Virtual object control method and device, equipment, storage medium and program product

By setting up multiple skill controls and skill points in the user interface of MOBA games, users can flexibly combine the skills of virtual objects, solving the problem of insufficient diversity of skill combinations in the existing technology, and improving operation flexibility and fun.

CN119925919APending Publication Date: 2025-05-06TENCENT TECH (CHENGDU) CO LTD
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Patent Information

Application Number
CN202510355382.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-08-03
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In existing MOBA games, the skill combinations of virtual objects are less diverse, and users can only simply combine three skills, which lacks flexibility and diversity.

Method used

By displaying at least two skill controls that share the same skill set in the user interface of the competitive game, the user can determine the skill points used according to the operation and control the virtual object to release the skills in the corresponding skill group to achieve multiple skill combinations.

Benefits of technology

It improves the flexibility and diversity of virtual object skills release, and enhances the fun and competitive strength of user operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual object control method and device, equipment, a storage medium and a program product, and relates to the technical field of computers and the Internet. The method comprises the steps of displaying at least two skill controls sharing the same skill point set in a user interface of a competitive game; wherein the skill point set comprises at least two skill points, each skill control corresponds to one skill group, and each skill group comprises at least one skill; in response to an operation for a first skill control in the at least two skill controls, determining a first skill point to be used from the at least two skill points; and controlling the first virtual object to release a skill corresponding to the first skill point in the skill group corresponding to the first skill control. By setting the skill group corresponding to the skill point for each skill control, the diversity of the virtual object release skill can be improved.
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Description

[0001] This application is a divisional application of the invention patent application with application number 202210928035.6 filed on August 3, 2022, and invention name “Virtual object control method, device, equipment, storage medium and program product”. Technical Field

[0002] The embodiments of the present application relate to the field of computer and Internet technology, and in particular to a method, device, equipment, storage medium and program product for controlling a virtual object. Background Art

[0003] The battle game is a game in which multiple user accounts compete in the same scene. Optionally, the battle game can be a multiplayer online tactical competitive (Multiplayer Online Battle Arena, MOBA) game.

[0004] In a typical MOBA game, users can control virtual objects to release skills in a virtual environment, and each virtual object has a set of skills. For example, a virtual object has a first skill, a second skill, and a third skill. Three skill controls corresponding to the three skills are set on the user interface, and users control the virtual object to use skills by triggering the skill controls.

[0005] In the related art, if one wants to control a virtual object to use a combination of skills, one can only simply combine three skills, so the diversity of the combinations is low. Summary of the invention

[0006] The embodiments of the present application provide a control method, device, equipment, storage medium and program product for a virtual object. The technical solution is as follows:

[0007] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, the method comprising:

[0008] In a user interface of a competitive game, at least two skill controls that share the same skill point set are displayed; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill;

[0009] In response to an operation on a first skill control of the at least two skill controls, determining a first skill point to be used from the at least two skill points;

[0010] Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0011] According to one aspect of an embodiment of the present application, a control device for a virtual object is provided, the device comprising:

[0012] A control display module, used to display at least two skill controls that share the same skill point set in a user interface of a competitive game; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill;

[0013] a skill point determination module, configured to determine a first skill point to be used from the at least two skill points in response to an operation on a first skill control of the at least two skill controls;

[0014] A control module is used to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0015] According to one aspect of an embodiment of the present application, a terminal device is provided, the terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above method.

[0016] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above method.

[0017] According to one aspect of the embodiments of the present application, a computer program product is provided, the computer program product comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a terminal device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal device executes the above method.

[0018] The technical solution provided by the embodiment of the present application may include the following beneficial effects: by having at least two skill controls sharing the same skill point set on the user interface of the competitive game, when the user performs an operation on the first skill control of the at least two skill controls, the first skill point to be used is determined from the skill point set, and at the same time, the first virtual object is controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control. That is, by using skill points to release skills, the skills in the skill group corresponding to the skill control correspond to the skill points, and according to the different skill points used, the virtual object is controlled to release the skills corresponding to the skill points used in the skill group corresponding to the skill control. Therefore, the technical solution provided by the embodiment of the present application, by setting multiple skill points, consumes skill points when controlling the virtual object to release skills, and there is a skill group corresponding to the same skill control, and there are different skills corresponding to the skill points in the skill group. In the case of at least two skill points, there are multiple possible implementation methods for controlling the skills released by the virtual object, so the diversification of combined skills can be achieved, and the flexibility and diversity of skill release can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 It is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;

[0020] Figure 2 is a schematic diagram of a user interface provided by an embodiment of the present application;

[0021] Figure 3 is a schematic diagram of a user interface provided by another embodiment of the present application;

[0022] Figure 4 is a schematic diagram of a user interface provided by another embodiment of the present application;

[0023] Figure 5 is a schematic diagram of a user interface provided by an embodiment of the related art;

[0024] Figure 6 is a schematic diagram of a user interface provided by another embodiment of the related art;

[0025] Figure 7 is a schematic diagram of a user interface provided by another embodiment of the related art;

[0026] Figure 8 is a schematic diagram of a user interface provided by another embodiment of the related art;

[0027] Fig. 9 is a schematic diagram of a user interface provided by another embodiment of the related art;

[0028] Fig.10is a flow chart of a method for controlling a virtual object provided by an embodiment of the present application;

[0029] Fig.11 is a flow chart of a method for controlling a virtual object provided by another embodiment of the present application;

[0030] Fig.12 is a flow chart of a method for controlling a virtual object provided by another embodiment of the present application;

[0031] Fig.13 is a flow chart of a method for controlling a virtual object provided by another embodiment of the present application;

[0032] Fig.14 is a block diagram of a method for controlling a virtual object provided by an embodiment of the related art;

[0033] Fig.15 is a block diagram of a method for controlling a virtual object provided by an embodiment of the present application;

[0034] Fig.16 is a block diagram of a method for controlling a virtual object provided by another embodiment of the present application;

[0035] Fig.17 is a block diagram of the skill switching logic provided by an embodiment of the present application;

[0036] Fig.18 is a block diagram of CD switching logic provided by an embodiment of the present application;

[0037] Fig.19 is a block diagram of a control device for a virtual object provided by an embodiment of the present application;

[0038] Fig. 20 is a block diagram of a control device for a virtual object provided by another embodiment of the present application;

[0039] Fig.21 This is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0040] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0041] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0042] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual environment that can be used by at least two virtual objects. Optionally, the virtual environment includes symmetrical lower left and upper right corner areas, and virtual objects belonging to two hostile camps occupy one of the areas respectively, and the victory goal is to destroy the target building / stronghold / base / crystal deep in the opponent's area.

[0043] Virtual object: refers to movable objects and inactive objects in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. The inactive object may be at least one of a virtual building, a virtual plant, and a virtual terrain. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual environment, and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. Exemplarily, according to different ways of controlling the virtual object, the virtual object may be divided into a user-controlled virtual object and a server-controlled virtual object, wherein the user-controlled virtual object is an object that is movable in the virtual environment and is controlled by the client. The server-controlled virtual object is a virtual object controlled by an automatic control algorithm or an artificial intelligence program on the client or server. The server-controlled virtual object includes movable objects and inactive objects in the virtual environment. Exemplarily, the inactive object can respond to or affect the activity of the active object, for example, the active object can destroy the inactive object, or, when the active object enters the inactive object, the active object enters a stealth state. Exemplarily, the virtual object in the present application is a virtual object controlled by a client. Exemplarily, the target virtual object in the present application can be a virtual object controlled by another client or server.

