virtual character in the game scene. Normal movement refers to running, walking, crawling, etc., in the game scene, while rapid movement includes leaping, gliding, teleporting, and blinking in a certain direction. All of these methods of movement are faster than running.

[0081] The game character control method in this application embodiment can be applied to real-time combat mode. In real-time combat mode, the target player controls the first virtual character to move in the game scene through real-time commands. During the battle, the target player can control the first virtual character to fight according to his own ideas.

[0082] S101, in response to the target player's movement control operation on the first virtual character, control the first virtual character to move in the game scene.

[0083] In step S101 above, the movement control operation refers to the target player's touch operation on the movement control area in the graphical user interface, or it can be the target player's touch operation on the movement control (joystick) in the graphical user interface.

[0084] In practice, the target player can control the first virtual character to move normally within the game scene through movement control operations. These movement control operations control the speed and direction of movement of the first virtual character within the game scene. Normal movement includes crawling, walking, and running. However, the fastest movement speed achievable by controlling the first virtual character through movement control operations is running.

[0085] S102, in response to the target player's selection operation for the target second virtual character, set the first virtual character and the target second virtual character to a target virtual skill linkage state.

[0086] In step 102 above, the target virtual skill linkage state can be a state where, when the first virtual character and the target second virtual character use the target virtual skill, the first virtual character follows the target second virtual character and can reach the same destination. The target virtual skill can be a skill that controls the virtual skill to move quickly towards the target location along a movement trajectory. The target virtual skill can be a skill for quick dodging or a skill for quick movement using a grappling hook.

[0087] The target player's selection operation for the target second virtual character refers to selecting one second virtual character from multiple second virtual characters as the target second virtual character using a selection operation. The selection operation includes touch operation on the second virtual character in the game scene, or touch operation on the character selection control corresponding to the second virtual character in the graphical user interface. Touch operation can be click operation, long press operation, hard press operation, etc.

[0088] In practice, if the selected operation is a touch operation targeting a second virtual character in the game scene, it can be as follows: Figure 2 The diagram shows a linked control displayed at a preset location in the graphical user interface (GUI). After touching the linked control, the target second virtual character is identified through a selection operation in the GUI, and the first virtual character and the target second virtual character are set to a linked state for the target virtual skill. The selection operation of the second virtual character in the GUI can be a click operation, or a drag operation on the bound control, with the second virtual character corresponding to the drag endpoint being identified as the target second virtual character. Alternatively, after selecting the second virtual character in the GUI, a linked control can be displayed near the selected target second virtual character, such as... Figure 3 As shown, based on the target player's touch operation on the linkage control, the selected second virtual character is identified as the target second virtual character, and the first virtual character and the target second virtual character are set to the target virtual skill linkage state.

[0089] If the target player touches the linked control, a list of second virtual characters will be displayed. The selection operation is a touch operation on the character selection control within the second virtual character list in the graphical user interface, such as... Figure 4 As shown, the selection list displays the character selection control corresponding to each second virtual character (the second virtual characters include virtual character A, virtual character B, target second virtual character, and virtual character C). By touching the character selection control in the list of second virtual characters, the second virtual character corresponding to the touched character selection control is identified as the target second virtual character, and the first virtual character and the target second virtual character are set to a target virtual skill linkage state.

[0090] S103, responding to the release of a target virtual skill by the target second virtual character, generating and displaying a second movement trajectory between the target second virtual character and the second target position based on the second target position of the target virtual skill, and controlling the target second virtual character to move towards the second target position along the second movement trajectory.

[0091] In step S103 above, the second target location is determined when the target second virtual character releases the target virtual skill. That is, the second target location is the position the target second virtual character can reach using the target virtual skill. The second target location can be a location chosen by the target player or a location selected by the system. The second movement trajectory consists of the positions the target second virtual character passes through during its journey from its current location to the second target location when releasing the target virtual skill. The second movement trajectory can be a line.

[0092] In this application, steps S102 and S103 have two implementations in terms of execution order. The first implementation is that step S102 can be executed first and then step S103. That is, the target second virtual character is selected by the selection operation first, and the target virtual skill linkage state between the first virtual character and the target second virtual character is set. After the target virtual skill linkage state between the first virtual character and the target second virtual character is set, the target second virtual character can also release the target virtual skill, determine the second target position, and generate and display a second movement trajectory between the target second virtual character and the second target position, so that the target second virtual character can move towards the second target position along the second movement trajectory. The second embodiment can be to execute step S103 first and then step S102. That is, during the process of the target second virtual character releasing the target virtual skill to move, the first virtual character and the target second virtual character can also be set to a target virtual skill linkage state. During the process of the target second virtual character releasing the virtual skill and controlling the target second virtual character to move along the second movement trajectory towards the second target position, the target player's selection operation on the target second virtual character can be responded to, and the first virtual character and the target second virtual character can be set to a target virtual skill linkage state. The third embodiment can be that steps S103 and S102 are executed simultaneously. While responding to the target player's selection operation on the target second virtual character, the target second virtual character also releases the target virtual skill.

[0093] S104, the second target position is set as the target position of the target virtual skill of the first virtual character, and after the first virtual character releases the target virtual skill, a first movement trajectory is generated and displayed between the first virtual character and the second target position, and the first virtual character is controlled to move towards the second target position along the first movement trajectory.

[0094] In step S104 above, the target position and the second target position are the same location. That is, the second target position is the position that the first virtual character can reach when it releases the target virtual skill after the first virtual character and the target second virtual character are set to a target virtual skill linkage state. The first movement trajectory is composed of the positions that the first virtual character passes through from its current position to the second target position when it releases the target virtual skill. The first movement trajectory can be a line.

[0095] In the embodiments provided in this application, through the above four steps, during the process of setting a target virtual skill linkage state between the first virtual character and the target second virtual character, as long as the target second virtual character moves towards the second target position determined based on the released target virtual skill, the second target position will be set as the target position corresponding to the release of the virtual skill by the first virtual character, and the first virtual character will also move towards the second target position, so that the first virtual character will follow the target second virtual character to the same position (that is, the second target position). Moreover, after the target virtual skill linkage state is set between the first virtual character and the target second virtual character, the first virtual character will automatically follow the target second virtual character, without the target player needing to control the first virtual character to follow the target second virtual character, reducing the target player's control over the first virtual character, shortening the time for the first virtual character to reach the second target position, and improving the target player's control efficiency over the first virtual character.

[0096] In this application, a target virtual skill linkage state is set between the first virtual character and the target second virtual character, mainly to enable the first virtual character to accurately reach the second target location that the target second virtual character is heading to, thus allowing for better teamwork between the first and target virtual characters. Therefore, during the process of the first virtual character following the target second virtual character, if the first virtual character moves towards the second target location along the movement trajectory of the target second virtual character, the efficiency of the first virtual character moving to the target second location can be improved. Therefore, step S104 includes:

[0097] Step 1041: Based on the first position of the first virtual character and the second position of the target second virtual character when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, generate a third movement trajectory between the first position and the second position.