[0044] MOBA game means: in a virtual environment, different virtual teams belonging to at least two hostile camps occupy their own map areas respectively, and compete with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the hostile camp, killing a virtual object of the hostile camp, ensuring one's own survival in a specified scene and time, grabbing a certain resource, and exceeding the score of the opponent at a specified time. At least one of the above. Tactical competition can be carried out in units of games, and the maps of each game of tactical competition can be the same or different. Each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5. In some embodiments, MOBA game is a game that provides several strongholds in a virtual environment, and users in different camps control virtual objects to fight in the virtual environment, occupy strongholds or destroy strongholds of the hostile camp. For example, MOBA game can divide users into two hostile camps, scatter virtual objects controlled by users in the virtual environment to compete with each other, and destroy or occupy all strongholds of the enemy as a victory condition. The duration of a MOBA game is from the moment the game starts to the moment when the victory condition is achieved.

[0045] User interface (UI) controls are any visual controls or elements that can be seen on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels, and other controls. Some of these UI controls respond to user operations, such as skill controls that control virtual objects to release skills. Users trigger skill controls to control virtual objects to release skills. The UI controls involved in the embodiments of this application include, but are not limited to, skill controls and evolution controls.

[0046] Cool Down Time (CD): Also known as skill cooling time, it is the time interval for using a skill, that is, the time required to wait before releasing a skill again after releasing it once.

[0047] Skill Points: A resource used to manage the number of times a skill is released. In some embodiments, skill points are generated over time and can be stored in multiples. In some embodiments, a skill enters a full cooldown period after skill points are consumed, and the cooldown period of a skill changes when there are skill points.

[0048] Please refer to Figure 1 , which shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application. The solution implementation environment can realize a control system for a virtual object. The solution implementation environment may include: a terminal device 10 and a server 20.

[0049] The terminal device 10 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia player, a wearable device, a PC (Personal Computer), a vehicle-mounted terminal, etc. A client of a target application (such as a game application) may be installed in the terminal device 10. Optionally, the target application may be an application that needs to be downloaded and installed, or may be a click-to-use application, which is not limited in the embodiments of the present application.

[0050] In the embodiment of the present application, the target application can be any one of a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a multiplayer gunfight survival game, a third-person shooter game (TPS), a multiplayer online tactical competitive game, a strategy game (SLG), a social application, and an interactive entertainment application. In the present embodiment, the target application is a MOBA game for example. In addition, for different applications, the form or shape of the virtual object provided by it will also be different, and the corresponding functions will also be different, which can be designed according to actual needs, and the embodiment of the present application is not limited to this. Optionally, a client of the above application is running in the terminal device 10.

[0051] Among them, the above-mentioned virtual environment is the scene displayed (or provided) when the client of the target application (such as a game application) runs on the terminal device. The virtual environment refers to the scene created for virtual objects to carry out activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, etc. The virtual environment can be a simulation environment of the real world, a semi-simulated and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiments of the present application.

[0052] The above-mentioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc. controlled by the user account in the target application, and this application does not limit this. Taking the target application as a MOBA game application as an example, a virtual object refers to a game character controlled by the user account in the game application. The virtual object can be a human form, an animal, a cartoon or other form, and this embodiment of the application does not limit this. The virtual object can be displayed in a three-dimensional form or in a two-dimensional form, and this embodiment of the application does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional stereo model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. The activities of the virtual object include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing at least one. Schematically, the virtual object is a virtual character, such as a simulated character or an anime character.

[0053] The server 20 is used to provide background services for the client of the target application installed and running in the terminal device 10. For example, the server 20 can be the background server of the above-mentioned game application. The server 20 can be a single server, or a server cluster composed of multiple servers, or a cloud computing service center. Optionally, the server 20 provides background services for the target applications in multiple terminal devices 10 at the same time.

[0054] In some embodiments, the terminal device 10 includes a first terminal device 11 (not shown in the figure) and a second terminal device 12 (not shown in the figure), wherein a first client of a target application is installed on the first terminal device, a second client of a target application is installed on the second terminal device, a first user account of a first user controls a first virtual object in the first client of the target application, and a second user account of a second user controls a second virtual object in the second client of the target application. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship or have a temporary communication permission. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations or have a hostile relationship. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS). The first terminal device may refer to one of a plurality of terminal devices, and the second terminal device may refer to another of a plurality of terminal devices. This embodiment is only illustrated by taking the first terminal device and the second terminal device as examples.

[0055] The terminal device 10 and the server 20 can communicate with each other through the network.

[0056] Combined with the above introduction to the virtual environment and the description of the implementation environment, the control method of the virtual object provided in the embodiment of the present application is described, and the execution subject of the method is Figure 1 The client running on the terminal device is used as an example. The terminal device runs an application program, which is a program supporting a virtual environment.

[0057] For example, the control method of the virtual object provided in the present application is applied in a MOBA game.

[0058] First, the skill upgrade mechanism in MOBA games is explained. Virtual objects in MOBA games have character levels. Virtual objects can upgrade character levels by obtaining experience points. Experience points can be obtained based on game time, virtual objects killing other virtual objects, virtual objects killing wild monsters, etc. Every time the character level of a virtual object is upgraded, it can get a skill upgrade opportunity, and the virtual object can upgrade the skills. Exemplarily, taking the example of a virtual object having three skills, at the beginning of the game, the character level of the virtual object is level 1. At this time, the virtual object has a skill upgrade opportunity. The user can choose one of the first skill and the second skill to upgrade. After the upgrade, the virtual object obtains the skill. Exemplarily, at the beginning of the game, the user can only upgrade the skill once to enable the virtual object to obtain the skill and enable the virtual object to use this skill, that is, a level 1 virtual object can only use one skill. If a level 2 virtual object uses two upgrade opportunities on two skills respectively, the virtual object can use two skills. If both upgrade opportunities are used on the same skill, the virtual object can only use one skill. Exemplarily, the skill upgrade opportunity obtained by the virtual object at each level can only be used to upgrade one of the specified skills. For example, one of the first skill and the second skill can be upgraded at levels 1-3, and one of the first skill, the second skill, and the third skill can be upgraded at level 4. When the virtual object upgrades the skill for the first time and obtains the skill, the virtual object can continue to upgrade the skill. The upgrade can increase the numerical value of certain attributes of the skill. For example, the upgrade can increase at least one of the skill's action duration, action distance, action range, attack value, defense value, shield value, and virtual object model size. For example, before the upgrade, the first skill can cause 100 points of physical damage to the virtual object hit and stun it for 3 seconds. After the upgrade, it can cause 200 points of physical damage to the virtual object hit and stun it for 6 seconds. That is, the upgrade will only change the numerical value of the skill mechanism based on the original skill mechanism of the skill, and will not bring new attributes to the skill.