[0098] Step 1042: Generate and display the first movement trajectory based on the third movement trajectory between the first position and the second position and the second movement trajectory between the second position and the second target position.

[0099] In steps 1041 and 1042 above, the first position is the position of the first virtual character when the target virtual skill linkage state is set between the first virtual character and the target second virtual character, and the second position is the position of the target second virtual character when the target virtual skill linkage state is set between the first virtual character and the target second virtual character. The second movement trajectory is the trajectory formed by the positions traversed by the first virtual character as it moves from the first position to the second position.

[0100] In practice, for the first virtual character to move along the second movement trajectory of the target second virtual character, it first needs to move to the starting position of the target second virtual character's second movement trajectory. That is, it needs to be the second position of the target second virtual character when the target virtual skill is linked between the first and second virtual characters. This generates the third movement trajectory, which the first virtual character must follow, between its first and second positions. Then, combining the third and second movement trajectories, a first movement trajectory is generated for the first virtual character to reach the second target position. This first movement trajectory is then displayed in the graphical user interface.

[0101] For example, such as Figure 5 As shown, the first position of the first virtual character is point A, the second position of the target second virtual character is point B, the second target position is point C, the third movement trajectory is from point A to point B, the second movement trajectory is from point B to point C, and the first movement trajectory of the first virtual character is from point A to point B, and then from point B to point C.

[0102] However, sometimes the second target location that the second virtual character travels to may be closer to the first virtual character. That is, the distance from the first virtual character to the second target location is much smaller than the distance the first virtual character would need to travel to the second virtual character's current location first, and then from that location to the second target location. In some cases, the distance from the first virtual character to the second target location may even be less than the maximum range of the target virtual skill. If the first virtual character moves along the movement trajectory of the second virtual character, it will consume more grappling hook items compared to moving directly to the second target location, resulting in a waste of grappling hook items. Therefore, the control method further includes:

[0103] Step 1043: If the distance between the second target position and the first position is less than or equal to the maximum release distance of the target virtual skill, then generate a first movement trajectory between the first position and the second target position based on the first position of the first virtual character and the second target position.

[0104] In step 1043 above, the maximum release distance of the target virtual skill is the maximum distance that the virtual character can move when using the target virtual skill. For example, if the target virtual skill is a skill using a grappling hook, which has a rope, when the virtual character uses the grappling hook, the target location that the virtual character needs to reach is first determined. The grappling hook then launches the rope, using it to move the virtual character from the current location to the target location. The rope has a maximum distance, which is the maximum release distance. The target virtual skill can be a unique skill possessed by the virtual character itself. This target virtual skill may require consuming a certain amount of certain attribute values ​​of the virtual character (such as stamina, health, etc.) to be released, or it may be a skill released by the virtual character when using a virtual item (such as a grappling hook item).

[0105] In practice, if the distance between the second target location and the first location is less than or equal to the maximum release distance of the target virtual skill, it means that the first target virtual character can reach the second target location by consuming certain attribute values ​​or virtual items corresponding to the release of the target virtual skill once. Therefore, the line connecting the first and second target locations is defined as the first movement trajectory of the first virtual character to the second target location. This eliminates the need for the first virtual character to follow the second movement trajectory of the target virtual character to reach the second target location, reducing the consumption required for the first virtual character to release the target virtual skill. Furthermore, this game mechanism allows the first virtual character to reach the second target location in more suitable ways under different circumstances, improving the efficiency of human-computer interaction in the game.

[0106] For example, such as Figure 6 As shown, the target virtual skill is the hook skill. The first virtual character's first position is point A, the second target virtual character's second position is point B, and the second target's position is point C. The distance from point A to point C is less than the maximum release distance of the hook skill. Therefore, the second movement trajectory of the target virtual character is from point B to point C, and the first movement trajectory of the first virtual character is from point A directly to point C.

[0107] If the determined first movement trajectory is less than the maximum release distance corresponding to the first virtual character releasing the target virtual skill, it means that the first virtual character will not move exactly according to the second movement trajectory of the target second virtual character. Therefore, the movement trajectories of the first virtual character and the target second virtual character to the second target location are completely different. It's possible that the distance of the first movement trajectory is less than the distance of the second movement trajectory, causing the first virtual character to arrive at the second target location before the target second virtual character. Alternatively, it's possible that the distance of the first movement trajectory is greater than the distance of the second movement trajectory, causing the first virtual character to arrive at the second target location later than the target second virtual character. In either case, there will be a time difference between the arrival of the first virtual character and the target second virtual character at the second target location. This application aims to enable the first virtual character and the target second virtual character to cooperate in combat; therefore, eliminating this time difference is necessary. That is, the control method of this application also includes:

[0108] Step 105: Based on the first position of the first virtual character, determine the first arrival time of the first virtual character to the second target position; and based on the second position of the target second virtual character when the target second virtual character is set to the target virtual skill linkage state, determine the second arrival time of the target second virtual character to the second target position.

[0109] Step 106: If the first arrival time of the first virtual character moving later is less than the second arrival time of the second target virtual character moving earlier, control the second target virtual character and the first virtual character to arrive at the second target position simultaneously based on the first arrival time.

[0110] In step 105 above, different release distances corresponding to the target virtual skill will each have a corresponding time consumption. For example, the maximum release distance corresponds to a time consumption of 2 seconds, while if the release distance is half of the maximum release distance, the time consumption is 1 second. Of course, the time consumption can also be determined based on the movement speed of the target virtual character when the virtual character releases the skill, for example, by determining the time consumption based on the ratio of the movement trajectory distance to the movement speed.

[0111] In practice, based on the distance between the first virtual character's first position and the second target position, the time consumed by the first virtual character to move from the first position to the second target position using the target virtual skill is determined. The first arrival time of the first virtual character to the second target position is then determined based on the current time of this consumed time. Similarly, based on the distance between the second virtual character's second position and the second target position, the time consumed by the second virtual character to move from the second position to the second target position using the target virtual skill is determined. The second arrival time of the second virtual character to the second target position is then determined based on the current time of this consumed time.

[0112] In step 106, when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, the first virtual character moves following the target second virtual character, so the first virtual character moves after the target second virtual character.

[0113] In practice, if the first arrival time of the first virtual character moving later is less than the second arrival time of the second target virtual character moving earlier, it means that the first virtual character arrived at the second target position before the second virtual character. In order to complete the team collaboration between the first virtual character and the second target virtual character more quickly, the second target virtual character will be controlled to arrive at the second target position according to the first virtual character's first arrival time. That is, the first virtual character and the second target virtual character will be controlled to arrive at the second target position simultaneously in the fastest possible time.

[0114] Because the first virtual character consumes a certain number of virtual items while traveling to the second target location, the control method also includes:

[0115] Step 107: Display the number of virtual items currently equipped by the first virtual character; the first virtual character releases the target virtual skill based on the virtual items;

[0116] Step 108: During the process of controlling the first virtual character to move towards the second target position along the first movement trajectory, whenever the first virtual character reaches a trajectory point on the first movement trajectory, the displayed number of virtual items currently equipped by the first virtual character is updated based on the number of virtual items consumed by the first virtual character at that trajectory point.