[0059] In an optional embodiment, the skills of the virtual object have skill levels, and each skill upgrade can increase one skill level. When the virtual object has four skills, the skill levels of the first, second, and third skills of the virtual object are up to level 4, that is, they can be upgraded four times, and the skill level of the fourth skill is up to level 3, that is, it can be upgraded three times. When the virtual object has three skills, the skill levels of the first and second skills of the virtual object are up to level 6, that is, they can be upgraded six times, and the skill level of the third skill is up to level 3, that is, it can be upgraded three times. When the skill level of each skill is greater than or equal to 1, the virtual object acquires the skill; when the skill level of a skill is less than 1, the virtual object cannot use the skill, and the skill control corresponding to the skill is displayed in gray, and the gray UI control cannot receive the user's trigger operation.

[0060] Based on the skill upgrade mechanism, this embodiment provides a skill evolution mechanism, which can evolve the skill of a virtual object into another skill. For example, a skill of a virtual object before evolution is the first skill. After the first skill is evolved, the first skill changes from the first skill to the second skill. The first skill and the second skill can be two completely different skills; the second skill can also be a skill obtained by improving the first skill and adding a new skill mechanism. For example, before evolution, a skill can cause 100 points of physical damage to the virtual object hit and stun it for 3 seconds. After evolution, it can cause 200 points of physical damage to the virtual object hit, stun it for 6 seconds, and reduce its defense value by 50% for 3 seconds.

[0061] On the basis of the skill evolution mechanism, the embodiment of the present application provides a skill group mechanism for skills. The skill group mechanism is that one skill control corresponds to multiple skills. Optionally, one skill control corresponds to at least two skills, and virtual objects can be controlled to release different skills under different trigger conditions. For example, in response to a touch or slide operation on a first skill control, when the virtual object meets the first condition, the first skill in the skill group corresponding to the first skill control is released, and when the virtual object does not meet the first condition, the second skill in the skill group corresponding to the first skill control is released. Optionally, the first condition is that the second skill corresponding to the first skill control of the first virtual object hits the second virtual object, and when the first skill control is triggered again, the first virtual object releases the first skill corresponding to the first skill control. In other embodiments, the multiple skills corresponding to the first skill control are set in advance, and when the first skill control is triggered for the first time, the first skill corresponding to the first skill control is released, when the first skill control is triggered for the second time, the second skill corresponding to the first skill control is released, and when the first skill control is triggered for the third time, the third skill corresponding to the first skill control is released. The embodiment of the present application does not limit the composition type of the skill group corresponding to the skill control. Optionally, multiple skills in a skill group have the same attributes, for example, they are all defensive skills, and one skill group includes multiple different defensive skills. Optionally, multiple skills in a skill group have different attributes. For example, a skill group includes skills with defensive attributes and skills with offensive attributes, and a skill group includes two skills with offensive attributes and one skill with defensive attributes. That is, when the first skill control is triggered, the virtual object can be controlled to release the skill with offensive attributes in the skill group corresponding to the first skill control, and the virtual object can also be controlled to release the skill with defensive attributes in the skill group corresponding to the first skill control. Of course, the triggering conditions of different skills in the skill group are different.

[0062] Based on the skill group mechanism, the embodiment of the present application provides a skill combination mechanism. In the embodiment of the present application, a resource for managing the number of times a virtual object's skill is released is provided - skill points. In some embodiments, a number of skill points can be stored. Figure 2In the schematic diagram of the user interface shown, on the user interface 100, a virtual object 101, a first skill control 102, a second skill control 103, and a third skill control 104 are displayed, and 105 represents the three skill points possessed by the virtual object 101. Among them, the skill point 101 can be consumed. When the virtual object 101 releases the skill corresponding to the first skill control 102, one skill point is consumed. Optionally, when the virtual object 101 releases the skill corresponding to the second skill control 103, the skill point is also consumed. Optionally, when the virtual object 101 releases the skill corresponding to the third skill control 104, the skill point will not be consumed. After the three skill points are consumed, the user cannot perform a trigger operation on the first skill control 102 and the second skill control 103, that is, the first skill control 102 and the second skill control 103 are in an unselectable state, and the virtual object 101 cannot release the skill corresponding to the first skill control 102 and the skill corresponding to the second skill control 103. However, the virtual object 101 can release the skill corresponding to the third skill control 104 in response to the user's trigger operation on the third skill control 104. Of course, in the embodiment of the present application, the skill points can be restored after being consumed. In some embodiments, one skill control corresponds to a skill group. Assume that there are three skills in the skill group corresponding to the first skill control 102, namely A1, A2, and A3, and there are three skills in the skill group corresponding to the second skill control 103, namely B1, B2, and B3, and the third skill control 104 corresponds to skill C. For a virtual object 101 with three skill points, different skills can be released in response to the user's trigger operation. Optionally, in the case of three skill points, when the user performs a trigger operation on the first skill control or the second skill control, the virtual object releases the A1 skill or the B1 skill. When one skill point is consumed and only the second skill point and the third skill point are left, when the user performs a trigger operation on the first skill control or the second skill control, the virtual object releases the A2 skill or the B2 skill. When two skill points are consumed and only one skill point is left, that is, when the current virtual object has only the third skill point left, when the user performs a trigger operation on the first skill control or the second skill control, the virtual object releases the A3 skill or the B3 skill. Therefore, for the virtual object 101 with three skill points, the released skill combination can be at least one of A1A2A3, B1A2A3, A1B2A3, A1A2B3, B1B2A3, B1A2B3, A1B2B3, and B1B2B3. The embodiment of the present application does not limit the number of skill points, and does not limit the form of skills released by virtual objects that consume skill points. There is no limit to the number of skill controls corresponding to the skills that consume skill points. The skills in the skill group corresponding to the three skill controls can all consume skill points when released, or it can be one or two of them. In the case of Figure 3 In the user interface shown in FIG. 1 , in response to the user's triggering operation on the first skill control 112, the virtual object is controlled to release the skill corresponding to the first skill control. At this time, the number of skill points 111 becomes two, and after the virtual object releases the skill, the first skill control 112 enters a cooling state. Figure 4 In the user interface shown, the virtual object has no skill points, and at this time, the first skill control 121 and the second skill control 122 both enter a cooling state (also referred to as an unselectable state).

[0063] In the related art, some skill combinations are also provided. In some embodiments, Figure 5 In the schematic diagram of the user interface shown, when the first skill corresponding to the second skill control 131 of the first virtual object 130 hits the second virtual object (not shown in the figure), the cooling time of the second skill control 131 is refreshed. When the second skill control 131 is triggered again, the virtual object 130 is controlled to release the second skill corresponding to the second skill control 131, wherein the first skill and the second skill corresponding to the second skill control 131 are different skills. Under certain conditions, the virtual object 130 can release the second skill. The second skill of the virtual object is different from the first skill. Optionally, the attack value caused by the second skill is increased by 25%. In other embodiments, such as Figure 6 In the schematic diagram of the user interface shown, the fourth skill icon 141 is in an unusable state. Optionally, when the virtual object releases the first skill corresponding to the first skill icon 142, the fourth skill can copy the first skill, and the skill corresponding to the fourth skill icon 141 is the first skill corresponding to the first skill icon. Depending on the skills released by the virtual object, the skills that can be copied correspond to the fourth skill icon are different. In other embodiments, the cooldown time of the skill is refreshed under certain conditions. When other existing interactive conditions in the game are met, specific skills are refreshed to achieve multiple releases of skills. These conditions can be: a skill hits the target, kills the target, releases multiple skills, hits a target with a specific mark, and so on. For example Figure 7 In the schematic diagram of the user interface shown, the first virtual object 150 releases the operation, and the operation hits the second virtual object 151, then the marked mark 152 is displayed above the head of the second virtual object 151, and based on the marking of the second virtual object 151, the skill cooldown time of the third skill of the first virtual object 150 is adjusted to 0, that is, the first virtual object 150 can immediately respond to the user's triggering operation on the third skill control 153 and release the third skill. In other embodiments, such as Figure 8In the schematic diagram of the user interface shown, the third skill control 161 is displayed in an enlarged manner, and multiple third skills are stored at the same time, that is, in response to the user's triggering operation on the third skill control 161, the virtual object can be controlled to continuously release multiple third skills. In other embodiments, a skill is stored in the form of skill beans. That is, a skill bean is set as a resource for the release frequency of a skill. When the skill beans are not consumed, the skill can be released multiple times without entering the CD or without entering the full CD. Fig. 9 In the schematic diagram of the user interface shown, the number 3 is displayed on the second skill control 171, indicating that three second skills are stored. That is, in response to the user's triggering operation on the second skill control 171, the virtual object can be controlled to release multiple second skills continuously.