[0117] In steps 107 and 108 above, the number of virtual items currently equipped by the first virtual character is displayed on the first terminal device used by the target player. During the process of the first virtual character using virtual items to release a target virtual skill, the number of virtual items consumed by the first virtual character is determined based on the corresponding movement distance. If the distance of the first movement trajectory is less than the maximum release distance of the target virtual skill, the first virtual character will consume one virtual item when reaching the second target location along the first movement trajectory (at least one virtual item will be consumed as long as the target virtual skill is released, even if the movement distance corresponding to releasing the target virtual skill is less than the maximum release distance). If the distance between the first virtual character's current location and the second target location is greater than the maximum release distance, the first virtual character needs to continuously release the target virtual skill in order to follow the second virtual character in a timely manner. Therefore, during the first virtual character's movement, a corresponding number of virtual items will be consumed in real time based on the distance the first virtual character moves along its first movement trajectory. In other words, during the first virtual character's movement, the distance already traveled is calculated in real time at each trajectory point based on the first virtual character's first movement trajectory, and a virtual item is consumed based on this distance. Each time a virtual item is consumed, the number of virtual items displayed on the first virtual character's graphical user interface will be updated, allowing the target player to understand their virtual item consumption status in real time. This reduces the possibility of the first virtual character being suddenly unbound due to insufficient virtual items while following the target second virtual character, allowing the target player to prepare in advance.

[0118] Once the first virtual character and the target second virtual character are bound together, they cannot remain bound indefinitely. If they are bound together indefinitely, it could cause teammates to harm each other during teamwork. Therefore, it is necessary to unbind the first virtual character and the target second virtual character in a timely manner. In other words, the control method of this application also includes:

[0119] Step 109: When the first virtual character moves along the first movement trajectory to the second target position and the first virtual character reaches the second target position, cancel the target virtual skill linkage state between the first virtual character and the target second virtual character.

[0120] In step 109 above, as long as the first virtual character reaches the second target position where the second virtual character is located, it can be said that the first virtual character has completed the following with the target second virtual character. In order to reduce the damage caused to each other when the two virtual characters are bound together during team cooperation, the first virtual character and the target second virtual character can be unbound in time when the first virtual character reaches the second target position.

[0121] Since the second target virtual character uses the target virtual skill for movement, and the target virtual skill has a maximum release distance, the second target virtual character may not be able to reach its desired final destination using a single grappling hook. It may require releasing the target virtual skill more than twice to reach its desired final destination. In other words, when the first virtual character follows the second target virtual character to the second target location reached by the first release of the target virtual skill, it is not the best time for the first virtual character and the second target virtual character to unbind. Therefore, step 109 includes:

[0122] Step 1091: If the second target virtual character continues to release the target virtual skill within a preset time period after the second target virtual character arrives at the second target location, then the target virtual skill linkage state between the first virtual character and the second target virtual character is maintained.

[0123] In step 1091 above, if the second target virtual character reaches a second target location and then releases a target virtual skill to move to another second target location within a short period of time, it indicates that the second target virtual character has not reached its final destination and needs to continue moving. If the target virtual skill linkage state between the first virtual character and the second target virtual character is canceled at this time, it may cause the first virtual character to be unable to keep up with the second target virtual character, thereby affecting team cooperation. Therefore, this application determines the duration of the second target virtual character's stay at the second target location. If the stay time is long, it indicates that the second target virtual character will not move a long distance again, and the target virtual skill linkage state is canceled when the first virtual character reaches the second target location. If the stay time is short and the target virtual skill is released again, it indicates that the second target virtual character will move a long distance again, and the target virtual skill linkage state is not canceled.

[0124] In step 1091 above, the cancellation of the target virtual skill linkage state between the first virtual character and the target second virtual character is controlled by the target second virtual character. However, during the process of maintaining the target virtual skill linkage state, the first virtual character may also need to actively unbind. Therefore, the process of maintaining the target virtual skill linkage state between the first virtual character and the target second virtual character also includes:

[0125] Step 1092: If, within a preset time period after the second target virtual character arrives at the second target location, the second target virtual character does not release the target virtual skill again, but the first virtual character releases the target virtual skill again, then the target virtual skill linkage state between the first virtual character and the second target virtual character is canceled.

[0126] In step 1092 above, while the first virtual character and the target second virtual character are in a state of linkage with the target virtual skill, the first virtual character may have some other needs and may not be able to continue to follow the target second virtual character. Therefore, the target player can adjust the target position determined by the release of the target virtual skill by the first virtual character and stop following the target second virtual character. At this time, the first target virtual character no longer has the intention to follow the target second virtual character, canceling the linkage with the target virtual skill between the first virtual character and the target second virtual character, thus increasing the human-computer interaction method in the game.

[0127] The game scene may include multiple secondary virtual characters. You need to select the target secondary virtual character from among them through a selection operation. The selection operation can include multiple methods, and different methods can also correspond to different deselection methods.

[0128] The first method includes:

[0129] Step 1021: In response to the target player's trigger operation on the specific control corresponding to the target virtual skill of the first virtual character, display the character identifier of the second virtual character;

[0130] Step 1022: In response to the target player's selection operation on the target character identifier in the character identifier, set the first virtual character and the target second virtual character indicated by the target character identifier to a target virtual skill linkage state;

[0131] The control method further includes: step 1023, in response to the end of the triggering operation, canceling the display of the character identifier of the second virtual character.

[0132] In steps 1021 to 1023 above, the specific control corresponding to the target virtual skill is used to display the character identifier of the second virtual character in the graphical user interface through a trigger operation. This second virtual character can set a linkage state with the first virtual character based on the target virtual skill. The specific control corresponding to the target virtual skill can be a skill release control corresponding to the target virtual skill (used to control the first virtual character to release the target virtual skill), or it can be a specified control set in the graphical user interface, such as the linkage control mentioned above. The trigger operation can be any one or more of the following operations: click operation, swipe operation, etc. If the trigger operation is a click operation, the first click operation on the specific control corresponding to the target virtual skill (the start of the trigger operation) controls the display of the second virtual character in the graphical user interface, and the second click operation on the specific control corresponding to the target virtual skill (the end of the trigger operation) controls the removal of the character identifier of the second virtual character from the graphical user interface. If the trigger operation is a swipe operation, the start of the swipe operation on the specific control corresponding to the target virtual skill controls the display of the character identifier of the second virtual character in the graphical user interface, and the end of the swipe operation on the specific control corresponding to the target virtual skill controls the removal of the character identifier of the second virtual character from the graphical user interface.