[0064] In the related art, the combination of skills is relatively simple. One is that when the conditions are met, another skill corresponding to the skill control appears, but if the skill is not released within the threshold time, the other skill cannot be released this time. Alternatively, the skills are stored in the form of skill beans, but the storage of the skill is for the same skill, that is, the virtual object can be controlled to release the same skill multiple times in a row. Therefore, the combination of skills in the related art is relatively simple.

[0065] What is different is that the concept of skill points is proposed in the embodiments of the present application. In some embodiments, there are three skill controls on the user interface, in which skill points are consumed in response to the operation of the first skill control or the second skill control to control the virtual object to release skills. In other embodiments, the skill control that consumes skill points corresponds to a skill group, and there are multiple skills in the skill group. Optionally, the total number of skill points is 3, and there are also three and different skills in the skill group, and the skills in the skill group correspond to the skill points. Therefore, for different skill points, the user's operation on the skill control is different, which can make the virtual object release more different skill combinations.

[0066] Please refer to Fig.10 , which shows a flow chart of a method for controlling a virtual object provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-330):

[0067] Step 310, in the user interface of the competitive game, display at least two skill controls that share the same skill point set; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0068] Skill control: A control displayed on the user interface for controlling the virtual object to release skills in response to user operations. This application limits the number of skill controls to at least two, which can increase the combination of skills and increase the fun of competition.

[0069] Skill Group: A collection of multiple skills that share the same skill control. That is, under different conditions, different skills can be released in response to user operations on the same skill control.

[0070] Skill point set: a set of skill points. The number of skill points in a skill point set may change. When all skill points are consumed, there are no skill points in the skill point set. In some embodiments, the skill points in the skill point set may be restored over time.

[0071] In some embodiments, among the at least two skill controls, there is at least one skill control, and its corresponding skill group includes at least two skills. In other embodiments, each skill group includes at least two skills. This application is not limited to this.

[0072] In some embodiments, the skill group includes at least two skills, and the different skills included in the skill group correspond to different skill points. Optionally, there are skill a1 and skill a2 in the skill group, and skill a1 and skill a2 correspond to different skill points. Optionally, there are two skill points in total, namely skill point 1 and skill point 2. Optionally, skill point 1 corresponds to skill a1, and skill point 2 corresponds to skill a2. In some embodiments, the skills in a skill group are different. Optionally, the skills in a skill group are of the same attribute, for example, the skills in a skill group are of defense attributes, or the skills in a skill group are of attack attributes. Optionally, the skills in a skill group are of different attributes, for example, a skill group has both attack attribute skills and defense attribute skills. In some embodiments, there is a difference in attack value between skills of the same attribute in a skill group, for example, the attack value caused by skill a1 is 100, and the attack value caused by skill a2 is 200. In some embodiments, there are differences in defense values ​​between skills of the same attribute in a skill group, for example, skill a1 gives a virtual object a defense value of 100, and skill a2 gives a virtual object a defense value of 200. In other embodiments, different skills in a skill group may correspond to different forms of a virtual object, for example, skill a1 may put the virtual object in a first form, and skill a2 may put the virtual object in a second form, the first form and the second form are two different forms, and the specific form may be at least one of a human form, an animal form, a walking form, and a flying form, which is not limited in this application.

[0073] The technical solution provided by the embodiment of the present application can make one skill control correspond to one skill group by setting multiple skills in the skill group, and can select one skill from the skill group as the skill released by the virtual object corresponding to the skill control. When one skill control corresponds to one skill group, and the skill group includes at least two skills, the user can choose to control the virtual object to release a certain skill in the skill group according to the actual situation, thereby meeting the needs of more users and making the control methods of virtual objects more diverse.

[0074] Step 320: In response to an operation on a first skill control among the at least two skill controls, determine a first skill point to be used from the at least two skill points.

[0075] Operation on the first skill control among the at least two skill controls: In some embodiments, the operation may be at least one of a click operation, a slide operation, a touch operation, etc., which is not limited in this application.

[0076] The present application does not limit the method for determining the first skill point to be used from the at least two skill points. Optionally, a skill point is randomly selected from the at least two skill points as the first skill point to be used. Optionally, the first skill point to be used next is determined in a forward-to-backward order. Optionally, the first skill point to be used next is determined in a backward-to-frontward order.

[0077] In some embodiments, a first skill point to be used is determined from at least two skill points according to a skill point usage order; wherein the skill point usage order is used to define a usage order of the at least two skill points.

[0078] The skill point usage order is to define the order in which at least two skill points are used. Optionally, if the order of using skill points is from front to back / from left to right, then the skill point usage order is from front to back / from left to right. Figure 2 In the schematic diagram of the user interface shown in FIG. 1 , the skill point set 105 includes three skill points, and the skill points are used in an order from left to right. Optionally, after the skill points are used in an order from left to right, the skill point set 105 becomes as follows: Figure 3 The skill point set 111 shown in the figure shows that the leftmost skill point is used. This application does not limit the order in which skill points are used. In addition, this application does not limit the form of skill points. Figure 2 In the schematic diagram of the user interface shown in or 3, the skill point appears in the form of a moon above the health bar of the virtual object. Optionally, the skill point can also be displayed in other forms such as the sun, monsters, stars, numbers, grids, etc. Further, the skill point can be fully displayed on the user interface, or it can be incompletely displayed on the user interface. For example, only a skill point control is displayed on the user interface without displaying the specific number of skill points. The user needs to click the skill point control where the skill point is located before all the skill points can be fully expanded. In other embodiments, the skill point can also be completely not displayed in the user interface, for example, the number of skill points is not displayed at all on the user interface, but there can be a voice broadcast, such as "user xxx has obtained 3 skill points". When the user uses the skill point, there is also a broadcast "user xxx has used skill point 1, and there are 2 skill points left". In addition, the present application does not limit the position of the skill point in the user interface. Optionally, the skill point appears in the screen of the virtual environment where the virtual object is located. Optionally, the skill point appears on the user UI interface and can be touched or clicked by the user.

[0079] In the embodiment of the present application, by determining the next skill point to be used according to the order of skill point usage, the user can clearly know the skill points to be used and redetermine the skills to be controlled to release the virtual object based on the skill points to be used, which is convenient for the user to understand the competitive dynamics in real time and is also very friendly to novice users.