[0133] In practice, by triggering specific controls corresponding to the target virtual skill by the target player, multiple second virtual character identifiers can be displayed in the graphical user interface. A selection operation allows choosing one of these second virtual character identifiers as the target second virtual character. However, continuously displaying multiple second virtual character identifiers in the graphical user interface would obscure the game screen and reduce human-computer interaction efficiency. Therefore, the display of the second virtual character identifiers in the graphical user interface can be canceled when the triggering operation ends.

[0134] The second method includes:

[0135] Step 1024: In response to the target second virtual character releasing the target virtual skill, display the target character identifier of the target second virtual character;

[0136] Step 1025: In response to the target player's selection operation on the target character identifier, set the first virtual character and the target second virtual character indicated by the target character identifier to a target virtual skill linkage state;

[0137] The control method further includes: step 1026, in response to the target second virtual character arriving at the second target location for a preset time, canceling the display of the target character identifier of the target second virtual character.

[0138] In steps 1024-1026 above, if a second virtual character releases a target virtual skill in the game scene, the second virtual character releasing the target virtual skill is identified as the target second virtual character (there may be multiple second virtual characters releasing target virtual skills), and the target character identifier of the target second virtual character will be displayed in the graphical user interface. The target player will select the target character identifier of the target virtual character that is linked with the first virtual character in the target virtual skill linkage state through a selection operation. In the target virtual skill linkage state, the target character identifier of the target second virtual character will be continuously displayed in the graphical user interface, prompting the target player that the first virtual character is currently in the target virtual skill linkage state. If the target second virtual character reaches the second target location for a preset time, it means that the first virtual character and the target second virtual character have reached the final destination and should no longer follow. The target virtual skill linkage state will then be canceled, and the display of the target character identifier of the target second virtual character will be removed, prompting the target player that they are no longer in the target virtual skill linkage state.

[0139] The above describes how the first virtual character moves when in a target virtual skill linkage state. Even when the first virtual character is not in a target virtual skill linkage state, it can still use the target virtual skill to move. The control method also includes:

[0140] Step 110: In response to the target player's control operation on the target virtual skill of the first virtual character, determine the first target position in the game scene, and generate and display a fourth movement trajectory between the first virtual character and the first target position;

[0141] Step 111: Control the first virtual character to move towards the first target position along the fourth movement trajectory.

[0142] In steps 110 to 111 above, the target player's control operation of the target virtual skill of the first virtual character refers to the operation of the target player controlling the first virtual character to use the target virtual skill. The fourth movement trajectory is the movement trajectory of the first virtual character to reach the first target position when using the target virtual skill in a non-target virtual skill linkage state. The first target position is the position determined by the first virtual character when using the target virtual skill in a non-target virtual skill linkage state.

[0143] In specific implementation, in response to the target player's control operation of the target virtual skill of the first virtual character, that is, in the non-target virtual skill linkage state, the target player will determine a first target position in the game scene by controlling the first virtual character, and generate and display a fourth movement trajectory between the first virtual character and the first target position, while controlling the first virtual character to move towards the first target position along the fourth movement trajectory.

[0144] As can be seen from the above, there are two implementations of the execution order of steps S102 and S103 in this application. For each implementation, this application provides two triggering conditions for controlling the first virtual character to release the target virtual skill.

[0145] In the first embodiment, when step S102 is executed first and then step S103, controlling the first virtual character to release the target virtual skill includes:

[0146] (1) After setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0147] Step 112: At the same time as the second virtual character releases the target virtual skill, control the first virtual character to release the target virtual skill.

[0148] In step 112 above, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, it means that the first virtual character can move with the target second virtual character. In order to achieve following as quickly as possible and shorten the following distance between the first virtual character and the target second virtual character, the first virtual character can be controlled to release the target virtual skill at the same time as the target second virtual character releases the target virtual skill.

[0149] (2) After setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0150] Step 113: At the same time as the target second virtual character releases the target virtual skill, a first follow control is displayed in the graphical user interface;

[0151] Step 114: In response to the trigger operation of the first follow control, control the first virtual character to release the target virtual skill.

[0152] In steps 113 and 114 above, the first virtual character following the second target virtual character using the target virtual skill is merely a game strategy. Even if the first virtual character and the second target virtual character are set to a state of linked target virtual skills, there may still be situations where the first virtual character does not need to follow the second target virtual character, such as when the first virtual character is in battle and about to win. Therefore, whether or not to control the first virtual character to follow the second target virtual character is something the target player can control themselves.

[0153] In specific implementation, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, and the target second virtual character releases the target virtual skill, it indicates that the first virtual character can use the target released skill to follow the target second virtual character to move. At this time, a first follow control will be displayed in the graphical user interface. The first follow control can prompt the target player that the current first virtual character can use the target released skill to follow the target second virtual character to move. Alternatively, the target player can control the first virtual character to release the target virtual skill and follow the target second virtual character to move by touching the first follow control.

[0154] In the second embodiment, when steps S103 and S102 are executed simultaneously, controlling the first virtual character to release the target virtual skill includes:

[0155] (1) The control method further includes: step 115, responding to the release of the target virtual skill by the target second virtual character, while setting the first virtual character and the target second virtual character to a target virtual skill linkage state, controlling the first virtual character to release the target virtual skill.

[0156] In step 115 above, the first virtual character and the target second virtual character are set to a target virtual skill linkage state, which means that the first virtual character can follow the target second virtual character to move at this time, and at the same time the target second virtual character releases the target virtual skill, indicating that the target second virtual character is about to move quickly. In order to achieve following as soon as possible and shorten the following distance between the first virtual character and the target second virtual character, the first virtual character can also be controlled to release the target virtual skill at the same time as the target second virtual character releases the target virtual skill, so that the first virtual character follows the target second virtual character to move.

[0157] (2) The control method further includes:

[0158] Step 116: In response to the release of the target virtual skill by the target second virtual character, while setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a second follow control is displayed in the graphical user interface;

[0159] Step 117: In response to the trigger operation of the second follow control, control the first virtual character to release the target virtual skill.

[0160] In steps 116 and 117 above, the first virtual character following the second target virtual character using the target virtual skill is merely a game strategy. Even if the first virtual character and the second target virtual character are set to a linked state with the target virtual skill, there may still be situations where the first virtual character does not need to follow the second target virtual character, such as when the first virtual character is in battle and about to win. Therefore, whether or not to control the first virtual character to follow the second target virtual character is something the target player can control themselves.

[0161] In specific implementation, when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, and the target second virtual character releases the target virtual skill, it indicates that the first virtual character can use the target released skill to follow the target second virtual character to move. At this time, a second follow control will be displayed in the graphical user interface. The second follow control can prompt the target player that the current first virtual character can use the target released skill to follow the target second virtual character to move. Alternatively, the target player can control the first virtual character to release the target virtual skill and follow the target second virtual character to move by touching the second follow control.

[0162] In the third embodiment, when step S103 is executed first and then step S102, controlling the first virtual character to release the target virtual skill includes:

[0163] (1) During the process of controlling the target second virtual character to move along the second movement trajectory towards the second target position, the control method further includes:

[0164] Step 118: While setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a third follow control is displayed in the graphical user interface;

[0165] Step 119: In response to the trigger operation of the third follow control, control the first virtual character to release the target virtual skill.