[0080] Step 330: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0081] The first virtual object may be referred to as a main control virtual object in the current user interface. The virtual object has been described in detail above and will not be described again here.

[0082] There is a corresponding relationship between the skills and skill points in each skill group. For example, there are 3 skills in the skill group corresponding to the first skill control, and there are also 3 skill points in the skill point set. In response to the operation of the first skill control, when the first skill point in the skill point set is used, the first virtual object is controlled to release the first skill in the skill group corresponding to the first skill control. In response to the operation of the first skill control, when the second skill point in the skill point set is used, the first virtual object is controlled to release the second skill in the skill group corresponding to the first skill control. In response to the operation of the first skill control, when the third skill point in the skill point set is used, the first virtual object is controlled to release the third skill in the skill group corresponding to the first skill control.

[0083] In some embodiments, unused skill points among at least two skill points are displayed, that is, unused skill points are displayed on the user interface, so that the user can know how many or which skill points are unused, or which skill points have been used.

[0084] In such Figure 2 In the schematic diagram of the user interface shown in FIG. 1 , the three skill points included in the skill point set 105 are unused skill points. Figure 3 In the schematic diagram of the user interface shown, the two skill points included in the skill point set 111 are unused skill points.

[0085] The technical solution provided in the embodiment of the present application can effectively give prompts to users by displaying unused skills in skill points, informing users of skills that have not been used. This can help users more accurately judge which skills need to be released, thereby facilitating user operations.

[0086] In some embodiments, the icon of the skill corresponding to the next skill point to be used is displayed in the display area of ​​the skill control. In some embodiments, after the first skill point is used, the next skill point to be used is the second skill point, then the skill corresponding to the first skill control and the skill corresponding to the second skill control will change, and the skill icon will be re-determined according to the changed skill. In some embodiments, the skill icon corresponding to the next skill point to be used will be displayed so that the user knows what the next triggered skill is. In other embodiments, the next skill point to be used refers to the next skill point to be used determined according to the default logic (established order). In other embodiments, if the user can select the "skill point to be used", then the next skill point to be used is not necessarily the "skill point to be used" selected by the user. This application does not limit whether the "skill point to be used" is selected by the user.

[0087] The technical solution provided in the embodiment of the present application can effectively inform the user of the skill corresponding to the next skill point by displaying the icon of the skill corresponding to the next skill point to be used, which is convenient for the user to make a selection from multiple skill controls, facilitates competitive operations, and is also convenient for the user to determine the skill to be controlled to release the virtual object according to the actual situation.

[0088] In some embodiments, when skill points are used to release a skill, the cooldown period of the skill is less than the rated cooldown period of the skill.

[0089] The rated cooldown time is equivalent to the original cooldown time of the skill, that is, the cooldown time of the skill without the participation of skill points. Optionally, the rated cooldown time of the skill group set corresponding to the first skill control is 10s. When the user uses the skill point to release the skill, the cooldown time of the skill is reduced to 2s. When the user uses the last skill point, for example, the last skill point corresponds to the third skill of the skill group of the first skill control released by the user, then after the skill is used up, the cooldown time of the skill becomes the rated cooldown time.

[0090] The technical solution provided in the embodiment of the present application is that when skill points are used to release skills, the cooldown period of the skill is less than the rated cooldown period of the skill. By using skill points, the cooldown period (cooling time) of the skill can be shortened, which means that it is convenient for the user to release multiple skills continuously through the skill control. The connection between skills is better, and the user experience is better. For veteran users, it can better reflect their competitive strength.

[0091] The technical solution provided by the embodiment of the present application is that, on the user interface of the competitive game, at least two skill controls share the same skill point set. When the user performs an operation on the first skill control of the at least two skill controls, the first skill point to be used is determined from the skill point set, and the first virtual object is controlled to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control. That is, the skill is released by using the skill points, and the skills in the skill group corresponding to the skill control correspond to the skill points. According to the different skill points used, the virtual object is controlled to release the skills corresponding to the skill points used in the skill group corresponding to the skill control. Therefore, the technical solution provided by the embodiment of the present application consumes skill points when controlling the virtual object to release skills by setting multiple skill points, and there is a skill group corresponding to the same skill control, and there are different skills corresponding to the skill points in the skill group. In the case of at least two skill points, there are multiple possible implementation methods for controlling the skills released by the virtual object, so the diversification of combined skills can be achieved, and the flexibility and diversity of skill release can be improved.

[0092] Please refer to Fig.11 , which shows a flow chart of a method for controlling a virtual object provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-330):

[0093] Step 310, in the user interface of the competitive game, display at least two skill controls that share the same skill point set; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0094] Step 322, in response to an operation on a first skill control among at least two skill controls, determining the skill point selected by the skill point selection operation as the first skill point from at least two skill points; wherein the skill point selection operation refers to an operation performed by a user to select a skill point.

[0095] The present application does not limit the type of skill point selection operation, which can be at least one of sliding, clicking, and double-clicking.

[0096] In some embodiments, the skill point selection operation and the operation on the first skill control are a one-step sliding operation; wherein, the skill control corresponding to the starting position of the sliding operation is the first skill control, and the skill point corresponding to the ending position of the sliding operation is the first skill point; or, the skill point corresponding to the starting position of the sliding operation is the first skill point, and the skill control corresponding to the ending position of the sliding operation is the first skill control.

[0097] On the one hand, you can slide from the first skill control to the skill point, and on the other hand, you can slide from the skill point to the skill control. Both of these implementation methods are for selecting the skill point corresponding to the current operation. After determining the skill point, you can determine the skill in the skill group corresponding to the skill control that controls the virtual object to release based on the skill points used.

[0098] In some embodiments, the purpose of selecting which skill point to choose is achieved by clicking on the skill control to select a skill and clicking on the skill point to select a skill point. However, this operation is inefficient and will affect the efficiency of skill release. Even for high-level players, trying to click with two fingers at the same time also puts forward high requirements for the difficulty of operation. The difference is that the technical solution provided in the embodiment of the present application only requires one sliding operation to complete the selection of skills and skill points, which is very efficient and has low difficulty of operation.

[0099] Step 330: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0100] The technical solution provided by the embodiment of the present application sets the skill points on the user UI interface, and the user can perform operations on the skill points. After the user selects the skill points, the operation on the skill control can be performed, so that the user can control which skill point in the skill point set is used. It is also because different skill points correspond to different skills in the skill group, so when the user can select the corresponding skill points, the skills in the skill group can be selectively released. The user can choose to use different skill points according to the ever-changing situation. For novice users, it may be relatively difficult to take one more step to select the skill points, but on the contrary, for veteran users, selecting the skill points in advance can better reflect the user's reaction speed and competitive strength. At the same time, the skill point selection operation allows the user to clearly control the skills released by the virtual object, which is convenient for the user to select different skills according to the game situation. In the technical solution provided by the embodiment of the present application, there is no fixed order of use of skill points. The use of skill points depends on the user's skill point selection operation, which enriches the control method of virtual objects and enhances the fun and challenge of competitive games.

[0101] Please refer to Fig.12, which shows a flow chart of a method for controlling a virtual object provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-330):

[0102] Step 310, in the user interface of the competitive game, display at least two skill controls that share the same skill point set; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0103] Step 324, in response to an operation on a first skill control among at least two skill controls, determining a first skill point to be used from at least two skill points based on real-time game data of the competitive game.

[0104] In some embodiments, the real-time game data includes at least one of the following: the skills released by the first virtual object N times in the last, the attribute information of the first virtual object, the attribute information of the second virtual object that the first virtual object is fighting against, and the attribute information of the third virtual object that the first virtual object is assisting, where N is a positive integer. Due to the variability of the situation of the competitive game, the first skill point to be used is determined from the at least two skill points based on the real-time game data.

[0105] In some embodiments, the first skill point to be used is determined from at least two skill points according to the skills released by the first virtual object for the last N times. In some embodiments, the skill point preference of the first virtual object in the game is determined according to the number of different skill points corresponding to the skills released by the first virtual object for the last N times, and if the first virtual object prefers to use a skill in the skill group corresponding to the first skill point, the preferred skill point is preferentially determined from the at least two skill points as the first skill point to be used.

[0106] In some embodiments, the first skill point to be used is determined from at least two skill points according to the attribute information of the first virtual object. In some embodiments, the attributes of the skills corresponding to different skill points are different, for example, the skill corresponding to skill point 1 is a defensive skill, and the skill corresponding to skill point 2 is an offensive skill. Then, according to the current attribute information of the first virtual object, such as the health information of the first virtual object, if the health value of the first virtual object is low, the first skill point to be used is determined from skill point 1 of at least two skill points, and the defense value of the first virtual object can be increased according to the defensive skill corresponding to skill point 1. In other embodiments, the health information of the first virtual object is very healthy, but the position of the first virtual object is very dangerous, such as there are multiple second virtual objects around the first virtual object (here, the second virtual object is a virtual object in a different camp from the first virtual object), then the first skill point to be used is determined from skill point 2 of at least two skill points, and the attack value of the first virtual object can be increased according to the offensive skill corresponding to skill point 2. In other embodiments, the attribute information of the first virtual object may also be the attribute gain of the first virtual object. For example, if the first virtual object itself has an attribute gain of attack, and the defense power needs to be improved, the first skill point to be used is determined from skill point 1 among at least two skill points, and the defense value of the first virtual object can be improved according to the defensive skill corresponding to skill point 1. For example, if the first virtual object itself has an attribute gain of defense, and the attack power needs to be improved, the first skill point to be used is determined from skill point 2 among at least two skill points, and the attack value of the first virtual object can be improved according to the offensive skill corresponding to skill point 2, so as to achieve complementarity between skills and attribute gain.

[0107] In some embodiments, the first skill point to be used is determined from the at least two skill points based on the attribute information of the second virtual object that the first virtual object is fighting against. In some embodiments, the first skill point to be used from the at least two skill points is determined based on the health value, attack value, defense value, etc. of the second virtual object.

[0108] In some embodiments, the first skill point to be used is determined from the at least two skill points based on the attribute information of the third virtual object that the first virtual object is assisting. In some embodiments, the third virtual object is a virtual object in the same camp as the first virtual object, and the first skill point to be used from the at least two skill points is determined based on the health value, attack value, defense value, etc. of the third virtual object.

[0109] Step 330: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0110] The technical solution provided by the embodiment of the present application determines the first skill point to be used based on real-time game data, and the real-time game data includes at least one of the following: the skills released by the first virtual object N times in the last, the attribute information of the first virtual object, the attribute information of the second virtual object that the first virtual object is fighting against, and the attribute information of the third virtual object that the first virtual object is assisting. Determining the first skill point to be used based on the real-time game data can better meet the needs of users, and at the same time can avoid the operation of skill point selection, which is very friendly to novice users, and further improves the user's competitive experience.

[0111] Please refer to Fig.13 , which shows a flow chart of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (310-340):

[0112] Step 310, in the user interface of the competitive game, display at least two skill controls that share the same skill point set; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0113] Step 320: In response to an operation on a first skill control among the at least two skill controls, determine a first skill point to be used from the at least two skill points.

[0114] Step 330: Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0115] Step 340: When the number of unused skill points in the skill point set is less than the rated maximum number, if the skill point recovery condition is met, the number of unused skill points in the skill point set is increased.

[0116] In some embodiments, unused skill points in the skill point set can be restored to a rated maximum number. In some embodiments, the rated maximum number is 3. When the number of unused skill points in the skill point set is less than 3, it is determined whether a restoration condition is met. If the restoration condition is met, the skill points are restored to the rated maximum number.

[0117] In some embodiments, there is no limitation on the method of increasing the number of unused skill points in the skill point set. The skill points may be increased all at once to the rated maximum number, or may be increased one by one to the rated maximum number.

[0118] In some embodiments, the skill point recovery conditions include at least one of the following: a first time period has passed since the last use of a skill point, a second time period has passed since the last recovery of a skill point, the first virtual object causes damage to the enemy virtual object that satisfies the first condition, the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition, the first virtual object obtains a first gain effect, and the camp to which the first virtual object belongs obtains a second gain effect.

[0119] In some embodiments, the number of skill points in the skill point set is restored to the rated maximum number at the beginning of a competitive match.

[0120] In some embodiments, the skill point recovery condition is that a first time period has passed since the last use of the skill point. For example, the first time period is 10 seconds. If the user does not use the skill point again within 10 seconds after the last use of the skill, the skill point is restored to the rated maximum number.

[0121] In some embodiments, the skill point recovery condition is that the second time period has elapsed since the last skill point recovery. For example, the second time period is 60 seconds after the last skill point recovery, and the skill points are automatically restored to the rated maximum number.

[0122] In some embodiments, the skill point recovery condition is that the first virtual object causes damage to the enemy virtual object that satisfies the first condition. Optionally, the first condition is that the damage caused by the first virtual object to the enemy virtual object is greater than a first damage threshold, or the number of enemy virtual objects killed by the first virtual object is greater than a first quantity threshold, then the skill points are restored to the rated maximum number. Optionally, the first quantity threshold is 5, and when the number of enemy virtual objects killed by the first virtual object is greater than 5, the skill points are restored to the rated maximum number.

[0123] In some embodiments, the skill point recovery condition is that the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition. Optionally, the second condition is that the damage caused to the enemy virtual object by the camp to which the first virtual object belongs is greater than the second damage threshold, or the number of enemy virtual objects killed by the camp to which the first virtual object belongs is greater than the second number threshold, then the skill points are restored to the rated maximum number. Optionally, the second number threshold is 5, and when the number of enemy virtual objects killed by the camp to which the first virtual object belongs is greater than 5, the skill points are restored to the rated maximum number.

[0124] In some embodiments, the skill point recovery condition is that the first virtual object obtains a first gain effect. Optionally, the first gain effect is at least one of an attack effect or a defense effect, which is not limited in this application. Optionally, when the first gain effect is an attack effect, when the first virtual object obtains an attack effect, the skill points are restored to the rated maximum number.

[0125] In some embodiments, the skill point recovery condition is that the camp to which the first virtual object belongs obtains a second gain effect. Optionally, the second gain effect is at least one of an attack effect or a defense effect, which is not limited in this application. Optionally, when the second gain effect is a defense effect, when the first virtual object obtains the defense effect, the skill points are restored to the rated maximum number.