[0166] In steps 118 and 119 above, the first virtual character following the second target virtual character using the target virtual skill is merely a game strategy. Even if the first virtual character and the second target virtual character are set to a linked state based on the target virtual skill, there may still be situations where the first virtual character does not need to follow the second target virtual character, such as when the first virtual character is in battle and about to win. Therefore, whether or not to control the first virtual character to follow the second target virtual character is something the target player can control themselves.

[0167] In practice, once the second target virtual character has released the target virtual skill, it means that the first virtual character can use the target skill to follow the second target virtual character. During the second target virtual character's movement towards the second target location using the target virtual skill, once the first virtual character and the second target virtual character are set to a target virtual skill linkage state, a third follow control will be displayed in the graphical user interface. This third follow control can prompt the target player that the first virtual character can use the target skill to follow the second target virtual character. Alternatively, the target player can control the first virtual character to release the target virtual skill and follow the second target virtual character by touching the third follow control.

[0168] This application also provides a control device for game characters, such as... Figure 7 As shown, the game scene includes a first virtual character controlled by the target player and second virtual characters controlled by other players, including:

[0169] The first response module 701 is used to respond to the target player's movement control operation on the first virtual character and control the first virtual character to move in the game scene;

[0170] The second response module 702 is used to respond to the target player's selection operation for the target second virtual character and set the first virtual character and the target second virtual character to a target virtual skill linkage state;

[0171] The third response module 703 is configured to respond to the release of a target virtual skill by the target second virtual character, determine the second target position of the target virtual skill, generate and display a second movement trajectory between the target second virtual character and the second target position, and control the target second virtual character to move towards the second target position along the second movement trajectory; and...

[0172] The movement module 704 is used to set the second target position as the target position of the target virtual skill of the first virtual character, and after the first virtual character releases the target virtual skill, generate and display a first movement trajectory between the first virtual character and the second target position, and control the first virtual character to move towards the second target position along the first movement trajectory.

[0173] Optionally, the mobile module includes:

[0174] The first generation unit is configured to generate a third movement trajectory between the first position and the second position based on the first position of the first virtual character and the second position of the target second virtual character when the first virtual character and the target second virtual character are set to a target virtual skill linkage state.

[0175] The second generation unit is used to generate and display the first movement trajectory based on the third movement trajectory between the first position and the second position and the second movement trajectory between the second position and the second target position.

[0176] Optionally, the control device further includes:

[0177] The generation module is configured to generate a first movement trajectory between the first position and the second target position based on the first position of the first virtual character and the second target position if the distance between the second target position and the first position is less than or equal to the maximum release distance of the target virtual skill.

[0178] Optionally, the control device further includes:

[0179] The time calculation module is used to determine the first arrival time of the first virtual character to the second target location based on the first position of the first virtual character; and to determine the second arrival time of the target second virtual character to the second target location based on the second position of the target second virtual character when the target second virtual character is set to the target virtual skill linkage state.

[0180] The first control module is configured to control the target second virtual character and the first virtual character to arrive at the second target position simultaneously based on the first arrival time if the first arrival time of the first virtual character moving later is less than the second arrival time of the target second virtual character moving earlier.

[0181] Optionally, the control device further includes:

[0182] The display module is used to display the quantity of virtual items currently equipped by the first virtual character; the first virtual character releases the target virtual skill based on the virtual items;

[0183] The update module is used to update the displayed number of virtual items currently equipped by the first virtual character whenever the first virtual character reaches a trajectory point on the first movement trajectory, based on the number of virtual items consumed by the first virtual character at that trajectory point.

[0184] Optionally, the control device further includes:

[0185] The first cancellation module is used to cancel the target virtual skill linkage state between the first virtual character and the target second virtual character when the first virtual character moves along the first movement trajectory to the second target position and the first virtual character reaches the second target position.

[0186] Optionally, the control device further includes:

[0187] The second cancellation module is used to maintain the linkage state of the target virtual skills of the first virtual character and the target virtual character if the target virtual character continues to release the target virtual skill within a preset time period after the target second virtual character arrives at the second target location.

[0188] Optionally, the control device further includes:

[0189] The third cancellation module is used to cancel the target virtual skill linkage state between the first virtual character and the second virtual character if, within a preset time after the target second virtual character arrives at the second target location, the target second virtual character does not release the target virtual skill again, but the first virtual character releases the target virtual skill again.

[0190] Optionally, the third response module includes:

[0191] The first response unit is used to respond to the target player's trigger operation on the specific control corresponding to the target virtual skill of the first virtual character, and to display the character identifier of the second virtual character;

[0192] The second response unit is used to respond to the target player's selection operation for the target character identifier in the character identifier, and to set the first virtual character and the target second virtual character indicated by the target character identifier to a target virtual skill linkage state;

[0193] The control device further includes a third response unit, used to respond to the end of the triggering operation and cancel the display of the character identifier of the second virtual character.

[0194] Optionally, the third response module includes:

[0195] The fourth response unit is used to respond to the release of the target virtual skill by the target second virtual character and to display the target character identifier of the target second virtual character;

[0196] The fifth response unit is used to respond to the target player's selection operation on the target character identifier and set the first virtual character and the target second virtual character indicated by the target character identifier to a target virtual skill linkage state;

[0197] The control device further includes a sixth response unit, which is used to cancel the display of the target character identifier of the target second virtual character when the target second virtual character arrives at the second target location for a preset time.

[0198] Optionally, the control device further includes:

[0199] The fourth response module is used to respond to the target player's control operation on the target virtual skill of the first virtual character, determine the first target position in the game scene, and generate and display a fourth movement trajectory between the first virtual character and the first target position;

[0200] The second control module is used to control the first virtual character to move towards the first target position along the fourth movement trajectory.

[0201] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control device further includes:

[0202] The first release module is used to control the first virtual character to release the target virtual skill at the same time as the target second virtual character releases the target virtual skill.

[0203] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control device further includes:

[0204] The first display module is used to display a first follow control in the graphical user interface at the same time as the target second virtual character releases the target virtual skill;

[0205] The second release module is used to respond to the trigger operation of the first follow control and control the first virtual character to release the target virtual skill.

[0206] Optionally, the control device further includes:

[0207] The third release module is used to respond to the release of the target virtual skill by the target second virtual character. While setting the first virtual character and the target second virtual character to a target virtual skill linkage state, it controls the first virtual character to release the target virtual skill.

[0208] Optionally, the control device further includes:

[0209] The second display module is used to respond to the release of the target virtual skill by the target second virtual character, and to display a second follow control in the graphical user interface while setting the first virtual character and the target second virtual character to a target virtual skill linkage state;

[0210] The fourth release module is used to respond to the trigger operation of the second follow control and control the first virtual character to release the target virtual skill.