[0126] The technical solution provided by the embodiment of the present application increases the number of unused skill points in the skill point set if the skill point recovery condition is met when the number of unused skill points in the skill point set is less than the rated maximum number. At the same time, the skill point recovery conditions are also diverse. According to different needs, users can set different skill point recovery methods. In addition, the rapid recovery of skill points is also conducive to speeding up the progress of the game and reducing the processing overhead of the device.

[0127] Please refer to Fig.14 , which shows a block diagram of a method for controlling a virtual object provided by an embodiment of the related art. The method may include at least one of the following steps (S1 to S6):

[0128] Step S1, request to release a skill.

[0129] The server requests the client of the terminal device to release a skill. After the client receives the skill release request, it will select the skill logic of the specified skill slot.

[0130] Step S2, select a designated skill slot.

[0131] The skill slots in the embodiments of the present application may also be considered as skill controls.

[0132] Step S3, execute skill logic.

[0133] After the logic is executed, it will check whether the skill needs to be switched to another skill. If it needs to be switched, the specific skill object in the skill slot will be switched to ensure that the next time it is released, it will have a different skill logic.

[0134] Step S4: whether to switch skills.

[0135] If yes, execute step S5, if no, execute step S6.

[0136] Step S5, switch the skill to the target skill.

[0137] Step S6, end.

[0138] The skill release logic in the related art has the problem that the target switching skills need to be clear, and the order of skill release needs to be fixed. The technical solution provided in the embodiment of the present application does not limit the order of skill release. In the case of skill points, skills can be randomly combined, and the order of skill release is not limited, which enriches the way of releasing skills of virtual objects.

[0139] Please refer to Fig.15 , which shows a block diagram of a method for controlling a virtual object provided by an embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (P1 to P6):

[0140] Step P1, request to release the skill.

[0141] Step P2, select the specified skill slot.

[0142] Step P3, execute skill logic.

[0143] Step P4, sending a skill switching event.

[0144] Step P5, receiving an event.

[0145] Step P6, execute skill switching logic.

[0146] The skill switching logic provided in the embodiment of the present application is a function that switches different logics according to specific circumstances. Therefore, the skill switching logic needs to be scripted and configured. The specific skill switching logic has changed from simply checking whether a slot needs to switch skills and then switching to detecting whether the conditions are met and switching the two skills of slots 1 and 2 at the same time.

[0147] Please refer to Fig.16 , which shows a block diagram of a method for controlling a virtual object provided by another embodiment of the present application. The execution subject of each step of the method may be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (Q1-Q3):

[0148] Step Q1, event judgment.

[0149] In some embodiments, step Q1 is used to determine which specific skill point in the skill point set is currently being used.

[0150] Step Q2, execute skill switching logic.

[0151] Execute the skill switching logic based on the determined skill points.

[0152] Step Q3, output the switching result.

[0153] The technical solution provided in the embodiment of the present application can configure the skill switching logic, and different virtual objects can adjust the specific content of the skill switching logic in different situations.

[0154] Please refer to Fig.17 , which shows a block diagram of the skill switching logic provided by an embodiment of the present application. The execution subject of each step of the method can be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include at least one of the following steps (W1~V5):

[0155] Step W1, select the first skill slot.

[0156] Determine whether skill point 1 is consumed. If so, execute step W2. If not, determine whether skill point 2 is consumed.

[0157] In the embodiment of the present application, using skill points can also be considered as consuming skill points.

[0158] Step W2, switch the first skill corresponding to the first skill slot.

[0159] Determine whether skill point 2 is consumed. If so, execute step W3. If not, determine whether skill point 3 is consumed.

[0160] Step W3, switch the second skill corresponding to the first skill slot.

[0161] Determine whether skill point 3 is consumed. If so, execute step W4; if not, execute step W5.

[0162] Step W4, switch the third skill corresponding to the first skill slot.

[0163] Step W5, the skill corresponding to the first skill slot cannot be released.

[0164] Step V1, select the second skill slot.

[0165] Determine whether skill point 1 is consumed. If so, execute step V2. If not, determine whether skill point 2 is consumed.

[0166] Step V2, switch the first skill corresponding to the second skill slot.

[0167] Determine whether skill point 2 is consumed. If so, execute step V3. If not, determine whether skill point 3 is consumed.

[0168] Step V3, switch the second skill corresponding to the second skill slot.

[0169] Determine whether skill point 3 is consumed. If so, execute step V4; if not, execute step V5.

[0170] Step V4, switch the third skill corresponding to the second skill slot.

[0171] Step V5, the skill corresponding to the second skill slot cannot be released.

[0172] The technical solution provided in the embodiment of the present application can design different skills corresponding to different skills by numbering different skill points, and provides a new skill switching logic, which is convenient for determining the skills that need to be switched according to the skill points used.

[0173] Please refer to Fig.18 , which shows a block diagram of CD switching logic provided by another embodiment of the present application. The execution subject of each step of the method can be Figure 1 The terminal device 10 in the implementation environment of the scheme shown, for example, the execution subject of each step can be the client of the target application. In the following method embodiment, for the convenience of description, only the execution subject of each step is introduced as the "client". The method can include the following steps (at least one step in U1 to U3):

[0174] Step U1, request to release the skill.

[0175] Determine whether there are skill points left. If so, execute step U2; if not, execute step U3.

[0176] After releasing a skill each time, check whether there are any skill points left in the skill point set. If there are any skill points left, do not enter the full CD (rated CD).

[0177] Step U2, reset the skill CD of the first skill slot and the second skill slot.

[0178] Optionally, the skill CDs corresponding to all slots are adjusted to 0, or adjusted to be less than the rated CD.

[0179] Step U3, restore the rated CD of the skills corresponding to the first skill slot and the second skill slot.

[0180] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.

[0181] Please refer to Fig.19 , which shows a block diagram of a virtual object control device provided by an embodiment of the present application. The device has the function of implementing the above method example, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the terminal device introduced above, or it can be set in the terminal device. Fig.19 As shown, the device 1800 may include: a display module 1810 , a skill point determination module 1820 and a control module 1830 .

[0182] The display module 1810 is used to display at least two skill controls that share the same skill point set in the user interface of the competitive game; wherein the skill point set includes at least two skill points, each skill control corresponds to a skill group, and each skill group includes at least one skill.

[0183] The skill point determination module 1820 is configured to determine a first skill point to be used from the at least two skill points in response to an operation on a first skill control of the at least two skill controls;

[0184] The control module 1830 is used to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

[0185] In some embodiments, the skill set includes at least two skills, and different skills included in the skill set correspond to different skill points.

[0186] In some embodiments, the display module 1810 is further used to display unused skill points among the at least two skill points.

[0187] In some embodiments, the display module 1810 is further used to display an icon of a skill corresponding to the next skill point to be used in the display area of ​​the skill control.

[0188] In some embodiments, the skill point determination module 1820 is used to determine the first skill point to be used from the at least two skill points according to a skill point usage order; wherein the skill point usage order is used to define a usage order of the at least two skill points.

[0189] In some embodiments, the skill point determination module 1820 is used to determine the skill point selected by the skill point selection operation as the first skill point from the at least two skill points; wherein the skill point selection operation refers to an operation performed by a user to select a skill point.