[0211] Optionally, during the process of controlling the target second virtual character to move along the second movement trajectory towards the second target position, the control device further includes:

[0212] The third display module is used to display a third follow control in the graphical user interface while setting the first virtual character and the target second virtual character to a target virtual skill linkage state;

[0213] The fifth release module is used to respond to the trigger operation of the third follow control and control the first virtual character to release the target virtual skill.

[0214] Corresponding to Figure 1 In addition to the method for controlling characters in games, this application also provides a computer device 800, such as... Figure 8 As shown, the device includes a memory 801, a processor 802, and a computer program stored in the memory 801 and executable on the processor 802. When the processor 802 executes the computer program, it implements a control method for a character in the game. The control method includes:

[0215] In response to the target player's movement control operation on the first virtual character, control the first virtual character to move in the game scene;

[0216] In response to the target player's selection operation for the target second virtual character, the first virtual character and the target second virtual character are set to a target virtual skill linkage state;

[0217] In response to the target second virtual character releasing a target virtual skill, the system determines the second target location of the target virtual skill, generates and displays a second movement trajectory between the target second virtual character and the second target location, and controls the target second virtual character to move along the second movement trajectory towards the second target location; and...

[0218] The second target location is set as the target location of the first virtual character's target virtual skill. After the first virtual character releases the target virtual skill, a first movement trajectory is generated and displayed between the first virtual character and the second target location. The first virtual character is then controlled to move along the first movement trajectory toward the second target location.

[0219] Optionally, generating and displaying the first movement trajectory between the first virtual character and the second target location includes:

[0220] Based on the first position of the first virtual character and the second position of the target second virtual character when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, a third movement trajectory between the first position and the second position is generated.

[0221] A first movement trajectory is generated and displayed based on the third movement trajectory between the first position and the second position and the second movement trajectory between the second position and the second target position.

[0222] Optionally, the control method further includes:

[0223] If the distance between the second target location and the first location is less than or equal to the maximum release distance of the target virtual skill, then a first movement trajectory between the first location and the second target location is generated based on the first location of the first virtual character and the second target location.

[0224] Optionally, the control method further includes:

[0225] Based on the first position of the first virtual character, determine the first arrival time of the first virtual character to the second target position; and based on the second position of the target second virtual character when the target second virtual character is set to the target virtual skill linkage state, determine the second arrival time of the target second virtual character to the second target position.

[0226] If the first arrival time of the first virtual character moving later is less than the second arrival time of the second target virtual character moving earlier, the second target virtual character and the first virtual character are controlled to arrive at the second target position simultaneously based on the first arrival time.

[0227] Optionally, the control method further includes:

[0228] Displays the quantity of virtual items currently equipped by the first virtual character; the first virtual character releases the target virtual skill based on the virtual items;

[0229] During the process of controlling the first virtual character to move towards the second target position along the first movement trajectory, whenever the first virtual character reaches a trajectory point on the first movement trajectory, the displayed number of virtual items currently equipped by the first virtual character is updated based on the number of virtual items consumed by the first virtual character at that trajectory point.

[0230] Optionally, the control method further includes:

[0231] When the first virtual character moves along the first movement trajectory toward the second target location, and the first virtual character reaches the second target location, the target virtual skill linkage state between the first virtual character and the target second virtual character is canceled.

[0232] Optionally, the control method further includes:

[0233] If the second target virtual character continues to release the target virtual skill within a preset time period after the second target virtual character arrives at the second target location, the target virtual skill linkage state between the first virtual character and the second target virtual character is maintained.

[0234] Optionally, the control method further includes:

[0235] If, within a preset time period after the second target virtual character arrives at the second target location, the second target virtual character does not release the target virtual skill again, but the first virtual character releases the target virtual skill again, then the linkage state of the target virtual skill between the first virtual character and the second target virtual character is canceled.

[0236] Optionally, responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes:

[0237] In response to a target player's trigger operation on a specific control corresponding to a target virtual skill of the first virtual character, the character identifier of the second virtual character is displayed;

[0238] In response to the target player's selection operation for the target character identifier in the character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state;

[0239] The control method further includes: in response to the end of the triggering operation, canceling the display of the character identifier of the second virtual character.

[0240] Optionally, responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes:

[0241] In response to the target second virtual character releasing the target virtual skill, the target character identifier of the target second virtual character is displayed;

[0242] In response to the target player's selection operation on the target character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state;

[0243] The control method further includes: in response to the target second virtual character arriving at the second target location for a preset time, canceling the display of the target character identifier of the target second virtual character.

[0244] Optionally, the control method further includes:

[0245] In response to the target player's control operation on the target virtual skill of the first virtual character, a first target position is determined in the game scene, and a fourth movement trajectory is generated and displayed between the first virtual character and the first target position;

[0246] Control the first virtual character to move towards the first target position along the fourth movement trajectory.

[0247] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0248] While the second virtual character releases the target virtual skill, the first virtual character is controlled to release the target virtual skill.

[0249] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0250] Simultaneously with the release of the target virtual skill by the second target virtual character, a first follow control is displayed in the graphical user interface;

[0251] In response to a trigger operation on the first follow control, control the first virtual character to release the target virtual skill.

[0252] Optionally, the control method further includes:

[0253] In response to the second target virtual character releasing the target virtual skill, while setting the first virtual character and the second target virtual character to a target virtual skill linkage state, the first virtual character is controlled to release the target virtual skill.

[0254] Optionally, the control method further includes:

[0255] In response to the release of the target virtual skill by the target second virtual character, while setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a second follow control is displayed in the graphical user interface;

[0256] In response to a trigger operation on the second follow control, the first virtual character is controlled to release the target virtual skill.

[0257] Optionally, during the process of controlling the target second virtual character to move along the second movement trajectory towards the second target position, the control method further includes:

[0258] While setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a third follow control is displayed in the graphical user interface;

[0259] In response to a trigger operation on the third follow control, the first virtual character is controlled to release the target virtual skill.

[0260] Specifically, the aforementioned memory 801 and processor 802 can be general-purpose memory and processor, without specific limitations. When the processor 802 runs the computer program stored in the memory 801, it can execute the aforementioned character control method in the game, solving the problem of low control efficiency of the target player over the first virtual character when moving with teammates in the prior art. In the process of setting a target virtual skill linkage state between the first virtual character and the target second virtual character, as long as the target second virtual character moves towards the second target position determined based on the released target virtual skill, the second target position will be set as the target position corresponding to the release of the virtual skill by the first virtual character, and the first virtual character will also move towards the second target position, so that the first virtual character will follow the target second virtual character to the same position (i.e., the second target position). Moreover, after the target virtual skill linkage state is set between the first virtual character and the target second virtual character, the first virtual character will automatically follow the target second virtual character, without requiring the target player to control the first virtual character to move with the target second virtual character, reducing the target player's control over the first virtual character, shortening the time for the first virtual character to reach the second target position, and improving the target player's control efficiency over the first virtual character.