[0190] In some embodiments, the skill point selection operation and the operation on the first skill control are a one-step sliding operation; wherein, the skill control corresponding to the starting position of the sliding operation is the first skill control, and the skill point corresponding to the ending position of the sliding operation is the first skill point; or, the skill point corresponding to the starting position of the sliding operation is the first skill point, and the skill control corresponding to the ending position of the sliding operation is the first skill control.

[0191] In some embodiments, the skill point determination module 1820 is used to determine the first skill point to be used from the at least two skill points based on the real-time game data of the competitive game; wherein the real-time game data includes at least one of the following: the skills released by the first virtual object N times most recently, attribute information of the first virtual object, attribute information of the second virtual object that the first virtual object is fighting against, and attribute information of the third virtual object that the first virtual object is assisting, where N is a positive integer.

[0192] In some embodiments, when the skill point is used to release the skill, the cooldown period of the skill is less than the rated cooldown period of the skill.

[0193] In some embodiments, Fig. 20 As shown, the device also includes a skill point increasing module 1840.

[0194] The skill point increasing module 1840 is used to increase the number of unused skill points in the skill point set if the skill point recovery condition is met when the number of unused skill points in the skill point set is less than the rated maximum number; wherein the skill point recovery condition includes at least one of the following: a first time period has passed since the last use of a skill point, a second time period has passed since the last recovery of a skill point, the first virtual object causes damage to the enemy virtual object that satisfies the first condition, the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition, the first virtual object obtains a first gain effect, and the camp to which the first virtual object belongs obtains a second gain effect.

[0195] It should be noted that the device provided in the above embodiment, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0196] Please refer to Fig.21 , which shows a block diagram of a terminal device 2100 provided in one embodiment of the present application. The terminal device 2100 may be Figure 1 The terminal device 10 in the implementation environment shown is used to implement the control method of the virtual object provided in the above embodiment. Specifically:

[0197] Typically, the terminal device 2100 includes: a processor 2101 and a memory 2102 .

[0198] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0199] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store a computer program, which is configured to be executed by one or more processors to implement the control method of the virtual object.

[0200] In some embodiments, the terminal device 2100 may further optionally include: a peripheral device interface 2103 and at least one peripheral device. The processor 2101, the memory 2102 and the peripheral device interface 2103 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 2103 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2104, a display screen 2105, an audio circuit 2107 and a power supply 2108.

[0201] Those skilled in the art will understand that Fig.21 The structure shown in the figure does not constitute a limitation on the terminal device 2100, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0202] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium, and when the computer program is executed by a processor, the control method of the virtual object is implemented.

[0203] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives) or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0204] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a terminal device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal device executes the above-mentioned virtual object control method.

[0205] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.

[0206] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for controlling a virtual object, characterized in that: The method comprises: In a user interface of a competitive game, a first skill control is displayed; wherein the first skill control corresponds to a skill group, the skill group includes at least two skills, and releasing the skills in the skill group consumes skill points in a skill point set, the skill point set includes at least two skill points; In response to an operation on the first skill control, determining a first skill point to be used from the at least two skill points; Control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

2. The method according to claim 1, characterized in that Different skills included in the skill group correspond to different skill points.

3. The method according to claim 1 or 2, characterized in that: The number of skills included in the skill group is the same as the number of skill points included in the skill point set, and one skill in the skill group corresponds to one skill point in the skill point set.

4. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: Unused skill points among the at least two skill points are displayed.

5. The method according to any one of claims 1 to 4, characterized in that: At least two skill controls are displayed in the user interface, the at least two skill controls include the first skill control, and the at least two skill controls share the skill point set.

6. The method according to claim 5, characterized in that The at least two skill controls further include a second skill control; After controlling the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control, the method further includes: In response to an operation on the second skill control, determining a next skill point to be used from the at least two skill points; Control the first virtual object to release the skill corresponding to the next skill point to be used in the skill group corresponding to the second skill control.

7. The method according to claim 5 or 6, characterized in that: The method further comprises: In the display area of ​​the skill control, an icon of a skill corresponding to the next skill point to be used is displayed.

8. The method according to any one of claims 1 to 7, characterized in that: The determining of a first skill point to be used from the at least two skill points comprises: The first skill point to be used is determined from the at least two skill points according to a skill point usage sequence, wherein the skill point usage sequence is used to define a usage sequence of the at least two skill points.

9. The method according to any one of claims 1 to 7, characterized in that: The determining of a first skill point to be used from the at least two skill points comprises: From the at least two skill points, the skill point selected by the skill point selection operation is determined as the first skill point; wherein the skill point selection operation refers to an operation performed by a user to select a skill point.

10. The method according to claim 9, characterized in that The skill point selection operation and the operation on the first skill control are a one-step sliding operation; wherein, The skill control corresponding to the starting position of the sliding operation is the first skill control, and the skill point corresponding to the ending position of the sliding operation is the first skill point; or, The skill point corresponding to the starting position of the sliding operation is the first skill point, and the skill control corresponding to the ending position of the sliding operation is the first skill control.

11. The method according to any one of claims 1 to 7, characterized in that: The determining of a first skill point to be used from the at least two skill points comprises: Determining the first skill point to be used from the at least two skill points according to the real-time game data of the competitive game; Among them, the real-time game data includes at least one of the following: the skills released by the first virtual object for the last N times, the attribute information of the first virtual object, the attribute information of the second virtual object that the first virtual object is fighting against, and the attribute information of the third virtual object that the first virtual object is assisting, where N is a positive integer.

12. The method according to any one of claims 1 to 11, characterized in that: When the skill point is used to release the skill, the cooldown period of the skill is less than the rated cooldown period of the skill.

13. The method according to any one of claims 1 to 12, characterized in that: The method further comprises: When the number of unused skill points in the skill point set is less than the rated maximum number, if the skill point recovery condition is met, the number of unused skill points in the skill point set is increased; wherein the skill point recovery condition includes at least one of the following: a first time period has passed since the last use of a skill point, a second time period has passed since the last recovery of a skill point, the first virtual object causes damage to the enemy virtual object that satisfies the first condition, the camp to which the first virtual object belongs causes damage to the enemy virtual object that satisfies the second condition, the first virtual object obtains a first gain effect, and the camp to which the first virtual object belongs obtains a second gain effect.

14. The method according to any one of claims 1 to 13, characterized in that: Each skill included in the skill group has the same attack attribute, but different attack values; or, Each skill included in the skill group has the same defense attribute, but different defense values; or, Each skill included in the skill group has different attributes.

15. The method according to any one of claims 1 to 14, characterized in that The method further comprises: When releasing different skills included in the skill group, the first virtual object is controlled to be in different forms.

16. A control device for a virtual object, characterized in that: The device comprises: A control display module, configured to display a first skill control in a user interface of a competitive game; wherein the first skill control corresponds to a skill group, the skill group includes at least two skills, and the release of the skills in the skill group consumes skill points in a skill point set, the skill point set includes at least two skill points; a skill point determination module, configured to determine a first skill point to be used from the at least two skill points in response to an operation on the first skill control; A control module is used to control the first virtual object to release the skill corresponding to the first skill point in the skill group corresponding to the first skill control.

17. A terminal device, characterized in that: The terminal device comprises a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the method according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method according to any one of claims 1 to 15.

19. A computer program product, characterized in that The computer program product comprises computer instructions, which are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the method according to any one of claims 1 to 15.