[0261] Corresponding to Figure 1 In addition to the method for controlling a character in a game, this application also provides a computer-readable storage medium storing a computer program. When a processor executes the above-described method for controlling a character in a game, the control method includes:

[0262] In response to the target player's movement control operation on the first virtual character, control the first virtual character to move in the game scene;

[0263] In response to the target player's selection operation for the target second virtual character, the first virtual character and the target second virtual character are set to a target virtual skill linkage state;

[0264] In response to the target second virtual character releasing a target virtual skill, the system determines the second target location of the target virtual skill, generates and displays a second movement trajectory between the target second virtual character and the second target location, and controls the target second virtual character to move along the second movement trajectory towards the second target location; and...

[0265] The second target location is set as the target location of the first virtual character's target virtual skill. After the first virtual character releases the target virtual skill, a first movement trajectory is generated and displayed between the first virtual character and the second target location. The first virtual character is then controlled to move along the first movement trajectory toward the second target location.

[0266] Optionally, generating and displaying the first movement trajectory between the first virtual character and the second target location includes:

[0267] Based on the first position of the first virtual character and the second position of the target second virtual character when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, a third movement trajectory between the first position and the second position is generated.

[0268] A first movement trajectory is generated and displayed based on the third movement trajectory between the first position and the second position and the second movement trajectory between the second position and the second target position.

[0269] Optionally, the control method further includes:

[0270] If the distance between the second target location and the first location is less than or equal to the maximum release distance of the target virtual skill, then a first movement trajectory between the first location and the second target location is generated based on the first location of the first virtual character and the second target location.

[0271] Optionally, the control method further includes:

[0272] Based on the first position of the first virtual character, determine the first arrival time of the first virtual character to the second target position; and based on the second position of the target second virtual character when the target second virtual character is set to the target virtual skill linkage state, determine the second arrival time of the target second virtual character to the second target position.

[0273] If the first arrival time of the first virtual character moving later is less than the second arrival time of the second target virtual character moving earlier, the second target virtual character and the first virtual character are controlled to arrive at the second target position simultaneously based on the first arrival time.

[0274] Optionally, the control method further includes:

[0275] Displays the quantity of virtual items currently equipped by the first virtual character; the first virtual character releases the target virtual skill based on the virtual items;

[0276] During the process of controlling the first virtual character to move towards the second target position along the first movement trajectory, whenever the first virtual character reaches a trajectory point on the first movement trajectory, the displayed number of virtual items currently equipped by the first virtual character is updated based on the number of virtual items consumed by the first virtual character at that trajectory point.

[0277] Optionally, the control method further includes:

[0278] When the first virtual character moves along the first movement trajectory toward the second target location, and the first virtual character reaches the second target location, the target virtual skill linkage state between the first virtual character and the target second virtual character is canceled.

[0279] Optionally, the control method further includes:

[0280] If the second target virtual character continues to release the target virtual skill within a preset time period after the second target virtual character arrives at the second target location, the target virtual skill linkage state between the first virtual character and the second target virtual character is maintained.

[0281] Optionally, the control method further includes:

[0282] If, within a preset time period after the second target virtual character arrives at the second target location, the second target virtual character does not release the target virtual skill again, but the first virtual character releases the target virtual skill again, then the linkage state of the target virtual skill between the first virtual character and the second target virtual character is canceled.

[0283] Optionally, responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes:

[0284] In response to a target player's trigger operation on a specific control corresponding to a target virtual skill of the first virtual character, the character identifier of the second virtual character is displayed;

[0285] In response to the target player's selection operation for the target character identifier in the character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state;

[0286] The control method further includes: in response to the end of the triggering operation, canceling the display of the character identifier of the second virtual character.

[0287] Optionally, responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes:

[0288] In response to the target second virtual character releasing the target virtual skill, the target character identifier of the target second virtual character is displayed;

[0289] In response to the target player's selection operation for the target character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state;

[0290] The control method further includes: in response to the target second virtual character arriving at the second target location for a preset time, canceling the display of the target character identifier of the target second virtual character.

[0291] Optionally, the control method further includes:

[0292] In response to the target player's control operation on the target virtual skill of the first virtual character, a first target position is determined in the game scene, and a fourth movement trajectory is generated and displayed between the first virtual character and the first target position;

[0293] Control the first virtual character to move towards the first target position along the fourth movement trajectory.

[0294] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0295] While the second virtual character releases the target virtual skill, the first virtual character is controlled to release the target virtual skill.

[0296] Optionally, after setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes:

[0297] Simultaneously with the release of the target virtual skill by the second target virtual character, a first follow control is displayed in the graphical user interface;

[0298] In response to a trigger operation on the first follow control, control the first virtual character to release the target virtual skill.

[0299] Optionally, the control method further includes:

[0300] In response to the second target virtual character releasing the target virtual skill, while setting the first virtual character and the second target virtual character to a target virtual skill linkage state, the first virtual character is controlled to release the target virtual skill.

[0301] Optionally, the control method further includes:

[0302] In response to the release of the target virtual skill by the target second virtual character, while setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a second follow control is displayed in the graphical user interface;

[0303] In response to a trigger operation on the second follow control, the first virtual character is controlled to release the target virtual skill.

[0304] Optionally, during the process of controlling the target second virtual character to move along the second movement trajectory towards the second target position, the control method further includes:

[0305] While setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a third follow control is displayed in the graphical user interface;

[0306] In response to a trigger operation on the third follow control, the first virtual character is controlled to release the target virtual skill. Specifically, the storage medium can be a general-purpose storage medium, such as a removable disk or hard disk. When the computer program on the storage medium is run, it can execute the character control method described above in the game, solving the problem of low control efficiency of the target player over the first virtual character when moving with teammates in the prior art. In this application, during the process of setting the target virtual skill linkage state between the first virtual character and the target second virtual character, as long as the target second virtual character moves towards the second target position determined based on the released target virtual skill, the second target position will be set as the target position corresponding to the release of the virtual skill by the first virtual character, and the first virtual character will also move towards the second target position, so that the first virtual character will follow the target second virtual character to the same position (i.e., the second target position). Moreover, after the target virtual skill linkage state is set between the first virtual character and the target second virtual character, the first virtual character will automatically follow the target second virtual character, without requiring the target player to control the first virtual character to move with the target second virtual character, reducing the target player's control over the first virtual character, shortening the time for the first virtual character to reach the second target position, and improving the target player's control efficiency over the first virtual character.

[0307] In the embodiments provided in this application, it should be understood that the disclosed methods and apparatus can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0308] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0309] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0310] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0311] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0312] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for controlling a character in a game, characterized in that, The game scene includes a first virtual character controlled by the target player and second virtual characters controlled by other players, and the control method includes: In response to the target player's movement control operation on the first virtual character, control the first virtual character to move in the game scene; In response to the target player's selection operation for the target second virtual character, the first virtual character and the target second virtual character are set to a target virtual skill linkage state; the target virtual skill linkage state is a state in which the first virtual character follows the target second virtual character to move when the first virtual character and the target second virtual character use the target virtual skill, and can reach the same destination; the target virtual skill is a skill that controls the virtual skill to move quickly towards the target location along the movement trajectory. In response to the target second virtual character releasing a target virtual skill, the system determines the second target location of the target virtual skill, generates and displays a second movement trajectory between the target second virtual character and the second target location, and controls the target second virtual character to move along the second movement trajectory towards the second target location; and... The second target location is set as the target location of the first virtual character's target virtual skill. After the first virtual character releases the target virtual skill, a first movement trajectory is generated and displayed between the first virtual character and the second target location. The first virtual character is then controlled to move along the first movement trajectory toward the second target location.

2. The control method according to claim 1, characterized in that, The step of generating and displaying a first movement trajectory between the first virtual character and the second target location includes: Based on the first position of the first virtual character and the second position of the target second virtual character when the first virtual character and the target second virtual character are set to a target virtual skill linkage state, a third movement trajectory between the first position and the second position is generated. A first movement trajectory is generated and displayed based on the third movement trajectory between the first position and the second position and the second movement trajectory between the second position and the second target position.

3. The control method according to claim 2, characterized in that, The control method further includes: If the distance between the second target location and the first location is less than or equal to the maximum release distance of the target virtual skill, then a first movement trajectory between the first location and the second target location is generated based on the first location of the first virtual character and the second target location.

4. The control method according to claim 1, characterized in that, The control method further includes: Based on the first position of the first virtual character, determine the first arrival time of the first virtual character to the second target position; and based on the second position of the target second virtual character when the target second virtual character is set to the target virtual skill linkage state, determine the second arrival time of the target second virtual character to the second target position. If the first arrival time of the first virtual character moving later is less than the second arrival time of the second target virtual character moving earlier, the second target virtual character and the first virtual character are controlled to arrive at the second target position simultaneously based on the first arrival time.

5. The control method according to claim 1, characterized in that, The control method further includes: Displays the quantity of virtual items currently equipped by the first virtual character; the first virtual character releases the target virtual skill based on the virtual items; During the process of controlling the first virtual character to move towards the second target position along the first movement trajectory, whenever the first virtual character reaches a trajectory point on the first movement trajectory, the displayed number of virtual items currently equipped by the first virtual character is updated based on the number of virtual items consumed by the first virtual character at that trajectory point.

6. The control method according to claim 1, characterized in that, The control method further includes: When the first virtual character moves along the first movement trajectory toward the second target location, and the first virtual character reaches the second target location, the target virtual skill linkage state between the first virtual character and the target second virtual character is canceled.

7. The control method according to claim 6, characterized in that, The control method further includes: If the second target virtual character continues to release the target virtual skill within a preset time period after the second target virtual character arrives at the second target location, the target virtual skill linkage state between the first virtual character and the second target virtual character is maintained.

8. The control method according to claim 7, characterized in that, The control method further includes: If, within a preset time period after the second target virtual character arrives at the second target location, the second target virtual character does not release the target virtual skill again, but the first virtual character releases the target virtual skill again, then the linkage state of the target virtual skill between the first virtual character and the second target virtual character is canceled.

9. The control method according to claim 1, characterized in that, The step of responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes: In response to a target player's trigger operation on a specific control corresponding to a target virtual skill of the first virtual character, the character identifier of the second virtual character is displayed; In response to the target player's selection operation for the target character identifier in the character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state; The control method further includes: in response to the end of the triggering operation, canceling the display of the character identifier of the second virtual character.

10. The control method according to claim 1, characterized in that, The step of responding to the target player's selection operation for the target second virtual character and setting the first virtual character and the target second virtual character to a target virtual skill linkage state includes: In response to the target second virtual character releasing the target virtual skill, the target character identifier of the target second virtual character is displayed; In response to the target player's selection operation for the target character identifier, the first virtual character and the target second virtual character indicated by the target character identifier are set to a target virtual skill linkage state; The control method further includes: in response to the target second virtual character arriving at the second target location for a preset time, canceling the display of the target character identifier of the target second virtual character.

11. The control method according to claim 1, characterized in that, The control method further includes: In response to the target player's control operation on the target virtual skill of the first virtual character, a first target position is determined in the game scene, and a fourth movement trajectory is generated and displayed between the first virtual character and the first target position; Control the first virtual character to move towards the first target position along the fourth movement trajectory.

12. The control method according to claim 1, characterized in that, After setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes: While the second virtual character releases the target virtual skill, the first virtual character is controlled to release the target virtual skill.

13. The control method according to claim 1, characterized in that, After setting the first virtual character and the target second virtual character to a target virtual skill linkage state, the control method further includes: Simultaneously with the release of the target virtual skill by the second target virtual character, a first follow control is displayed in the graphical user interface; In response to a trigger operation on the first follow control, control the first virtual character to release the target virtual skill.

14. The control method according to claim 1, characterized in that, The control method further includes: In response to the second target virtual character releasing the target virtual skill, while setting the first virtual character and the second target virtual character to a target virtual skill linkage state, the first virtual character is controlled to release the target virtual skill.

15. The control method according to claim 1, characterized in that, The control method further includes: In response to the release of the target virtual skill by the target second virtual character, while setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a second follow control is displayed in the graphical user interface; In response to a trigger operation on the second follow control, the first virtual character is controlled to release the target virtual skill.

16. The control method according to claim 1, characterized in that, During the process of controlling the target second virtual character to move towards the second target position along the second movement trajectory, the control method further includes: While setting the first virtual character and the target second virtual character to a target virtual skill linkage state, a third follow control is displayed in the graphical user interface; In response to a trigger operation on the third follow control, the first virtual character is controlled to release the target virtual skill.

17. A control device for a character in a game, characterized in that, The game scene includes a first virtual character controlled by the target player and second virtual characters controlled by other players, including: The first response module is used to respond to the target player's movement control operation on the first virtual character and control the first virtual character to move in the game scene; The second response module is used to respond to the target player's selection operation on the target second virtual character, and to set the first virtual character and the target second virtual character into a target virtual skill linkage state; the target virtual skill linkage state is a state in which the first virtual character follows the target second virtual character to move when the first virtual character and the target second virtual character use the target virtual skill, and can reach the same destination; the target virtual skill is a skill that controls the virtual skill to move quickly towards the target location along the movement trajectory. The third response module is configured to respond to the release of a target virtual skill by the target second virtual character, determine the second target location of the target virtual skill, generate and display a second movement trajectory between the target second virtual character and the second target location, and control the target second virtual character to move towards the second target location along the second movement trajectory; and... The movement module is used to set the second target location as the target location of the target virtual skill of the first virtual character, and after the first virtual character releases the target virtual skill, generate and display a first movement trajectory between the first virtual character and the second target location, and control the first virtual character to move towards the second target location along the first movement trajectory.

18. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1-16.

19. A computer-readable storage medium storing a computer program thereon, characterized in that, The computer program is executed by a processor to perform the steps of the method according to any one of claims 1-16.

Citation Information

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